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Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
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@@ -127,7 +127,7 @@ void ShaderTextEditor::_load_theme_settings() {
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}
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//colorize core types
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// Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
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//Color basetype_color= EDITOR_DEF("text_editor/base_type_color",Color(0.3,0.3,0.0));
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//colorize comments
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@@ -253,9 +253,9 @@ void ShaderEditor::_menu_option(int p_option) {
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current->get_find_replace_bar()->popup_replace();
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} break;
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// case SEARCH_LOCATE_SYMBOL: {
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//case SEARCH_LOCATE_SYMBOL: {
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// } break;
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//} break;
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case SEARCH_GOTO_LINE: {
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goto_line_dialog->popup_find_line(current->get_text_edit());
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@@ -396,7 +396,7 @@ void ShaderEditor::_bind_methods() {
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ClassDB::bind_method("_menu_option",&ShaderEditor::_menu_option);
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ClassDB::bind_method("_params_changed",&ShaderEditor::_params_changed);
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ClassDB::bind_method("apply_shaders",&ShaderEditor::apply_shaders);
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// ClassDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
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//ClassDB::bind_method("_close_current_tab",&ShaderEditor::_close_current_tab);
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}
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void ShaderEditor::ensure_select_current() {
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@@ -481,7 +481,7 @@ ShaderEditor::ShaderEditor() {
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search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/find_previous", TTR("Find Previous"), KEY_MASK_SHIFT|KEY_F3), SEARCH_FIND_PREV);
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search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/replace", TTR("Replace.."), KEY_MASK_CMD|KEY_R), SEARCH_REPLACE);
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search_menu->get_popup()->add_separator();
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// search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
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//search_menu->get_popup()->add_item("Locate Symbol..",SEARCH_LOCATE_SYMBOL,KEY_MASK_CMD|KEY_K);
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search_menu->get_popup()->add_shortcut(ED_SHORTCUT("script_editor/goto_line", TTR("Goto Line.."), KEY_MASK_CMD|KEY_L), SEARCH_GOTO_LINE);
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search_menu->get_popup()->connect("id_pressed", this,"_menu_option");
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@@ -512,8 +512,10 @@ bool ShaderEditorPlugin::handles(Object *p_object) const {
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bool handles = true;
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Shader *shader=p_object->cast_to<Shader>();
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//if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
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// handles = false;
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/*
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if (!shader || shader->cast_to<ShaderGraph>()) // Dont handle ShaderGraph's
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handles = false;
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*/
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return shader!=NULL;
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}
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