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hub / github.com/Redot-Engine/redot-engine / _code_complete_script

Method _code_complete_script

editor/script/script_text_editor.cpp:1172–1186  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

1170}
1171
1172void ScriptTextEditor::_code_complete_script(const String &p_code, List<ScriptLanguage::CodeCompletionOption> *r_options, bool &r_force) {
1173 if (color_panel->is_visible()) {
1174 return;
1175 }
1176 Node *base = get_tree()->get_edited_scene_root();
1177 if (base) {
1178 base = _find_node_for_script(base, base, script);
1179 }
1180 String hint;
1181 Error err = script->get_language()->complete_code(p_code, script->get_path(), base, r_options, r_force, hint);
1182
1183 if (err == OK) {
1184 code_editor->get_text_editor()->set_code_hint(hint);
1185 }
1186}
1187
1188void ScriptTextEditor::_update_breakpoint_list() {
1189 breakpoints_menu->clear();

Callers 1

Calls 8

set_code_hintMethod · 0.80
get_text_editorMethod · 0.80
_find_node_for_scriptFunction · 0.70
is_visibleMethod · 0.45
get_edited_scene_rootMethod · 0.45
complete_codeMethod · 0.45
get_languageMethod · 0.45
get_pathMethod · 0.45

Tested by

no test coverage detected