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path: root/editor/code_editor.cpp
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2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-08Merge pull request #43742 from qarmin/editor_modules_default_valuesRémi Verschelde
Initialize class/struct variables with default values in platform/ and editor/
2020-12-05Rename CubeMesh BoxMeshMarcel Admiraal
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-30Reversed Toggle Script Button iconYuri Roubinsky
2020-11-26[Complex Text Layouts] Refactor TextEdit and CodeEdit controls.bruvzg
2020-11-26[Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg
use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
2020-11-11Keep cursor relative position after multiline moveHaoyu Qiu
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-10Remove breakpoints from editor settingsPaulb23
2020-09-10Move ConnectionGutter to editor code_editorPaulb23
2020-09-10Add main_gutter (breakpoints, bookmarks, execution lines) to code_editPaulb23
2020-09-10Added Line numbers to CodeEditPaulb23
2020-09-10Add and convert editor to use CodeEditPaulb23
2020-07-26Merge pull request #33760 from nekomatata/script-editor-init-optimizationRémi Verschelde
Optimized ScriptEditor initialization when many scripts are loaded
2020-07-20Reintroduce code completionGeorge Marques
2020-07-17Optimized ScriptEditor initialization when many scripts are loadedPouleyKetchoupp
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)
2020-07-11Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighterPaulb23
- 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
2020-07-11Convert syntax highlighters into a resourcePaulb23
2020-07-06Improve null check in FindReplaceBarYuri Sizov
2020-06-23Fix error label clicking in status bar for shader editorYuri Roubinsky
2020-06-19Remove ToolButton in favor of ButtonHugo Locurcio
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.
2020-06-16Fix code editor Replace tool to work with 'Selection Only' optionMaganty Rushyendra
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.
2020-06-15Fix match count for whole word search in editorMaganty Rushyendra
Check if a match borders a new line char when incrementing match counts.
2020-06-12Fix whole word search slowdown in editorMaganty Rushyendra
Reduce repeated iteration through the full text when counting the number of occurrences of whole words while searching a file in the editor.
2020-05-22FIX CodeTextEditor not respecting focus in _inputMrRevington
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
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.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
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.
2020-04-28Rename InputFilter back to InputRémi Verschelde
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.
2020-04-06Merge pull request #37447 from ThakeeNathees/text-replace-empty-string-fixRémi Verschelde
replace selected text with empty string bug fixed
2020-04-06replace selected text with empty string bug fixedThakee Nathees
Fix: #37416
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-26Popups are now windows also (broken!)Juan Linietsky
2020-03-26Working multiple window support, including editorJuan Linietsky
2020-03-26Refactored input, goes all via windows now.Juan Linietsky
Also renamed Input to InputFilter because all it does is filter events.
2020-03-26Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky
2020-03-01Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodesRémi Verschelde
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01Merge pull request #36621 from ↵Rémi Verschelde
WizardOhio24/fix-wrong-selection-on-line-clone-down Fix wrong selection on cloning a line down in the editor
2020-02-29Fix wrong selection on cloning a line down in the editorRichard Menzies
2020-02-28Signals: Manually port most of remaining connect_compat usesRémi Verschelde
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).
2020-02-28Signals: Port connect calls to use callable_mpRémi Verschelde
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.)
2020-02-27Merge pull request #36232 from Calinou/add-soft-line-length-guidelineRémi Verschelde
Add a soft line length guideline to the script editor
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-20Reworked signal connection system, added support for Callable and Signal ↵Juan Linietsky
objects and made them default.
2020-02-16Allow for continuous deletion/duplication of linesTomasz Chabora
2020-02-15Add a soft line length guideline to the script editorHugo Locurcio
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.
2020-02-14Merge pull request #36030 from dreamsComeTrue/fix-replace-text-enteredRémi Verschelde
Allow using Enter key for replacing text in code editors
2020-02-11Texture refactorJuan Linietsky
-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
2020-02-08Allow using Enter key for replacing text in code editors (also Shift + Enter ↵Dominik 'squ@ll' Jasiński
works backwards) Fixes issue #31762