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path: root/editor/code_editor.cpp
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* 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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* Popups are now windows also (broken!)Juan Linietsky2020-03-261-42/+42
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* Working multiple window support, including editorJuan Linietsky2020-03-261-4/+4
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* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-3/+3
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde2020-03-011-1/+1
|\ | | | | Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
| * Rename `scancode` to `keycode`.bruvzg2020-02-251-1/+1
| | | | | | | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
* | Merge pull request #36621 from ↵Rémi Verschelde2020-03-011-1/+1
|\ \ | | | | | | | | | | | | WizardOhio24/fix-wrong-selection-on-line-clone-down Fix wrong selection on cloning a line down in the editor
| * | Fix wrong selection on cloning a line down in the editorRichard Menzies2020-02-291-1/+1
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* | | Signals: Manually port most of remaining connect_compat usesRémi Verschelde2020-02-281-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | It's tedious work... Some can't be ported as they depend on private or protected methods of different classes, which is not supported by callable_mp (even if it's a class inherited by the current one).
* | | Signals: Port connect calls to use callable_mpRémi Verschelde2020-02-281-47/+25
|/ / | | | | | | | | | | | | | | | | Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
* | Merge pull request #36232 from Calinou/add-soft-line-length-guidelineRémi Verschelde2020-02-271-2/+3
|\ \ | |/ |/| Add a soft line length guideline to the script editor
| * Add a soft line length guideline to the script editorHugo Locurcio2020-02-151-2/+3
| | | | | | | | | | | | | | | | | | | | | | The default value is 80. The hard line length guideline's default column has been moved to 100 to account for the new soft line length guideline. It can be disabled by setting its value to the same column as the hard line length guideline. This closes https://github.com/godotengine/godot-proposals/issues/347.
* | Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky2020-02-201-27/+27
| | | | | | | | objects and made them default.
* | Allow for continuous deletion/duplication of linesTomasz Chabora2020-02-161-0/+10
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* Merge pull request #36030 from dreamsComeTrue/fix-replace-text-enteredRémi Verschelde2020-02-141-0/+5
|\ | | | | Allow using Enter key for replacing text in code editors
| * Allow using Enter key for replacing text in code editors (also Shift + Enter ↵Dominik 'squ@ll' Jasiński2020-02-081-0/+5
| | | | | | | | | | | | works backwards) Fixes issue #31762
* | Texture refactorJuan Linietsky2020-02-111-2/+2
|/ | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Merge pull request #33639 from YeldhamDev/replaced_label_locationRémi Verschelde2020-01-311-1/+2
|\ | | | | Make the replaced results appear in the matches counter
| * Make the replaced results appear in the matches counterMichael Alexsander2019-11-151-1/+2
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* | Fix typos with codespellRémi Verschelde2020-01-151-1/+1
| | | | | | | | | | | | Using codespell 1.16.0. See ab3bccdb78cc7dffb6ab796053ef63489f05558d for procedure.
* | Fixes minimap width on HiDPI monitorHaoyu Qiu2020-01-111-1/+1
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* | Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* | Merge pull request #34441 from KoBeWi/wrapping_things_upRémi Verschelde2019-12-221-0/+2
|\ \ | | | | | | Fix code editor not always centering to bookmarks
| * | Fix code editor not always centering to bookmarksTomasz Chabora2019-12-181-0/+2
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* | | Fix ScriptTextEditor encapsulationYuri Roubinsky2019-12-191-1/+1
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* | Updates toggle scripts switch tooltip (if user changed the shortcut)Yuri Roubinsky2019-12-181-1/+1
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