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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.
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@@ -33,7 +33,6 @@
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#include "core/config/engine.h"
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#include "core/core_constants.h"
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#include "core/io/file_access.h"
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#include "editor_templates/templates.gen.h"
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#include "gdscript_analyzer.h"
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#include "gdscript_compiler.h"
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#include "gdscript_parser.h"
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@@ -44,6 +43,7 @@
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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 "editor/script_templates/templates.gen.h"
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#endif
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void GDScriptLanguage::get_comment_delimiters(List<String> *p_delimiters) const {
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@@ -64,8 +64,11 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
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Ref<GDScript> script;
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script.instantiate();
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String processed_template = p_template;
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bool type_hints = false;
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#ifdef TOOLS_ENABLED
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if (!EDITOR_GET("text_editor/completion/add_type_hints")) {
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type_hints = EDITOR_GET("text_editor/completion/add_type_hints");
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#endif
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if (!type_hints) {
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processed_template = processed_template.replace(": int", "")
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.replace(": String", "")
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.replace(": Array[String]", "")
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@@ -75,16 +78,6 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
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.replace(" -> int", "")
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.replace(" -> void", "");
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}
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#else
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processed_template = processed_template.replace(": int", "")
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.replace(": String", "")
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.replace(": Array[String]", "")
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.replace(": float", "")
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.replace(":=", "=")
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.replace(" -> String", "")
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.replace(" -> int", "")
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.replace(" -> void", "");
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#endif
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processed_template = processed_template.replace("_BASE_", p_base_class_name)
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.replace("_CLASS_", p_class_name)
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@@ -95,11 +88,13 @@ Ref<Script> GDScriptLanguage::make_template(const String &p_template, const Stri
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Vector<ScriptLanguage::ScriptTemplate> GDScriptLanguage::get_built_in_templates(StringName p_object) {
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Vector<ScriptLanguage::ScriptTemplate> templates;
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#ifdef TOOLS_ENABLED
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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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#endif
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return templates;
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}
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