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Add support for Unicode identifiers in GDScript

This is using an adapted version of UAX#31 to not rely on the ICU
database (which isn't available in builds without TextServerAdvanced).
It allows most characters used in diverse scripts but not everything.
This commit is contained in:
George Marques
2023-01-18 22:56:00 -03:00
parent 2ec0da1a75
commit 7548e043fc
14 changed files with 145 additions and 33 deletions

View File

@@ -1361,8 +1361,11 @@ private:
void clear();
void push_error(const String &p_message, const Node *p_origin = nullptr);
#ifdef DEBUG_ENABLED
void push_warning(const Node *p_source, GDScriptWarning::Code p_code, const String &p_symbol1 = String(), const String &p_symbol2 = String(), const String &p_symbol3 = String(), const String &p_symbol4 = String());
void push_warning(const Node *p_source, GDScriptWarning::Code p_code, const Vector<String> &p_symbols);
template <typename... Symbols>
void push_warning(const Node *p_source, GDScriptWarning::Code p_code, const Symbols &...p_symbols) {
push_warning(p_source, p_code, Vector<String>{ p_symbols... });
}
#endif
void make_completion_context(CompletionType p_type, Node *p_node, int p_argument = -1, bool p_force = false);