Merge pull request #53957 from fabriceci/new-template-workflow
This commit is contained in:
commit
98b3ba1842
29 changed files with 944 additions and 528 deletions
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@ -63,3 +63,5 @@ elif env["platform"] == "android":
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if env["tools"]:
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env_mono.add_source_files(env.modules_sources, "editor/*.cpp")
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SConscript("editor_templates/SCsub")
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@ -55,6 +55,7 @@
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#endif
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#include "editor/editor_internal_calls.h"
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#include "editor_templates/templates.gen.h"
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#include "godotsharp_dirs.h"
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#include "mono_gd/gd_mono_cache.h"
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#include "mono_gd/gd_mono_class.h"
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@ -351,57 +352,33 @@ static String get_base_class_name(const String &p_base_class_name, const String
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return base_class;
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}
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Ref<Script> CSharpLanguage::get_template(const String &p_class_name, const String &p_base_class_name) const {
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String script_template = "using " BINDINGS_NAMESPACE ";\n"
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"using System;\n"
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"\n"
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"public partial class %CLASS% : %BASE%\n"
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"{\n"
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" // Declare member variables here. Examples:\n"
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" // private int a = 2;\n"
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" // private string b = \"text\";\n"
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"\n"
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" // Called when the node enters the scene tree for the first time.\n"
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" public override void _Ready()\n"
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" {\n"
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" \n"
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" }\n"
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"\n"
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"// // Called every frame. 'delta' is the elapsed time since the previous frame.\n"
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"// public override void _Process(float delta)\n"
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"// {\n"
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"// \n"
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"// }\n"
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"}\n";
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// Replaces all spaces in p_class_name with underscores to prevent
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// invalid C# Script templates from being generated when the object name
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// has spaces in it.
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String class_name_no_spaces = p_class_name.replace(" ", "_");
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String base_class_name = get_base_class_name(p_base_class_name, class_name_no_spaces);
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script_template = script_template.replace("%BASE%", base_class_name)
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.replace("%CLASS%", class_name_no_spaces);
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Ref<CSharpScript> script;
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script.instantiate();
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script->set_source_code(script_template);
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script->set_name(class_name_no_spaces);
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return script;
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}
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bool CSharpLanguage::is_using_templates() {
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return true;
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}
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void CSharpLanguage::make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script) {
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String src = p_script->get_source_code();
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Ref<Script> CSharpLanguage::make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const {
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Ref<CSharpScript> script;
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script.instantiate();
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String class_name_no_spaces = p_class_name.replace(" ", "_");
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String base_class_name = get_base_class_name(p_base_class_name, class_name_no_spaces);
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src = src.replace("%BASE%", base_class_name)
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.replace("%CLASS%", class_name_no_spaces)
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.replace("%TS%", _get_indentation());
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p_script->set_source_code(src);
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String processed_template = p_template;
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processed_template = processed_template.replace("_BINDINGS_NAMESPACE_", BINDINGS_NAMESPACE)
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.replace("_BASE_", base_class_name)
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.replace("_CLASS_", class_name_no_spaces)
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.replace("_TS_", _get_indentation());
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script->set_source_code(processed_template);
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return script;
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}
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Vector<ScriptLanguage::ScriptTemplate> CSharpLanguage::get_built_in_templates(StringName p_object) {
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Vector<ScriptLanguage::ScriptTemplate> templates;
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for (int i = 0; i < TEMPLATES_ARRAY_SIZE; i++) {
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if (TEMPLATES[i].inherit == p_object) {
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templates.append(TEMPLATES[i]);
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}
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}
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return templates;
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}
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String CSharpLanguage::validate_path(const String &p_path) const {
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@ -463,9 +463,9 @@ public:
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bool is_control_flow_keyword(String p_keyword) const override;
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void get_comment_delimiters(List<String> *p_delimiters) const override;
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void get_string_delimiters(List<String> *p_delimiters) const override;
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Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const override;
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bool is_using_templates() override;
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void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script) override;
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virtual Ref<Script> make_template(const String &p_template, const String &p_class_name, const String &p_base_class_name) const override;
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virtual Vector<ScriptTemplate> get_built_in_templates(StringName p_object) override;
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/* TODO */ bool validate(const String &p_script, const String &p_path, List<String> *r_functions,
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List<ScriptLanguage::ScriptError> *r_errors = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, Set<int> *r_safe_lines = nullptr) const override {
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return true;
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@ -0,0 +1,41 @@
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// meta-description: Classic movement for gravity games (platformer, ...)
