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Fix signal completion in GDScript editor
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parent
a624bfe150
commit
a439832035
5 changed files with 37 additions and 3 deletions
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@ -1057,6 +1057,14 @@ static void _find_identifiers_in_base(const GDScriptCompletionIdentifier &p_base
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r_result.insert(option.display, option);
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}
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List<MethodInfo> signals;
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ClassDB::get_signal_list(type, &signals);
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for (const MethodInfo &E : signals) {
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int location = p_recursion_depth + _get_signal_location(type, StringName(E.name));
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ScriptLanguage::CodeCompletionOption option(E.name, ScriptLanguage::CODE_COMPLETION_KIND_SIGNAL, location);
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r_result.insert(option.display, option);
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}
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if (!_static || Engine::get_singleton()->has_singleton(type)) {
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List<PropertyInfo> pinfo;
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ClassDB::get_property_list(type, &pinfo);
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@ -3058,6 +3066,13 @@ static Error _lookup_symbol_from_base(const GDScriptParser::DataType &p_base, co
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}
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}
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if (ClassDB::has_signal(class_name, p_symbol, true)) {
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r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS_SIGNAL;
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r_result.class_name = base_type.native_type;
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r_result.class_member = p_symbol;
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return OK;
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}
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StringName enum_name = ClassDB::get_integer_constant_enum(class_name, p_symbol, true);
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if (enum_name != StringName()) {
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r_result.type = ScriptLanguage::LOOKUP_RESULT_CLASS_ENUM;
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