godot-xterm/addons/gut/gui/script_text_editor_controls.gd

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# Holds weakrefs to a ScriptTextEditor and related children nodes
# that might be useful. Though the TextEdit is really the only one, but
# since the tree may change, the first TextEdit under a CodeTextEditor is
# the one we use...so we hold a ref to the CodeTextEditor too.
class ScriptEditorControlRef:
var _text_edit = null
var _script_editor = null
var _code_editor = null
func _init(script_edit):
_script_editor = weakref(script_edit)
_populate_controls()
func _populate_controls():
# who knows if the tree will change so get the first instance of each
# type of control we care about. Chances are there won't be more than
# one of these in the future, but their position in the tree may change.
_code_editor = weakref(_get_first_child_named('CodeTextEditor', _script_editor.get_ref()))
_text_edit = weakref(_get_first_child_named("CodeEdit", _code_editor.get_ref()))
func _get_first_child_named(obj_name, parent_obj):
if(parent_obj == null):
return null
var kids = parent_obj.get_children()
var index = 0
var to_return = null
while(index < kids.size() and to_return == null):
if(str(kids[index]).find(str("[", obj_name)) != -1):
to_return = kids[index]
else:
to_return = _get_first_child_named(obj_name, kids[index])
if(to_return == null):
index += 1
return to_return
func get_script_text_edit():
return _script_editor.get_ref()
func get_text_edit():
# ScriptTextEditors that are loaded when the project is opened
# do not have their children populated yet. So if we may have to
# _populate_controls again if we don't have one.
if(_text_edit == null):
_populate_controls()
return _text_edit.get_ref()
func get_script_editor():
return _script_editor
func is_visible():
var to_return = false
if(_script_editor.get_ref()):
to_return = _script_editor.get_ref().visible
return to_return
# ##############################################################################
#
# ##############################################################################
# Used to make searching for the controls easier and faster.
var _script_editors_parent = null
# reference the ScriptEditor instance
var _script_editor = null
# Array of ScriptEditorControlRef containing all the opened ScriptTextEditors
# and related controls at the time of the last refresh.
var _script_editor_controls = []
var _method_prefix = 'test_'
var _inner_class_prefix = 'Test'
func _init(script_edit):
_script_editor = script_edit
refresh()
func _is_script_editor(obj):
return str(obj).find('[ScriptTextEditor') != -1
# Find the first ScriptTextEditor and then get its parent. Done this way
# because who knows if the parent object will change. This is somewhat
# future proofed.
func _find_script_editors_parent():
var _first_editor = _get_first_child_of_type_name("ScriptTextEditor", _script_editor)
if(_first_editor != null):
_script_editors_parent = _first_editor.get_parent()
func _populate_editors():
if(_script_editors_parent == null):
return
_script_editor_controls.clear()
for child in _script_editors_parent.get_children():
if(_is_script_editor(child)):
var ref = ScriptEditorControlRef.new(child)
_script_editor_controls.append(ref)
# Yes, this is the same as the one above but with a different name. This was
# easier than trying to find a place where it could be used by both.
func _get_first_child_of_type_name(obj_name, parent_obj):
if(parent_obj == null):
return null
var kids = parent_obj.get_children()
var index = 0
var to_return = null
while(index < kids.size() and to_return == null):
if(str(kids[index]).find(str("[", obj_name)) != -1):
to_return = kids[index]
else:
to_return = _get_first_child_of_type_name(obj_name, kids[index])
if(to_return == null):
index += 1
return to_return
func _get_func_name_from_line(text):
text = text.strip_edges()
var left = text.split("(")[0]
var func_name = left.split(" ")[1]
return func_name
func _get_class_name_from_line(text):
text = text.strip_edges()
var right = text.split(" ")[1]
var the_name = right.rstrip(":")
return the_name
func refresh():
if(_script_editors_parent == null):
_find_script_editors_parent()
if(_script_editors_parent != null):
_populate_editors()
func get_current_text_edit():
var cur_script_editor = null
var idx = 0
while(idx < _script_editor_controls.size() and cur_script_editor == null):
if(_script_editor_controls[idx].is_visible()):
cur_script_editor = _script_editor_controls[idx]
else:
idx += 1
var to_return = null
if(cur_script_editor != null):
to_return = cur_script_editor.get_text_edit()
return to_return
func get_script_editor_controls():
var to_return = []
for ctrl_ref in _script_editor_controls:
to_return.append(ctrl_ref.get_script_text_edit())
return to_return
func get_line_info():
var editor = get_current_text_edit()
if(editor == null):
return
var info = {
script = null,
inner_class = null,
test_method = null
}
var line = editor.get_caret_line()
var done_func = false
var done_inner = false
while(line > 0 and (!done_func or !done_inner)):
if(editor.can_fold_line(line)):
var text = editor.get_line(line)
var strip_text = text.strip_edges(true, false) # only left
if(!done_func and strip_text.begins_with("func ")):
var func_name = _get_func_name_from_line(text)
if(func_name.begins_with(_method_prefix)):
info.test_method = func_name
done_func = true
# If the func line is left justified then there won't be any
# inner classes above it.
if(strip_text == text):
done_inner = true
if(!done_inner and strip_text.begins_with("class")):
var inner_name = _get_class_name_from_line(text)
if(inner_name.begins_with(_inner_class_prefix)):
info.inner_class = inner_name
done_inner = true
# if we found an inner class then we are already past
# any test the cursor could be in.
done_func = true
line -= 1
return info
func get_method_prefix():
return _method_prefix
func set_method_prefix(method_prefix):
_method_prefix = method_prefix
func get_inner_class_prefix():
return _inner_class_prefix
func set_inner_class_prefix(inner_class_prefix):
_inner_class_prefix = inner_class_prefix