/*************************************************************************/ /* gdscript_editor.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "gdscript.h" #include "core/config/engine.h" #include "core/config/project_settings.h" #include "core/global_constants.h" #include "core/os/file_access.h" #include "gdscript_compiler.h" #ifdef TOOLS_ENABLED #include "editor/editor_file_system.h" #include "editor/editor_settings.h" #endif void GDScriptLanguage::get_comment_delimiters(List *p_delimiters) const { p_delimiters->push_back("#"); } void GDScriptLanguage::get_string_delimiters(List *p_delimiters) const { p_delimiters->push_back("\"\"\" \"\"\""); p_delimiters->push_back("\" \""); p_delimiters->push_back("' '"); } String GDScriptLanguage::_get_processed_template(const String &p_template, const String &p_base_class_name) const { String processed_template = p_template; #ifdef TOOLS_ENABLED if (EDITOR_DEF("text_editor/completion/add_type_hints", false)) { processed_template = processed_template.replace("%INT_TYPE%", ": int"); processed_template = processed_template.replace("%STRING_TYPE%", ": String"); processed_template = processed_template.replace("%FLOAT_TYPE%", ": float"); processed_template = processed_template.replace("%VOID_RETURN%", " -> void"); } else { processed_template = processed_template.replace("%INT_TYPE%", ""); processed_template = processed_template.replace("%STRING_TYPE%", ""); processed_template = processed_template.replace("%FLOAT_TYPE%", ""); processed_template = processed_template.replace("%VOID_RETURN%", ""); } #else processed_template = processed_template.replace("%INT_TYPE%", ""); processed_template = processed_template.replace("%STRING_TYPE%", ""); processed_template = processed_template.replace("%FLOAT_TYPE%", ""); processed_template = processed_template.replace("%VOID_RETURN%", ""); #endif processed_template = processed_template.replace("%BASE%", p_base_class_name); processed_template = processed_template.replace("%TS%", _get_indentation()); return processed_template; } Ref