diff options
Diffstat (limited to 'modules')
| -rw-r--r-- | modules/gdnative/doc_classes/GDNativeLibrary.xml | 15 | ||||
| -rw-r--r-- | modules/gdnative/gdnative.cpp | 2 | ||||
| -rw-r--r-- | modules/gdnative/register_types.cpp | 2 | ||||
| -rw-r--r-- | modules/gdscript/gdscript_function.cpp | 8 | ||||
| -rw-r--r-- | modules/gdscript/language_server/gdscript_language_protocol.cpp | 16 | ||||
| -rw-r--r-- | modules/gdscript/language_server/gdscript_workspace.cpp | 6 | ||||
| -rw-r--r-- | modules/gdscript/language_server/lsp.hpp | 37 |
7 files changed, 78 insertions, 8 deletions
diff --git a/modules/gdnative/doc_classes/GDNativeLibrary.xml b/modules/gdnative/doc_classes/GDNativeLibrary.xml index 7e1cac243a..aa48ab44f2 100644 --- a/modules/gdnative/doc_classes/GDNativeLibrary.xml +++ b/modules/gdnative/doc_classes/GDNativeLibrary.xml @@ -1,35 +1,50 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="GDNativeLibrary" inherits="Resource" category="Core" version="3.2"> <brief_description> + An external library containing functions or script classes to use in Godot. </brief_description> <description> + A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as [ARVRInterfaceGDNative]. The library must be compiled for each platform and architecture that the project will run on. </description> <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-c-example.html</link> + <link>https://docs.godotengine.org/en/latest/tutorials/plugins/gdnative/gdnative-cpp-example.html</link> </tutorials> <methods> <method name="get_current_dependencies" qualifiers="const"> <return type="PoolStringArray"> </return> <description> + Returns paths to all dependency libraries for the current platform and architecture. </description> </method> <method name="get_current_library_path" qualifiers="const"> <return type="String"> </return> <description> + Returns the path to the dynamic library file for the current platform and architecture. </description> </method> </methods> <members> <member name="config_file" type="ConfigFile" setter="set_config_file" getter="get_config_file"> + This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] files. </member> <member name="load_once" type="bool" setter="set_load_once" getter="should_load_once" default="true"> + If [code]true[/code], Godot loads only one copy of the library and each script that references the library will share static data like static or global variables. + If [code]false[/code], Godot loads a separate copy of the library into memory for each script that references it. </member> <member name="reloadable" type="bool" setter="set_reloadable" getter="is_reloadable" default="true"> + If [code]true[/code], the editor will temporarily unload the library whenever the user switches away from the editor window, allowing the user to recompile the library without restarting Godot. + [b]Note:[/b] If the library defines tool scripts that run inside the editor, [code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor will attempt to unload the tool scripts while they're in use and crash. </member> <member name="singleton" type="bool" setter="set_singleton" getter="is_singleton" default="false"> + If [code]true[/code], Godot loads the library at startup rather than the first time a script uses the library, calling [code]{prefix}gdnative_singleton[/code] after initializing the library (where [code]{prefix}[/code] is the value of [member symbol_prefix]). The library remains loaded as long as Godot is running. + [b]Note:[/b] A singleton library cannot be [member reloadable]. </member> <member name="symbol_prefix" type="String" setter="set_symbol_prefix" getter="get_symbol_prefix" default=""godot_""> + The prefix this library's entry point functions begin with. For example, a GDNativeLibrary would declare its [code]gdnative_init[/code] function as [code]godot_gdnative_init[/code] by default. + On platforms that require statically linking libraries (currently only iOS), each library must have a different [code]symbol_prefix[/code]. </member> </members> <constants> diff --git a/modules/gdnative/gdnative.cpp b/modules/gdnative/gdnative.cpp index 783ad4e147..ee9e71d4a0 100644 --- a/modules/gdnative/gdnative.cpp +++ b/modules/gdnative/gdnative.cpp @@ -339,7 +339,7 @@ bool GDNative::initialize() { if (err || !library_init) { OS::get_singleton()->close_dynamic_library(native_handle); native_handle = NULL; - ERR_PRINT("Failed to obtain godot_gdnative_init symbol"); + ERR_PRINTS("Failed to obtain " + library->get_symbol_prefix() + "gdnative_init symbol"); return false; } diff --git a/modules/gdnative/register_types.cpp b/modules/gdnative/register_types.cpp index 6ff6262b56..0194199133 100644 --- a/modules/gdnative/register_types.cpp +++ b/modules/gdnative/register_types.cpp @@ -277,7 +277,7 @@ void register_gdnative_types() { proc_ptr); if (err != OK) { - ERR_PRINT((String("No godot_gdnative_singleton in \"" + singleton->get_library()->get_current_library_path()) + "\" found").utf8().get_data()); + ERR_PRINTS("No " + lib->get_symbol_prefix() + "gdnative_singleton in \"" + singleton->get_library()->get_current_library_path() + "\" found"); } else { singleton_gdnatives.push_back(singleton); ((void (*)())proc_ptr)(); diff --git a/modules/gdscript/gdscript_function.cpp b/modules/gdscript/gdscript_function.cpp index bdeea9cef3..83d02e4977 100644 --- a/modules/gdscript/gdscript_function.cpp +++ b/modules/gdscript/gdscript_function.cpp @@ -1419,7 +1419,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a if (!container->iter_init(*counter, valid)) { #ifdef DEBUG_ENABLED if (!valid) { - err_text = "Unable to iterate on object of type " + Variant::get_type_name(container->get_type()) + "'."; + err_text = "Unable to iterate on object of type '" + Variant::get_type_name(container->get_type()) + "'."; OPCODE_BREAK; } #endif @@ -1432,7 +1432,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a *iterator = container->iter_get(*counter, valid); #ifdef DEBUG_ENABLED if (!valid) { - err_text = "Unable to obtain iterator object of type " + Variant::get_type_name(container->get_type()) + "'."; + err_text = "Unable to obtain iterator object of type '" + Variant::get_type_name(container->get_type()) + "'."; OPCODE_BREAK; } #endif @@ -1452,7 +1452,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a if (!container->iter_next(*counter, valid)) { #ifdef DEBUG_ENABLED if (!valid) { - err_text = "Unable to iterate on object of type " + Variant::get_type_name(container->get_type()) + "' (type changed since first iteration?)."; + err_text = "Unable to iterate on object of type '" + Variant::get_type_name(container->get_type()) + "' (type changed since first iteration?)."; OPCODE_BREAK; } #endif @@ -1465,7 +1465,7 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a *iterator = container->iter_get(*counter, valid); #ifdef DEBUG_ENABLED if (!valid) { - err_text = "Unable to obtain iterator object of type " + Variant::get_type_name(container->get_type()) + "' (but was obtained on first iteration?)."; + err_text = "Unable to obtain iterator object of type '" + Variant::get_type_name(container->get_type()) + "' (but was obtained on first iteration?)."; OPCODE_BREAK; } #endif diff --git a/modules/gdscript/language_server/gdscript_language_protocol.cpp b/modules/gdscript/language_server/gdscript_language_protocol.cpp index ae2aaf6aee..90646f73ba 100644 --- a/modules/gdscript/language_server/gdscript_language_protocol.cpp +++ b/modules/gdscript/language_server/gdscript_language_protocol.cpp @@ -134,6 +134,22 @@ Dictionary GDScriptLanguageProtocol::initialize(const Dictionary &p_params) { } void GDScriptLanguageProtocol::initialized(const Variant &p_params) { + + lsp::GodotCapabilities capabilities; + + DocData *doc = EditorHelp::get_doc_data(); + for (Map<String, DocData::ClassDoc>::Element *E = doc->class_list.front(); E; E = E->next()) { + + lsp::GodotNativeClassInfo gdclass; + gdclass.name = E->get().name; + gdclass.class_doc = &(E->get()); + if (ClassDB::ClassInfo *ptr = ClassDB::classes.getptr(StringName(E->get().name))) { + gdclass.class_info = ptr; + } + capabilities.native_classes.push_back(gdclass); + } + + notify_client("gdscript/capabilities", capabilities.to_json()); } void GDScriptLanguageProtocol::poll() { diff --git a/modules/gdscript/language_server/gdscript_workspace.cpp b/modules/gdscript/language_server/gdscript_workspace.cpp index 6baa7e4219..c289ff6c07 100644 --- a/modules/gdscript/language_server/gdscript_workspace.cpp +++ b/modules/gdscript/language_server/gdscript_workspace.cpp @@ -269,7 +269,11 @@ Error GDScriptWorkspace::initialize() { params += params.empty() ? "..." : ", ..."; } - symbol.detail = "func " + class_name + "." + data.name + "(" + params + ") -> " + data.return_type; + String return_type = data.return_type; + if (return_type.empty()) { + return_type = "void"; + } + symbol.detail = "func " + class_name + "." + data.name + "(" + params + ") -> " + return_type; symbol.documentation = data.description; class_symbol.children.push_back(symbol); } diff --git a/modules/gdscript/language_server/lsp.hpp b/modules/gdscript/language_server/lsp.hpp index 61a0980c41..cf360b5291 100644 --- a/modules/gdscript/language_server/lsp.hpp +++ b/modules/gdscript/language_server/lsp.hpp @@ -31,7 +31,9 @@ #ifndef GODOT_LSP_H #define GODOT_LSP_H -#include "core/variant.h" +#include "core/class_db.h" +#include "core/list.h" +#include "editor/doc/doc_data.h" namespace lsp { @@ -1567,6 +1569,39 @@ struct InitializeResult { } }; +struct GodotNativeClassInfo { + + String name; + const DocData::ClassDoc *class_doc = NULL; + const ClassDB::ClassInfo *class_info = NULL; + + Dictionary to_json() { + Dictionary dict; + dict["name"] = name; + dict["inherits"] = class_doc->inherits; + return dict; + } +}; + +/** Features not included in the standart lsp specifications */ +struct GodotCapabilities { + + /** + * Native class list + */ + List<GodotNativeClassInfo> native_classes; + + Dictionary to_json() { + Dictionary dict; + Array classes; + for (List<GodotNativeClassInfo>::Element *E = native_classes.front(); E; E = E->next()) { + classes.push_back(E->get().to_json()); + } + dict["native_classes"] = classes; + return dict; + } +}; + /** Format BBCode documentation from DocData to markdown */ static String marked_documentation(const String &p_bbcode) { |