Repository: godotengine/godot
File: modules/mono/editor/editor_internal_calls.cpp (C++)

Code before:

bool godot_icall_Internal_IsAssembliesReloadingNeeded() {
#ifdef GD_MONO_HOT_RELOAD
	return (bool)CSharpLanguage::get_singleton()->is_assembly_reloading_needed();
#else
	return (bool)false;
#endif
}

void godot_icall_Internal_ReloadAssemblies(bool p_soft_reload) {
#ifdef GD_MONO_HOT_RELOAD
	mono_bind::GodotSharp::get_singleton()->call_deferred(SNAME("_reload_assemblies"), (bool)p_soft_reload);
#endif
}

void godot_icall_Internal_EditorDebuggerNodeReloadScripts() {
	EditorDebuggerNode::get_singleton()->reload_scripts();
}

bool godot_icall_Internal_ScriptEditorEdit(Resource *p_resource, int32_t p_line, int32_t p_col, bool p_grab_focus) {
	Ref<Resource> resource = p_resource;
	return (bool)ScriptEditor::get_singleton()->edit(resource, p_line, p_col, (bool)p_grab_focus);
}

void godot_icall_Internal_EditorNodeShowScriptScreen() {
	EditorNode::get_singleton()->call("_editor_select", EditorNode::EDITOR_SCRIPT);
}

void godot_icall_Internal_EditorRunPlay() {
	EditorNode::get_singleton()->run_play();
}

void godot_icall_Internal_EditorRunStop() {
	EditorNode::get_singleton()->run_stop();
}

void godot_icall_Internal_ScriptEditorDebugger_ReloadScripts() {
	EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
	if (ed) {
		ed->reload_scripts();
	}
}

void godot_icall_Internal_CodeCompletionRequest(int32_t p_kind, const godot_string *p_script_file, godot_packed_array *r_ret) {
	String script_file = *reinterpret_cast<const String *>(p_script_file);
	PackedStringArray suggestions = gdmono::get_code_completion((gdmono::CompletionKind)p_kind, script_file);
	memnew_placement(r_ret, PackedStringArray(suggestions));
}

float godot_icall_Globals_EditorScale() {
	return EDSCALE;

Review comment (suggestion):
Since this one is actually used as a public method, it should not have the underscore prefix and the comment in EditorNode doesn't apply to it.

Code after:

bool godot_icall_Internal_IsAssembliesReloadingNeeded() {
#ifdef GD_MONO_HOT_RELOAD
	return (bool)CSharpLanguage::get_singleton()->is_assembly_reloading_needed();
#else
	return (bool)false;
#endif
}

void godot_icall_Internal_ReloadAssemblies(bool p_soft_reload) {
#ifdef GD_MONO_HOT_RELOAD
	mono_bind::GodotSharp::get_singleton()->call_deferred(SNAME("_reload_assemblies"), (bool)p_soft_reload);
#endif
}

void godot_icall_Internal_EditorDebuggerNodeReloadScripts() {
	EditorDebuggerNode::get_singleton()->reload_scripts();
}

bool godot_icall_Internal_ScriptEditorEdit(Resource *p_resource, int32_t p_line, int32_t p_col, bool p_grab_focus) {
	Ref<Resource> resource = p_resource;
	return (bool)ScriptEditor::get_singleton()->edit(resource, p_line, p_col, (bool)p_grab_focus);
}

void godot_icall_Internal_EditorNodeShowScriptScreen() {
	EditorNode::get_singleton()->editor_select(EditorNode::EDITOR_SCRIPT);
}

void godot_icall_Internal_EditorRunPlay() {
	EditorNode::get_singleton()->run_play();
}

void godot_icall_Internal_EditorRunStop() {
	EditorNode::get_singleton()->run_stop();
}

void godot_icall_Internal_ScriptEditorDebugger_ReloadScripts() {
	EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
	if (ed) {
		ed->reload_scripts();
	}
}

void godot_icall_Internal_CodeCompletionRequest(int32_t p_kind, const godot_string *p_script_file, godot_packed_array *r_ret) {
	String script_file = *reinterpret_cast<const String *>(p_script_file);
	PackedStringArray suggestions = gdmono::get_code_completion((gdmono::CompletionKind)p_kind, script_file);
	memnew_placement(r_ret, PackedStringArray(suggestions));
}

float godot_icall_Globals_EditorScale() {
	return EDSCALE;