Refactor GDScript/C# script templates logic to be editor-only

Not a full refactor as it still goes through ScriptLanguage so it's hacky,
but at least it can now compile without this.
This commit is contained in:
Rémi Verschelde 2022-03-28 15:48:38 +02:00
parent 41d075de58
commit c9b75431f3
20 changed files with 15 additions and 18 deletions

View file

@ -10,6 +10,8 @@ env_gdscript.add_source_files(env.modules_sources, "*.cpp")
if env["tools"]:
env_gdscript.add_source_files(env.modules_sources, "./editor/*.cpp")
SConscript("editor/script_templates/SCsub")
# Those two modules are required for the language server protocol
if env["module_jsonrpc_enabled"] and env["module_websocket_enabled"]:
env_gdscript.add_source_files(env.modules_sources, "./language_server/*.cpp")
@ -18,8 +20,7 @@ if env["tools"]:
# in regular builds where all modules are enabled.
env_gdscript.Append(CPPDEFINES=["GDSCRIPT_NO_LSP"])
if env["tests"]:
env_gdscript.Append(CPPDEFINES=["TESTS_ENABLED"])
env_gdscript.add_source_files(env.modules_sources, "./tests/*.cpp")
SConscript("editor_templates/SCsub")

View file

@ -33,7 +33,6 @@
#include "core/config/engine.h"
#include "core/core_constants.h"
#include "core/io/file_access.h"
#include "editor_templates/templates.gen.h"
#include "gdscript_analyzer.h"
#include "gdscript_compiler.h"
#include "gdscript_parser.h"
@ -44,6 +43,7 @@
#include "core/config/project_settings.h"
#include "editor/editor_file_system.h"
#include "editor/editor_settings.h"
#include "editor/script_templates/templates.gen.h"
#endif
void GDScriptLanguage::get_comment_delimiters(List<String> *p_delimiters) const {
@ -64,8 +64,11 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
Ref<GDScript> script;
script.instantiate();
String processed_template = p_template;
bool type_hints = false;
#ifdef TOOLS_ENABLED
if (!EDITOR_GET("text_editor/completion/add_type_hints")) {
type_hints = EDITOR_GET("text_editor/completion/add_type_hints");
#endif
if (!type_hints) {
processed_template = processed_template.replace(": int", "")
.replace(": String", "")
.replace(": Array[String]", "")
@ -75,16 +78,6 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
.replace(" -> int", "")
.replace(" -> void", "");
}
#else
processed_template = processed_template.replace(": int", "")
.replace(": String", "")
.replace(": Array[String]", "")
.replace(": float", "")
.replace(":=", "=")
.replace(" -> String", "")
.replace(" -> int", "")
.replace(" -> void", "");
#endif
processed_template = processed_template.replace("_BASE_", p_base_class_name)
.replace("_CLASS_", p_class_name)
@ -95,11 +88,13 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
Vector<ScriptLanguage::ScriptTemplate> GDScriptLanguage::get_built_in_templates(StringName p_object) {
Vector<ScriptLanguage::ScriptTemplate> templates;
#ifdef TOOLS_ENABLED
for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
if (TEMPLATES[i].inherit == p_object) {
templates.append(TEMPLATES[i]);
}
}
#endif
return templates;
}

View file

@ -63,5 +63,4 @@ elif env["platform"] == "android":
if env["tools"]:
env_mono.add_source_files(env.modules_sources, "editor/*.cpp")
SConscript("editor_templates/SCsub")
SConscript("editor/script_templates/SCsub")

View file

@ -45,17 +45,17 @@
#ifdef TOOLS_ENABLED
#include "core/os/keyboard.h"
#include "editor/bindings_generator.h"
#include "editor/editor_internal_calls.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/node_dock.h"
#include "editor/script_templates/templates.gen.h"
#endif
#ifdef DEBUG_METHODS_ENABLED
#include "class_db_api_json.h"
#endif
#include "editor/editor_internal_calls.h"
#include "editor_templates/templates.gen.h"
#include "godotsharp_dirs.h"
#include "mono_gd/gd_mono_cache.h"
#include "mono_gd/gd_mono_class.h"
@ -373,11 +373,13 @@ Ref<Script> CSharpLanguage::make_template(const String &p_template, const String
Vector<ScriptLanguage::ScriptTemplate> CSharpLanguage::get_built_in_templates(StringName p_object) {
Vector<ScriptLanguage::ScriptTemplate> templates;
#ifdef TOOLS_ENABLED
for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
if (TEMPLATES[i].inherit == p_object) {
templates.append(TEMPLATES[i]);
}
}
#endif
return templates;
}