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

@ -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;
}