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* | Merge pull request #49258 from megalobyte/editor-fixRémi Verschelde2021-06-171-4/+4
|\ \ | | | | | | Fixes for documentation search
| * | Documentation search fixesGregory Basile2021-06-161-4/+4
| |/ | | | | | | | | | | Updates rich_text_label so that the built-in documentation can be searched Previously, it would only find the first result and would not select other results Renames "_entered" functions to "_submitted"
* | Merge pull request #49238 from Paulb23/code_edit_code_foldingRémi Verschelde2021-06-161-1/+2
|\ \ | |/ |/| Move code folding into CodeEdit and hide line hiding API
| * Move code folding into CodeEdit and hide line hiding APIPaulb232021-06-011-1/+2
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* | Move FindReplaceBar out of CodeTextEditorkobewi2021-06-081-12/+36
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* Move and expose Code Hint in CodeEditPaulb232021-06-011-3/+1
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* Move and expose AutoComplete in CodeEditPaulb232021-06-011-13/+16
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* Fix FindReplaceBar text_change signal binding after replace allPaulb232021-05-281-1/+1
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* Add custom background line colour to TextEdit and remove marked linesPaulb232021-05-221-4/+30
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* Change behavior of String.rightTomasz Chabora2021-05-201-3/+3
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* Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A2021-05-071-1/+1
| | | | InputEventWithModifiers properties/methods
* Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal2021-04-171-2/+2
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* Fix: Selection Only in Find/Replace now preserves selectionSushi2021-04-071-1/+1
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* Fix crashes in *_input functionsRafał Mikrut2021-04-051-0/+4
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-4/+4
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-4/+4
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* Rename Control margin to offsetMarcel Admiraal2020-12-231-4/+4
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* Merge pull request #43742 from qarmin/editor_modules_default_valuesRémi Verschelde2020-12-081-0/+2
|\ | | | | Initialize class/struct variables with default values in platform/ and editor/
| * Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-0/+2
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* | Rename CubeMesh BoxMeshMarcel Admiraal2020-12-051-1/+1
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* Reversed Toggle Script Button iconYuri Roubinsky2020-11-301-4/+4
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* [Complex Text Layouts] Refactor TextEdit and CodeEdit controls.bruvzg2020-11-261-15/+86
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* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-45/+23
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Keep cursor relative position after multiline moveHaoyu Qiu2020-11-111-0/+6
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Remove breakpoints from editor settingsPaulb232020-09-101-2/+0
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* Move ConnectionGutter to editor code_editorPaulb232020-09-101-1/+0
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* Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb232020-09-101-30/+24
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* Added Line numbers to CodeEditPaulb232020-09-101-2/+2
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* Add and convert editor to use CodeEditPaulb232020-09-101-71/+71
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* Merge pull request #33760 from nekomatata/script-editor-init-optimizationRémi Verschelde2020-07-261-2/+0
|\ | | | | Optimized ScriptEditor initialization when many scripts are loaded
| * Optimized ScriptEditor initialization when many scripts are loadedPouleyKetchoupp2020-07-171-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | This change avoids the editor to freeze for several seconds when a project with lots of scripts is loaded in the editor. It focuses on a few heavy operations previously executed on all previously loaded scripts: - Initialize script resource (script validation/parsing) only on focus - ScriptTextEditor: code editor and edit menu are added to the scene only on focus - Add to recent scripts only when opening new scripts (load/save scene metadata)
* | Reintroduce code completionGeorge Marques2020-07-201-0/+1
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* Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb232020-07-111-7/+14
| | | | | | | | - Extacted all syntax highlighting code from text edit - Removed enable syntax highlighting from text edit - Added line_edited_from signal to text_edit - Renamed get/set_syntax_highlighting to get/set_syntax_highlighter - Added EditorSyntaxHighligher
* Convert syntax highlighters into a resourcePaulb232020-07-111-3/+3
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* Improve null check in FindReplaceBarYuri Sizov2020-07-061-15/+18
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* Fix error label clicking in status bar for shader editorYuri Roubinsky2020-06-231-2/+1
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-4/+8
| | | | | | | | | | | ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
* Fix code editor Replace tool to work with 'Selection Only' optionMaganty Rushyendra2020-06-161-9/+36
| | | | | | Ensures that when the `Selection Only` option is selected, the Replace tool replaces occurrences of the search phrase only within the selected region, and in order of occurrence.
* Fix match count for whole word search in editorMaganty Rushyendra2020-06-151-3/+4
| | | | Check if a match borders a new line char when incrementing match counts.
* Fix whole word search slowdown in editorMaganty Rushyendra2020-06-121-1/+1
| | | | | | Reduce repeated iteration through the full text when counting the number of occurrences of whole words while searching a file in the editor.
* FIX CodeTextEditor not respecting focus in _inputMrRevington2020-05-221-1/+1
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-37/+73
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-63/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-2/+4
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Rename InputFilter back to InputRémi Verschelde2020-04-281-3/+3
| | | | | | | | | | | | | | | | It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
* Merge pull request #37447 from ThakeeNathees/text-replace-empty-string-fixRémi Verschelde2020-04-061-1/+9
|\ | | | | replace selected text with empty string bug fixed
| * replace selected text with empty string bug fixedThakee Nathees2020-04-061-1/+9
| | | | | | | | Fix: #37416
* | Replace NULL with nullptrlupoDharkael2020-04-021-2/+2
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