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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Code Editor: Add button to toggle between search and search+replace modesElliot Fontaine2024-09-081-0/+3
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* Refactor toggling script listkobewi2024-08-281-0/+2
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* Fix goto line issues in code editorkit2024-07-311-2/+2
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* Fix find result current match countkit2024-06-271-1/+7
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* Implement trim_final_newlines functionalityAiden Storey2024-05-021-0/+1
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* Overhaul multiple caret editing in TextEdit.kit2024-04-261-8/+0
| | | | Use a multicaret edit to delay merging overlapping carets until the end.
* Store line change in script navigation historykobewi2024-04-251-0/+4
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* Improve search/replace bar behaviorHaoyu Qiu2024-04-101-2/+2
| | | | | | | | | - When multiple lines are selected: - Find: Keep previous search instead of putting those lines in the find input. - Replace: Focus find input instead of replace input. - Add placeholder and tooltip for LineEdits and icon buttons. - Disable related buttons when the operation makes no sense.
* Add editor settings for autocompletion with NodePath and StringNameVolTer2024-03-191-0/+2
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* Improved text editor status bar and zooming UX.Zi Ye2024-02-211-13/+16
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* Search terms are now highlighted when the bar opens with a selection.Brian MacIntosh2023-10-301-0/+2
| | | | This is achieved by triggering a search when the bar opens. This is slightly inefficient but cleanly updates everything that's dependent on the search and reduces code duplication.
* Fix FindReplaceBar focus problemskobewi2023-10-161-1/+2
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* Highlight doc comments in a different colorDanil Alexeev2023-10-081-0/+1
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* Add code_complete_enabled code editor settingquinnyo2023-06-211-0/+1
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* Move convert_indent into CodeEditPaulb232023-05-071-3/+0
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* Rework code editor multiline operationsaXu-AP2023-02-121-1/+3
| | | | | | | | Fix bugs if 2 selections were on same line. Fix bugs when selection ended at new line. Make carets stay in place after operation and on undo. Affects: delete lines, move lines, toggle comments, bookmarks and breakpoints.
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* Cancels the code complete timer when the caret moves to another lineAlfred Reinold Baudisch2022-12-061-0/+1
| | | | Fixes and closes #68961
* Fix some bugs about search in code editorRindbee2022-10-111-1/+1
| | | | | | 1. Fix #61713; 2. Fix the bug when there are consecutive matches, forward searching will skip the adjacent item; 3. Fix the bug that enable the selection-only option will affect the operations in search mode.
* Merge pull request #61902 from Paulb23/multi-caretRémi Verschelde2022-10-061-1/+1
|\ | | | | | | Add Multi-caret support to TextEdit
| * Add multi caret support to EditorPaulb232022-10-051-1/+1
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* | Split script navigation state and edit statekobewi2022-09-251-0/+1
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* Adding shader preprocessor supportYuri Roubinsky2022-07-221-1/+2
| | | | Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
* Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`Rémi Verschelde2022-05-021-4/+4
| | | | | | | | | | | Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
* Indicate code editor search match numberOğuzhan Eroğlu2022-04-271-0/+6
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* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-30/+30
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Add GDExtension support to Scriptreduz2022-03-271-3/+3
| | | | | | | | | * Ability to create script languages from GDExtension * Some additions to gdnative_extension.h to make this happen * Moved the GDExtension binder to core This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x. Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
* Initialize bools in the headers in editorAaron Franke2022-03-121-4/+4
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* Port existing _notification code to use switch statements (part 1/3)jmb4622022-02-161-0/+2
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* Editor: Cleanup some includes dependenciesRémi Verschelde2022-02-151-2/+3
| | | | | | | | | | | Removes some unnecessary includes from `editor_node.h`, and instead add those where they're used. Removes unnecessary `editor_node.h` includes in various editor classes. Renames `dynamicfont` to `dynamic_font` in a couple files. Misc cleanup while jumping through that rabbit hole.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Remove unimplemented methodsMarcel Admiraal2021-10-211-2/+0
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* Improve GDScript Editor and Improve latencyGordon MacPherson2021-09-211-2/+0
| | | | | | | | | Improvements: - GDScript Highlighter is faster by 25% as keys are smaller (hashes instead of strings) - Removes message queue from _apply_settings_change to allow resize to work correctly - Some performance fixes are pending still Note: this resolves the code editor behaving badly when resizing in debug builds
* Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz2021-08-231-2/+2
| | | | | | | | * `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
* Move CodeEdit theme overrides into EditorThemePaulb232021-08-131-1/+0
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* Optimize theme change in code editorPouleyKetchoupp2021-07-301-0/+3
| | | | | Postpone applying the whole theme when a setting changes, to avoid updating everything many times when the whole editor theme is changed.
* Script editor: Rename 'Clone Down' to 'Duplicate Selection'Rémi Verschelde2021-06-291-1/+1
| | | | Fixes #36670.
* Added support for scripts reporting multiple errors to ScriptTextEditorEric M2021-06-191-3/+6
| | | | Scripts can now report multiple errors to the scripting editors in the engine. UI elements were added to support multiple errors.
* Documentation search fixesGregory Basile2021-06-161-2/+2
| | | | | | 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"
* Move FindReplaceBar out of CodeTextEditorkobewi2021-06-081-2/+7
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* Add custom background line colour to TextEdit and remove marked linesPaulb232021-05-221-0/+1
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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 🎆
* Add and convert editor to use CodeEditPaulb232020-09-101-8/+8
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* Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb232020-07-111-0/+3
| | | | | | | | - 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
* Add override keywords.Marcel Admiraal2020-07-101-1/+1
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* Remove ToolButton in favor of ButtonHugo Locurcio2020-06-191-5/+4
| | | | | | | | | | | 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.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-3/+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.
* Texture refactorJuan Linietsky2020-02-111-1/+1
| | | | | | | | -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