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using _BINDINGS_NAMESPACE_;
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using System;
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public partial class _CLASS_ : _BASE_
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{
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public const float Speed = 300.0f;
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public const float JumpForce = -400.0f;
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// Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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public float gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
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public override void _PhysicsProcess(float delta)
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{
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Vector2 motionVelocity = MotionVelocity;
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// Add the gravity.
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if (!IsOnFloor())
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motionVelocity.y += gravity * delta;
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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motionVelocity.y = JumpForce;
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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Vector2 direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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if (direction != Vector2.Zero)
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{
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motionVelocity.x = direction.x * Speed;
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}
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else
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{
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motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
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}
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MotionVelocity = motionVelocity;
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MoveAndSlide();
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}
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}
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@ -0,0 +1,44 @@
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// meta-description: Classic movement for gravity games (FPS, TPS, ...)
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using _BINDINGS_NAMESPACE_;
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using System;
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public partial class _CLASS_ : _BASE_
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{
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public const float Speed = 5.0f;
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public const float JumpForce = 4.5f;
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// Get the gravity from the project settings to be synced with RigidDynamicBody nodes.
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public float gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
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public override void _PhysicsProcess(float delta)
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{
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Vector3 motionVelocity = MotionVelocity;
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// Add the gravity.
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if (!IsOnFloor())
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motionVelocity.y -= gravity * delta;
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// Handle Jump.
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if (Input.IsActionJustPressed("ui_accept") && IsOnFloor())
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motionVelocity.y = JumpForce;
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// Get the input direction and handle the movement/deceleration.
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// As good practice, you should replace UI actions with custom gameplay actions.
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Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
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Vector3 direction = Transform.basis.Xform(new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
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if (direction != Vector3.Zero)
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{
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motionVelocity.x = direction.x * Speed;
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motionVelocity.z = direction.z * Speed;
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}
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else
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{
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motionVelocity.x = Mathf.MoveToward(MotionVelocity.x, 0, Speed);
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motionVelocity.z = Mathf.MoveToward(MotionVelocity.z, 0, Speed);
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}
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MotionVelocity = motionVelocity;
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MoveAndSlide();
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}
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}
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19
modules/mono/editor_templates/EditorPlugin/plugin.cs
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19
modules/mono/editor_templates/EditorPlugin/plugin.cs
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@ -0,0 +1,19 @@
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// meta-description: Basic plugin template
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#if TOOLS
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using _BINDINGS_NAMESPACE_;
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using System;
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[Tool]
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public partial class _CLASS_ : _BASE_
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{
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public override void _EnterTree()
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{
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// Initialization of the plugin goes here.
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}
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public override void _ExitTree()
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{
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// Clean-up of the plugin goes here.
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}
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}
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#endif
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@ -0,0 +1,14 @@
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// meta-description: Basic editor script template
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#if TOOLS
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using _BINDINGS_NAMESPACE_;
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using System;
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[Tool]
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public partial class _CLASS_ : _BASE_
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{
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public override void _Run()
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{
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// Called when the script is executed (using File -> Run in Script Editor).
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}
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}
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#endif
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19
modules/mono/editor_templates/Node/default.cs
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19
modules/mono/editor_templates/Node/default.cs
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@ -0,0 +1,19 @@
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// meta-description: Base template for Node with default Godot cycle methods
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using _BINDINGS_NAMESPACE_;
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using System;
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public partial class _CLASS_ : _BASE_
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{
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(float delta)
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{
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}
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}
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9
modules/mono/editor_templates/Object/empty.cs
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9
modules/mono/editor_templates/Object/empty.cs
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@ -0,0 +1,9 @@
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// meta-description: Empty template suitable for all Objects
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using _BINDINGS_NAMESPACE_;
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using System;
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public partial class _CLASS_ : _BASE_
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{
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}
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16
modules/mono/editor_templates/SCsub
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16
modules/mono/editor_templates/SCsub
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@ -0,0 +1,16 @@
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#!/usr/bin/env python
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Import("env")
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import editor.template_builders as build_template_cs
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env["BUILDERS"]["MakeCSharpTemplateBuilder"] = Builder(
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action=env.Run(build_template_cs.make_templates, "Generating C# templates header."),
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suffix=".h",
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src_suffix=".cs",
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)
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# Template files
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templates_sources = Glob("*/*.cs")
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env.Alias("editor_template_cs", [env.MakeCSharpTemplateBuilder("templates.gen.h", templates_sources)])
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