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* GDScript: Add lambda syntax parsingGeorge Marques2021-04-281-0/+3
| | | | | | | | | | | Lambda syntax is the same as a the function syntax (using the same `func` keyword) except that the name is optional and it can be embedded anywhere an expression is expected. E.g.: func _ready(): var my_lambda = func(x): print(x) my_lambda.call("hello")
* Initialize class/struct variables with default values in modules/Rafał Mikrut2021-02-081-1/+0
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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 Admiraal2020-12-281-1/+1
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* Documentation generation for GDScriptThakee Nathees2020-11-291-0/+20
| | | | | | | | | | | | | | | | | | - ClassDoc added to GDScript and property reflection data were extracted from parse tree - GDScript comments are collected from tokenizer for documentation and applied to the ClassDoc by the GDScript compiler - private docs were excluded (name with underscore prefix and doesn't have any doc comments) - default values (of non exported vars), arguments are extraced from the parser - Integrated with GDScript 2.0 and new enums were added. - merge conflicts fixed
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-4/+4
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* [Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg2020-09-031-11/+11
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* GDScript: Allow keywords to be used in $ notationGeorge Marques2020-08-191-0/+1
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* GDScript: Allow "match" to be used as an identifierGeorge Marques2020-08-171-3/+2
| | | | This is needed to call the String.match() function.
* Wrap up GDScript 2.0 base implementationGeorge Marques2020-07-221-0/+1
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* Reintroduce code completionGeorge Marques2020-07-201-5/+16
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* New GDScript tokenizer and parserGeorge Marques2020-07-201-246/+187
| | | | | | | | | | Sometimes to fix something you have to break it first. This get GDScript mostly working with the new tokenizer and parser but a lot of things isn't working yet. It compiles and it's usable, and that should be enough for now. Don't worry: other huge commits will come after this.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-2/+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.
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-1/+1
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Implement decalsJuan Linietsky2020-04-141-0/+1
| | | | | | Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-5/+5
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* Remove deprecated sync and slave networking keywordsRémi Verschelde2020-02-131-2/+0
| | | | | | Those keywords were deprecated for 3.1 in #22087. Also fix token name for `TK_REMOTE`, should be "remote" like the keyword.
* 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.
* Allow mixed tabs and spaces when indentation does not depend on tab sizeBojidar Marinov2019-10-251-6/+4
| | | | (hopefully) Closes #30937, fixes #32612
* Disallow using of both tabs and spaces for indentation in the same fileBojidar Marinov2019-07-261-0/+6
| | | | Closes #7898
* Fix warnings seen with -Wignored-qualifiers.marxin2019-02-211-3/+3
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* GDScript: Remove unused `switch`, `case` and `do` CF keywordsRémi Verschelde2019-02-201-4/+1
| | | | | | | | | | | | They had been reserved for future implementation, but we now have the `match` CF keyword which does the same and more. According to @reduz `do` was even added by mistake when copying from the shader language parser, it was never intended to add support for `do`... `while` loops, as the syntax would be awkward in GDScript, and the added sugar is not worth it. Fixes #25787.
* Core: Ensure classes match their header filenameRémi Verschelde2019-02-121-1/+1
| | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rename slave keyword to puppetFabio Alessandrelli2018-09-151-1/+2
| | | | | The slave keyword will still be available as deprecated in 3.1 but will be dropped from future releases.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-4/+4
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* GDScript: Fix undefined behavior on GDScriptTokenizerBufferGeorge Marques2018-08-211-2/+8
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* Added system for GDScript warningsGeorge Marques2018-08-101-0/+22
| | | | | | | - Count and panel per script. - Ability to disable warnings per script using special comments. - Ability to disable warnings globally using Project Settings. - Option to treat enabled warnings as errors.
* Add typing syntaxGeorge Marques2018-07-201-0/+3
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* Global class names (and GDScript support for it)Juan Linietsky2018-07-151-0/+1
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* New sync keywords in GDScript, NativeScript, MonoFabio Alessandrelli2018-05-291-0/+3
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* Revert "RPCMode refactor, more sync modes"Max Hilbrunner2018-05-291-3/+0
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* New sync keywords in GDScript, NativeScript, MonoFabio Alessandrelli2018-05-261-0/+3
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde2017-11-161-0/+263