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5e25ebbab6
In order to use the gdnative library as an editor plugin it was neccessary to set the `reloadable` property of the gdnlib file to false, in order to prevent crashes when the godot editor window lost focus. This may have consequences when recompiling the library. See: https://docs.godotengine.org/en/3.3/classes/class_gdnativelibrary.html#class-gdnativelibrary-property-reloadable Still crashes quite frequently and doesn't close child processes properly. Part of #43.
110 lines
3.5 KiB
GDScript
110 lines
3.5 KiB
GDScript
# Copyright (c) 2021, Leroy Hopson (MIT License).
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#
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# This file contains snippets of code derived from Godot's editor_node.cpp file.
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# These snippets are copyright of their authors and released under the MIT license:
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# - Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur (MIT License).
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# - Copyright (c) 2014-2021 Godot Engine contributors (MIT License).
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tool
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extends Control
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const EditorTerminal := preload("./editor_terminal.tscn")
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# Has access to the EditorSettings singleton so it can dynamically generate the
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# terminal color scheme based on editor theme settings.
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var editor_interface: EditorInterface
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onready var editor_settings: EditorSettings = editor_interface.get_editor_settings()
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onready var tabs: Tabs = $VBoxContainer/TabbarContainer/Tabs
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onready var tabbar_container: HBoxContainer = $VBoxContainer/TabbarContainer
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onready var add_button: ToolButton = $VBoxContainer/TabbarContainer/Tabs/AddButton
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onready var tab_container: TabContainer = $VBoxContainer/TabContainer
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onready var ready := true
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var _theme := Theme.new()
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var _tab_container_min_size
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func _ready():
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tab_container.add_stylebox_override("panel", get_stylebox("Background", "EditorStyles"))
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_update_settings()
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func _update_settings() -> void:
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var editor_scale: float = editor_interface.get_editor_scale()
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rect_min_size = Vector2(0, tabbar_container.rect_size.y + 182) * editor_scale
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# Use the same policy as editor scene tabs.
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tabs.tab_close_display_policy = (
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Tabs.CLOSE_BUTTON_SHOW_ALWAYS
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if editor_settings.get_setting("interface/scene_tabs/always_show_close_button")
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else Tabs.CLOSE_BUTTON_SHOW_ACTIVE_ONLY
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)
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_update_terminal_tabs()
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func _update_terminal_tabs():
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# Wait a couple of frames to allow everything to resize before updating.
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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if tabs.get_offset_buttons_visible():
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# Move add button to fixed position on the tabbar.
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if add_button.get_parent() == tabs:
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add_button.rect_position = Vector2.ZERO
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tabs.remove_child(add_button)
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tabbar_container.add_child(add_button)
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tabbar_container.move_child(add_button, 0)
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else:
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# Move add button after last tab.
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if add_button.get_parent() == tabbar_container:
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tabbar_container.remove_child(add_button)
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tabs.add_child(add_button)
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var last_tab := Rect2()
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if tabs.get_tab_count() > 0:
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last_tab = tabs.get_tab_rect(tabs.get_tab_count() - 1)
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add_button.rect_position = Vector2(
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last_tab.position.x + last_tab.size.x + 3, last_tab.position.y
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)
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# Make sure we still own the button, so it gets saved with our scene.
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add_button.owner = self
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func _on_AddButton_pressed():
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var shell = OS.get_environment("SHELL") if OS.has_environment("SHELL") else "sh"
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var terminal := EditorTerminal.instance()
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tabs.add_tab(shell.get_file())
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terminal.editor_settings = editor_settings
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terminal.set_anchors_preset(PRESET_WIDE)
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tab_container.add_child(terminal)
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terminal.pty.fork(shell)
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terminal.grab_focus()
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tabs.current_tab = tabs.get_tab_count() - 1
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tab_container.current_tab = tabs.current_tab
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_update_terminal_tabs()
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func _on_Tabs_tab_changed(tab_index):
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tab_container.current_tab = tab_index
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tab_container.get_child(tab_index).grab_focus()
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func _on_Tabs_tab_close(tab_index):
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tabs.remove_tab(tab_index)
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tab_container.get_child(tab_index).queue_free()
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_update_terminal_tabs()
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func _notification(what):
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if not ready:
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return
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match what:
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EditorSettings.NOTIFICATION_EDITOR_SETTINGS_CHANGED:
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_update_settings()
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_update_terminal_tabs()
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NOTIFICATION_RESIZED:
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_update_terminal_tabs()
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NOTIFICATION_WM_FOCUS_IN:
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_update_terminal_tabs()
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