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			260 lines
		
	
	
	
		
			9.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			260 lines
		
	
	
	
		
			9.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  code_completion.cpp                                                  */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "code_completion.h"
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#include "core/config/project_settings.h"
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#include "editor/editor_file_system.h"
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#include "editor/editor_settings.h"
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#include "scene/gui/control.h"
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#include "scene/main/node.h"
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#include "scene/theme/theme_db.h"
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namespace gdmono {
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// Almost everything here is taken from functions used by GDScript for code completion, adapted for C#.
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_FORCE_INLINE_ String quoted(const String &p_str) {
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	return "\"" + p_str + "\"";
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}
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void _add_nodes_suggestions(const Node *p_base, const Node *p_node, PackedStringArray &r_suggestions) {
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	if (p_node != p_base && !p_node->get_owner()) {
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		return;
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	}
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	String path_relative_to_orig = p_base->get_path_to(p_node);
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	r_suggestions.push_back(quoted(path_relative_to_orig));
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	for (int i = 0; i < p_node->get_child_count(); i++) {
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		_add_nodes_suggestions(p_base, p_node->get_child(i), r_suggestions);
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	}
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}
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Node *_find_node_for_script(Node *p_base, Node *p_current, const Ref<Script> &p_script) {
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	if (p_current->get_owner() != p_base && p_base != p_current) {
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		return nullptr;
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	}
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	Ref<Script> c = p_current->get_script();
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	if (c == p_script) {
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		return p_current;
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	}
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	for (int i = 0; i < p_current->get_child_count(); i++) {
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		Node *found = _find_node_for_script(p_base, p_current->get_child(i), p_script);
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		if (found) {
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			return found;
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		}
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	}
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	return nullptr;
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}
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void _get_directory_contents(EditorFileSystemDirectory *p_dir, PackedStringArray &r_suggestions) {
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	for (int i = 0; i < p_dir->get_file_count(); i++) {
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		r_suggestions.push_back(quoted(p_dir->get_file_path(i)));
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	}
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	for (int i = 0; i < p_dir->get_subdir_count(); i++) {
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		_get_directory_contents(p_dir->get_subdir(i), r_suggestions);
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	}
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}
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Node *_try_find_owner_node_in_tree(const Ref<Script> p_script) {
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	SceneTree *tree = SceneTree::get_singleton();
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	if (!tree) {
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		return nullptr;
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	}
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	Node *base = tree->get_edited_scene_root();
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	if (base) {
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		base = _find_node_for_script(base, base, p_script);
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	}
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	return base;
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}
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PackedStringArray get_code_completion(CompletionKind p_kind, const String &p_script_file) {
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	PackedStringArray suggestions;
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	switch (p_kind) {
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		case CompletionKind::INPUT_ACTIONS: {
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			List<PropertyInfo> project_props;
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			ProjectSettings::get_singleton()->get_property_list(&project_props);
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			for (const PropertyInfo &prop : project_props) {
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				if (!prop.name.begins_with("input/")) {
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					continue;
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				}
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				String name = prop.name.substr(prop.name.find("/") + 1, prop.name.length());
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				suggestions.push_back(quoted(name));
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			}
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		} break;
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		case CompletionKind::NODE_PATHS: {
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			{
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				// Autoloads.
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				HashMap<StringName, ProjectSettings::AutoloadInfo> autoloads = ProjectSettings::get_singleton()->get_autoload_list();
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				for (const KeyValue<StringName, ProjectSettings::AutoloadInfo> &E : autoloads) {
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					const ProjectSettings::AutoloadInfo &info = E.value;
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					suggestions.push_back(quoted("/root/" + String(info.name)));
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				}
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			}
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			{
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				// Current edited scene tree
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				Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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				Node *base = _try_find_owner_node_in_tree(script);
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				if (base) {
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					_add_nodes_suggestions(base, base, suggestions);
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				}
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			}
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		} break;
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		case CompletionKind::RESOURCE_PATHS: {
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			if (bool(EditorSettings::get_singleton()->get("text_editor/completion/complete_file_paths"))) {
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				_get_directory_contents(EditorFileSystem::get_singleton()->get_filesystem(), suggestions);
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			}
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		} break;
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		case CompletionKind::SCENE_PATHS: {
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			Ref<DirAccess> dir_access = DirAccess::create(DirAccess::ACCESS_RESOURCES);
