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-rw-r--r--doc/classes/String.xml2
-rw-r--r--editor/plugins/polygon_2d_editor_plugin.cpp3
-rw-r--r--modules/mono/editor/GodotTools/GodotTools.Core/StringExtensions.cs3
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs8
-rw-r--r--modules/mono/editor/GodotTools/GodotTools/Utils/FsPathUtils.cs48
5 files changed, 60 insertions, 4 deletions
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index 24d92b822a..6d9def7ccb 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -381,7 +381,7 @@
<return type="bool">
</return>
<description>
- Returns [code]true[/code] if the string is empty.
+ Returns [code]true[/code] if the length of the string equals [code]0[/code].
</description>
</method>
<method name="ends_with">
diff --git a/editor/plugins/polygon_2d_editor_plugin.cpp b/editor/plugins/polygon_2d_editor_plugin.cpp
index 1d273f74f0..633863041f 100644
--- a/editor/plugins/polygon_2d_editor_plugin.cpp
+++ b/editor/plugins/polygon_2d_editor_plugin.cpp
@@ -485,7 +485,8 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
} else {
Vector2 tuv = mtx.affine_inverse().xform(snap_point(Vector2(mb->get_position().x, mb->get_position().y)));
- if (points_prev.size() > 2 && tuv.distance_to(points_prev[0]) < 8) {
+ // Close the polygon if selected point is near start. Threshold for closing scaled by zoom level
+ if (points_prev.size() > 2 && tuv.distance_to(points_prev[0]) < (8 / uv_draw_zoom)) {
undo_redo->create_action(TTR("Create Polygon & UV"));
undo_redo->add_do_method(node, "set_uv", node->get_uv());
undo_redo->add_undo_method(node, "set_uv", uv_create_uv_prev);
diff --git a/modules/mono/editor/GodotTools/GodotTools.Core/StringExtensions.cs b/modules/mono/editor/GodotTools/GodotTools.Core/StringExtensions.cs
index 7ab5c5fc59..012b69032e 100644
--- a/modules/mono/editor/GodotTools/GodotTools.Core/StringExtensions.cs
+++ b/modules/mono/editor/GodotTools/GodotTools.Core/StringExtensions.cs
@@ -25,8 +25,9 @@ namespace GodotTools.Core
bool rooted = path.IsAbsolutePath();
path = path.Replace('\\', '/');
+ path = path[path.Length - 1] == '/' ? path.Substring(0, path.Length - 1) : path;
- string[] parts = path.Split(new[] { '/' }, StringSplitOptions.RemoveEmptyEntries);
+ string[] parts = path.Split(new[] {'/'}, StringSplitOptions.RemoveEmptyEntries);
path = string.Join(Path.DirectorySeparatorChar.ToString(), parts).Trim();
diff --git a/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs b/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs
index 98e8d13be0..17f3339560 100644
--- a/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs
+++ b/modules/mono/editor/GodotTools/GodotTools/Ides/MessagingServer.cs
@@ -12,6 +12,7 @@ using GodotTools.IdeMessaging;
using GodotTools.IdeMessaging.Requests;
using GodotTools.IdeMessaging.Utils;
using GodotTools.Internals;
+using GodotTools.Utils;
using Newtonsoft.Json;
using Directory = System.IO.Directory;
using File = System.IO.File;
@@ -362,8 +363,13 @@ namespace GodotTools.Ides
private static async Task<Response> HandleCodeCompletionRequest(CodeCompletionRequest request)
{
+ // This is needed if the "resource path" part of the path is case insensitive.
+ // However, it doesn't fix resource loading if the rest of the path is also case insensitive.
+ string scriptFileLocalized = FsPathUtils.LocalizePathWithCaseChecked(request.ScriptFile);
+
var response = new CodeCompletionResponse {Kind = request.Kind, ScriptFile = request.ScriptFile};
- response.Suggestions = await Task.Run(() => Internal.CodeCompletionRequest(response.Kind, response.ScriptFile));
+ response.Suggestions = await Task.Run(() =>
+ Internal.CodeCompletionRequest(response.Kind, scriptFileLocalized ?? request.ScriptFile));
return response;
}
}
diff --git a/modules/mono/editor/GodotTools/GodotTools/Utils/FsPathUtils.cs b/modules/mono/editor/GodotTools/GodotTools/Utils/FsPathUtils.cs
new file mode 100644
index 0000000000..c6724ccaf7
--- /dev/null
+++ b/modules/mono/editor/GodotTools/GodotTools/Utils/FsPathUtils.cs
@@ -0,0 +1,48 @@
+using System;
+using System.IO;
+using Godot;
+using GodotTools.Core;
+using JetBrains.Annotations;
+
+namespace GodotTools.Utils
+{
+ public static class FsPathUtils
+ {
+ private static readonly string ResourcePath = ProjectSettings.GlobalizePath("res://");
+
+ private static bool PathStartsWithAlreadyNorm(this string childPath, string parentPath)
+ {
+ // This won't work for Linux/macOS case insensitive file systems, but it's enough for our current problems
+ bool caseSensitive = !OS.IsWindows;
+
+ string parentPathNorm = parentPath.NormalizePath() + Path.DirectorySeparatorChar;
+ string childPathNorm = childPath.NormalizePath() + Path.DirectorySeparatorChar;
+
+ return childPathNorm.StartsWith(parentPathNorm,
+ caseSensitive ? StringComparison.Ordinal : StringComparison.OrdinalIgnoreCase);
+ }
+
+ public static bool PathStartsWith(this string childPath, string parentPath)
+ {
+ string childPathNorm = childPath.NormalizePath() + Path.DirectorySeparatorChar;
+ string parentPathNorm = parentPath.NormalizePath() + Path.DirectorySeparatorChar;
+
+ return childPathNorm.PathStartsWithAlreadyNorm(parentPathNorm);
+ }
+
+ [CanBeNull]
+ public static string LocalizePathWithCaseChecked(string path)
+ {
+ string pathNorm = path.NormalizePath() + Path.DirectorySeparatorChar;
+ string resourcePathNorm = ResourcePath.NormalizePath() + Path.DirectorySeparatorChar;
+
+ if (!pathNorm.PathStartsWithAlreadyNorm(resourcePathNorm))
+ return null;
+
+ string result = "res://" + pathNorm.Substring(resourcePathNorm.Length);
+
+ // Remove the last separator we added
+ return result.Substring(0, result.Length - 1);
+ }
+ }
+}