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* Style: Harmonize header includes in modulesRémi Verschelde2023-06-154-3/+7
| | | | | | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
* pcre2: Update to upstream version 10.42 (take two)Rémi Verschelde2023-06-122-2/+4
| | | | | | | Changelog: https://github.com/PCRE2Project/pcre2/blob/pcre2-10.42/ChangeLog This fixes support for RISC-V architectures in the sljit library, so we enable the module's compilation for `rv64` too.
* Bump version to 4.1-devRémi Verschelde2023-03-012-2/+2
| | | | Can't stop, won't stop, they said, huh?
* One Copyright Update to rule them allRémi Verschelde2023-01-055-145/+145
| | | | | | | | | | | | | | | | | | | | 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".
* Revert "pcre2: Update to upstream version 10.42"Rémi Verschelde2022-12-231-1/+1
| | | | | | This reverts commit 62c3e4ab9c87689ff0b7d27350bde176981daf1b. Needs more work, see comments about `_regex_free` errors in #70447.
* pcre2: Update to upstream version 10.42Rémi Verschelde2022-12-221-1/+1
| | | | | | | Changelog: https://github.com/PCRE2Project/pcre2/blob/pcre2-10.42/ChangeLog This should also fix support for RISC-V architectures, at least in the sljit library.
* Unify String and StringNamerune-scape2022-12-051-2/+1
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* Style: Misc docs and comment style and language fixesRémi Verschelde2022-11-021-1/+1
| | | | | | | | | | - Removed empty paragraphs in XML. - Consistently use bold style for "Example:", on a new line. - Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`). - Fix invalid usage of backticks for inline code in BBCode. - Fix some American/British English spelling inconsistencies. - Other minor fixes spotted along the way, including typo fixes with codespell. - Don't specify `@GlobalScope` for `enum` and `constant`.
* Clarify offset parameter behavior in RegEx methodsHaoyu Qiu2022-11-011-3/+6
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* Fix small mistakes throughout much of the documentationVolTer2022-10-211-1/+1
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* SCons: Fix MSVC warning LNK4042 about dupe objects in regexRémi Verschelde2022-09-271-1/+1
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* Change Array arguments to TypedArraykobewi2022-09-013-4/+4
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* Replace Array return types with TypedArraykobewi2022-08-224-5/+5
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* Rename the argument tag to param in XML documentationYuri Sizov2022-08-082-16/+16
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* Add static method for creating RegExkobewi2022-08-023-4/+23
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* Generate error if RegEx offset is negativeMarcel Admiraal2022-07-292-10/+4
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* Replace most uses of Map by HashMapreduz2022-05-162-6/+6
| | | | | | | | | | | | * Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
* Refactor module initializationreduz2022-05-042-4/+13
| | | | | | | * Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-1/+1
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Add an XML schema for documentationHugo Locurcio2022-02-152-2/+2
| | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* Update copyright statements to 2022Rémi Verschelde2022-01-035-10/+10
| | | | Happy new year to the wonderful Godot community!
* Add support for the RISC-V architectureAaron Franke2021-10-221-1/+1
| | | | Supports RV64GC (RISC-V 64-bit with general-purpose and compressed-instruction extensions)
* Don't generate empty doc sections and reduce code duplicationAaron Franke2021-09-202-4/+0
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* doc: Use self-closing tags for `return` and `argument`Rémi Verschelde2021-07-302-56/+28
| | | | | | | | For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
* Implement the ability to disable classesreduz2021-07-131-2/+2
| | | | | | | * This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
* Better format arguments in variant parserMichael Alexsander Silva Dias2021-06-181-1/+1
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* Rename Reference to RefCountedPedro J. Estébanez2021-06-113-7/+7
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* Initialize class/struct variables with default values in modules/Rafał Mikrut2021-02-082-5/+3
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* Change reserved keyword in Regex documentation codeVedat Günel2021-01-101-2/+2
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* Update copyright statements to 2021Rémi Verschelde2021-01-015-10/+10
| | | | | | | | | | | | | | 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 🎆
* SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde2020-12-181-2/+16
| | | | | | | | | | | | | | Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
* Move and add new RegEx test casesMaximilian Mayer2020-11-222-1/+164
| | | | | | Test cases for 'RegEx' are moved from 'test_string.h' to own test suite in 'test_regex.h'. Additionally, new tests are introduced and '_init' is removed as it isn't implemented/used anywhere.
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-072-7/+7
| | | | | | -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.bruvzg2020-09-031-168/+61
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* Document how to perform advanced string splitting using RegExHugo Locurcio2020-07-291-2/+11
| | | | This closes https://github.com/godotengine/godot-docs/issues/3607.
* Fix RegEx example in class doc and correct typoMaganty Rushyendra2020-06-152-3/+2
| | | | | Fix minor errors to do with `search_all` example in RegEx and typo in RegExMatch class docs.
* Enable Unicode support for RegEx classMaganty Rushyendra2020-06-111-1/+1
| | | | | Build PCRE2 thirdparty library with unicode support. RegEx objects in Godot can now be used to recognize unicode strings.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-17/+34
| | | | | 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 Verschelde2020-05-143-51/+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.
* Replace NULL with nullptrlupoDharkael2020-04-021-13/+13
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* SCons: Format buildsystem files with psf/blackRémi Verschelde2020-03-302-8/+11
| | | | | | | | | | | | | | | | | | | | | Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
* Adding missing include guards to header files identified by LGTM.Rajat Goswami2020-03-231-0/+5
| | | | This addresses the issue godotengine/godot#37143
* Improve the RegEx class documentationHugo Locurcio2020-02-271-1/+3
| | | | This closes https://github.com/godotengine/godot-docs/issues/2522.
* Update docs to version 4.0clayjohn2020-01-312-2/+2
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* doc: Drop unused 'category' property from headerRémi Verschelde2020-01-262-2/+2
| | | | | | | | | | We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
* doc: Misc updates for AnimationNode* and othersRémi Verschelde2020-01-231-1/+1
| | | | | | | | | | | | | - Add some missing descriptions. - Add links to tutorials for ARVR and AnimationTree. - Style fixes. - Engine changes: * Make `AnimationNodeTransition.input_<number>` properties internal so that they don't appear in the docs. They still appear in the inspector based on the actual number of inputs requested. * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D particles in `ParticlesMaterial`, and thus only relevant for `CPUParticles3D`.
* Update copyright statements to 2020Rémi Verschelde2020-01-014-8/+8
| | | | | | | | | | | 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.
* pcre2: Use scons option to disable JIT on some platformsRémi Verschelde2019-11-201-3/+1
| | | | | | | | Third-party platforms (e.g. console ports) need to be able to disable JIT support in the regex module too, so it can't be hardcoded in the module SCsub. This is cleaner this way anyway. Fixes #19316.
* doc: Sync classref with current sourceRémi Verschelde2019-07-151-3/+1
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* pcre2: Update to upstream version 10.33Rémi Verschelde2019-07-111-0/+1
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