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			List<String> directories;
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			directories.push_back(dir_access->get_current_dir());
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			while (!directories.is_empty()) {
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				dir_access->change_dir(directories.back()->get());
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				directories.pop_back();
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				dir_access->list_dir_begin();
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				String filename = dir_access->get_next();
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				while (!filename.is_empty()) {
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					if (filename == "." || filename == "..") {
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						filename = dir_access->get_next();
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						continue;
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					}
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					if (dir_access->dir_exists(filename)) {
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						directories.push_back(dir_access->get_current_dir().plus_file(filename));
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					} else if (filename.ends_with(".tscn") || filename.ends_with(".scn")) {
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						suggestions.push_back(quoted(dir_access->get_current_dir().plus_file(filename)));
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					}
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					filename = dir_access->get_next();
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				}
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			}
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		} break;
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		case CompletionKind::SHADER_PARAMS: {
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			print_verbose("Shader uniforms completion for C# is not implemented yet.");
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		} break;
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		case CompletionKind::SIGNALS: {
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			Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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			List<MethodInfo> signals;
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			script->get_script_signal_list(&signals);
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			StringName native = script->get_instance_base_type();
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			if (native != StringName()) {
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				ClassDB::get_signal_list(native, &signals, /* p_no_inheritance: */ false);
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			}
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			for (const MethodInfo &E : signals) {
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				const String &signal = E.name;
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				suggestions.push_back(quoted(signal));
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			}
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		} break;
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		case CompletionKind::THEME_COLORS: {
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			Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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			Node *base = _try_find_owner_node_in_tree(script);
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			if (base && Object::cast_to<Control>(base)) {
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				List<StringName> sn;
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				ThemeDB::get_singleton()->get_default_theme()->get_color_list(base->get_class(), &sn);
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				for (const StringName &E : sn) {
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					suggestions.push_back(quoted(E));
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				}
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			}
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		} break;
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		case CompletionKind::THEME_CONSTANTS: {
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			Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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			Node *base = _try_find_owner_node_in_tree(script);
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			if (base && Object::cast_to<Control>(base)) {
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				List<StringName> sn;
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				ThemeDB::get_singleton()->get_default_theme()->get_constant_list(base->get_class(), &sn);
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				for (const StringName &E : sn) {
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					suggestions.push_back(quoted(E));
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				}
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			}
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		} break;
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		case CompletionKind::THEME_FONTS: {
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			Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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			Node *base = _try_find_owner_node_in_tree(script);
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			if (base && Object::cast_to<Control>(base)) {
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				List<StringName> sn;
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				ThemeDB::get_singleton()->get_default_theme()->get_font_list(base->get_class(), &sn);
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				for (const StringName &E : sn) {
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					suggestions.push_back(quoted(E));
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				}
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			}
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		} break;
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		case CompletionKind::THEME_FONT_SIZES: {
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			Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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			Node *base = _try_find_owner_node_in_tree(script);
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			if (base && Object::cast_to<Control>(base)) {
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				List<StringName> sn;
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				ThemeDB::get_singleton()->get_default_theme()->get_font_size_list(base->get_class(), &sn);
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				for (const StringName &E : sn) {
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					suggestions.push_back(quoted(E));
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				}
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			}
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		} break;
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		case CompletionKind::THEME_STYLES: {
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			Ref<Script> script = ResourceLoader::load(p_script_file.simplify_path());
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			Node *base = _try_find_owner_node_in_tree(script);
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			if (base && Object::cast_to<Control>(base)) {
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				List<StringName> sn;
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				ThemeDB::get_singleton()->get_default_theme()->get_stylebox_list(base->get_class(), &sn);
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				for (const StringName &E : sn) {
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					suggestions.push_back(quoted(E));
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				}
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			}
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		} break;
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		default:
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			ERR_FAIL_V_MSG(suggestions, "Invalid completion kind.");
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	}
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	return suggestions;
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}
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} // namespace gdmono
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