Honoring the Indent setting for gdscript
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1 changed files with 13 additions and 10 deletions
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@ -55,11 +55,12 @@ Ref<Script> GDScriptLanguage::get_template(const String &p_class_name, const Str
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"# var a = 2\n" +
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"# var a = 2\n" +
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"# var b = \"textvar\"\n\n" +
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"# var b = \"textvar\"\n\n" +
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"func _ready():\n" +
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"func _ready():\n" +
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"\t# Called every time the node is added to the scene.\n" +
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"%TS%# Called every time the node is added to the scene.\n" +
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"\t# Initialization here\n" +
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"%TS%# Initialization here\n" +
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"\tpass\n";
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"%TS%pass\n";
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_template = _template.replace("%BASE%", p_base_class_name);
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_template = _template.replace("%BASE%", p_base_class_name);
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_template = _template.replace("%TS%", _get_indentation());
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Ref<GDScript> script;
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Ref<GDScript> script;
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script.instance();
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script.instance();
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@ -2418,16 +2419,18 @@ Error GDScriptLanguage::complete_code(const String &p_code, const String &p_base
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String GDScriptLanguage::_get_indentation() const {
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String GDScriptLanguage::_get_indentation() const {
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#ifdef TOOLS_ENABLED
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#ifdef TOOLS_ENABLED
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bool use_space_indentation = EDITOR_DEF("text_editor/indent/type", "Tabs") == "Tabs" ? 0 : 1;
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if (SceneTree::get_singleton()->is_editor_hint()) {
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bool use_space_indentation = EDITOR_DEF("text_editor/indent/type", "Tabs") == "Tabs" ? 0 : 1;
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if (use_space_indentation) {
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if (use_space_indentation) {
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int indent_size = EDITOR_DEF("text_editor/indent/size", 4);
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int indent_size = EDITOR_DEF("text_editor/indent/size", 4);
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String space_indent = "";
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String space_indent = "";
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for (int i = 0; i < indent_size; i++) {
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for (int i = 0; i < indent_size; i++) {
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space_indent += " ";
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space_indent += " ";
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}
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return space_indent;
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}
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}
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return space_indent;
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}
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}
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#endif
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#endif
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return "\t";
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return "\t";
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