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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
2020-07-10Add override keywords.Marcel Admiraal
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.
2020-05-14Style: 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.
2020-02-11Texture 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
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-12-17Fix toggle scripts panel to allow using shortcut in other areasYuri Roubinsky
2019-12-17Prevent showing toggle scripts panel switch in shader editorYuri Roubinsky
2019-12-15Moves switch for show scripts panel from File menu to status barYuri Roubinsky
2019-12-09Fixes Delete Line doesn't delete first line in scriptHaoyu Qiu
Also, match multi-line delete behavior in script with single line: If there are four lines: A, B, C, D. Before the change: Delete C: Cursor lands on D Delete B and C: Cursor lands on A After the change: Delete C: Cursor lands on D Delete B and C: Cursor lands on D
2019-08-13Tweak the behavior of search/replace barTomasz Chabora
2019-08-13Make the script search have a proper matches counterMichael Alexsander Silva Dias
2019-07-08Display a count of matches when searching in the code editorBojidar Marinov
Fixes #14513
2019-07-05Show icons for code completion optionsGeequlim
2019-07-04Parse more informations for code completionGeequlim
2019-06-23Center script line when double clicked on error in debuggerDawid Wdowiak
2019-06-19Merge pull request #28787 from mitchcurtis/fix-28059Rémi Verschelde
Script Text Editor: respect Move Down and Move Up shortcuts on macOS
2019-06-17Merge pull request #28766 from pgoral/editor_validation_issueRémi Verschelde
Changing method signature in other class in not recognized in working…
2019-06-11Merge pull request #29262 from DarknessCatt/issue-27476Rémi Verschelde
Automatically add new line to scripts
2019-05-29Automatically add new line to scriptsMatheus Lima Cunha
2019-05-29Changing method signature in other class in not recognized in working class ↵Goral
in typed GDScript #28685
2019-05-09Script Text Editor: respect Move Down and Move Up shortcuts on macOSMitch Curtis
Handle shortcuts in CodeTextEditor::_input() so that we get them before its text_editor's TextEdit::_gui_input() function does. If we don't, that function will execute the following code: if (k->get_shift()) { _pre_shift_selection(); } #ifdef APPLE_STYLE_KEYS if (k->get_command()) { cursor_set_line(0); } else #endif So using Command+Shift+Up for the Move Up shortcut would just result in selecting all text to the beginning of the document, rather than moving the current line up. Fixes #28059.
2019-05-05Add bookmarks for easier code navigationTomasz Chabora
2019-04-23Added a marker in text_edit that tells which row is executing.Rikhardur Bjarni Einarsson
2019-03-16Merge pull request #25782 from hsandt/feature/fix-toggle-comment-indentRémi Verschelde
Feature/fix toggle comment indent
2019-02-13Hide the warnings panel when no warnings presents.allkhor
2019-02-10General cleanup of script and doc search barsMichael Alexsander Silva Dias
2019-02-04[Script Editor] Refactored ScriptTextEditor::_edit_option by extracting ↵hsandt
EDIT_TOGGLE_COMMENT case CodeEditor::toggle_inline_comment is now used by both ScriptTextEditor and ShaderEditor
2019-02-01Displays errors and warnings in a better way in the script editorGilles Roudière
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-21Change LinkLabel back to Label in error status barChaosus
2018-12-19CodeEditor: Drop unused enable_complete_timer variableRémi Verschelde
Its use was removed in 1039ba9ffb8588e8b0abddaa753d270979147c23.
2018-11-28Merge pull request #23924 from Kanabenki/font-size-updateRémi Verschelde
Display font size with zoom in code editor and refresh on settings change
2018-11-22Display font size with zoom in code editor and refresh on settings changeKanabenki
2018-11-22Allows user to click on error line to jump into error.Chaosus
2018-11-04Fix clone line undo history and extra new line, issue 21811Paulb23
2018-08-10Added system for GDScript warningsGeorge Marques
- 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.
2018-07-22Refactored text manipulation into CodeTexteditorPaulb23
2018-05-16Add margin bottom with find/replace bar on script editorvolzhs
2018-02-19Merge pull request #16241 from Chaosus/zoomlabelRémi Verschelde
Added zoom label to code editor
2018-02-14Maked status bar label fonts updateableChaosus
2018-01-31Added zoom label to code editorChaosus
2018-01-18Fix find/replace barvolzhs
- make LineEdit resizable for find/replace - move replaced count/no match message to status bar - fix replaced n occuurence message is not displayed when n > 0 Fixes #15394
2018-01-14Remove the unused FindReplaceDialog classGilles Roudiere
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-21Native pan and zoom for macOSBernhard Liebl
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24-Code completion for enumerationsJuan Linietsky
-Disabled GDNative and GDNativeScript so build compiles again
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..