Fix signal completion in GDScript editor

This commit is contained in:
Yuri Rubinsky 2022-05-12 16:07:05 +03:00
parent a624bfe150
commit a439832035
5 changed files with 37 additions and 3 deletions

View file

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