Adds `ui_text_skip_selection_for_next_occurrence` action and related implementation to text editor.
This action is bound `Ctrl+Alt+D` shorcut.
Used in conjonction with `ui_add_skip_selection_for_next_occurrence`, it gives the user the ability to select many occurrences of a selection
and avoid some of them.
Used without a previous selection, the action jumps to the next occurrence of the current word under the caret.
This adds binds for GraphEdit/GraphElement/GraphNode, which were
skipped before due to a rework. This also adds binds for Window,
which was skipped before due to a complicated code organization.
Also adds theme cache entries/direct cache access to a few places
that previously missed it. Some theme properties are now exposed
to other classes via friendships or public getters for convenience.
This removes all string-based theme access from scene/ classes.
c7eb814 missed these methods in the RichTextLabel's header
Remove set_override_selected_font_color from rich_text_label.h
Remove is_override_selected_font_color from rich_text_label.h
c7eb814 missed these methods in the TextEdit's header
Remove set_override_selected_font_color from text_edit.h
Remove is_override_selected_font_color from text_edit.h
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".
Refactors`ui_text_remove_secondary_carets` from https://github.com/godotengine/godot/pull/68089 as `ui_text_clear_carets_and_selection`, with extra behaviour:
- If there's only one active caret active with a selection, clears the selection.
- In case there's more than one caret active, removes the secondary carets and clears selections.
With this change, `TextEdit` then imitates the behaviour of VSCode for clearing carets and selections.
Adds the bind `ui_text_remove_secondary_carets` to TextEdit, with ESC as the default shortcut.
When the bind is performed, if the TextEdit has multiple carets, `remove_secondary_carets` is called and secondary carets are removed.
This is useful when multiple selects are performed with `add_select_for_next_occurrence` #67644 or when multiple multiple carets are manually added, then it's possible to go back to a single caret with a shortcut.
Closes#67991
Adds the bind `add_selection_for_next_occurrence` to TextEdit, with CTRL+D as the default shortcut.
When the bind is performed, ff a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence.
If no selection is currently active with the last caret in text fields, selects the word currently under the caret.
The action can be performed sequentially for all occurrences of the selection of the last caret and for all existing carets. The viewport is adjusted to the latest newly added caret.
The bind and the behaviour is similar to VS Code's "Add Selection to Next Find Match" and JetBrains' "Add Selection for Next Occurrence". It takes advantage of the multi-caret API.
The default shortcut for `select_word_under_caret` has been changed to ALT+G, in order to give priority to CTRL+D for `add_selection_for_next_occurrence` to better align with popular IDEs and editors.
* 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!
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
This can be used to make editor code more compact.
However, as of writing, these constructor arguments cannot be used
from the scripting API.
This was already provided for Label and CheckBox, but it was missing
for other Control nodes where it made sense to provide a default value.