feat: modules moved and engine moved to submodule
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</brief_description>
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<description>
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A multiline text editor. It also has limited facilities for editing code, such as syntax highlighting support. For more advanced facilities for editing code, see [CodeEdit].
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While entering text, it is possible to insert special characters using Unicode, OEM or Windows alt codes:
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- To enter Unicode codepoints, hold [kbd]Alt[/kbd] and type the codepoint on the numpad. For example, to enter the character [code]á[/code] (U+00E1), hold [kbd]Alt[/kbd] and type [kbd]+E1[/kbd] on the numpad (the leading zeroes can be omitted).
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- To enter OEM codepoints, hold [kbd]Alt[/kbd] and type the code on the numpad. For example, to enter the character [code]á[/code] (OEM 160), hold [kbd]Alt[/kbd] and type [code]160[/code] on the numpad.
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- To enter Windows codepoints, hold [kbd]Alt[/kbd] and type the code on the numpad. For example, to enter the character [code]á[/code] (Windows 0225), hold [kbd]Alt[/kbd] and type [kbd]0[/kbd], [kbd]2[/kbd], [kbd]2[/kbd], [kbd]5[/kbd] on the numpad. The leading zero here must [b]not[/b] be omitted, as this is how Windows codepoints are distinguished from OEM codepoints.
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[b]Note:[/b] Most viewport, caret, and edit methods contain a [code]caret_index[/code] argument for [member caret_multiple] support. The argument should be one of the following: [code]-1[/code] for all carets, [code]0[/code] for the main caret, or greater than [code]0[/code] for secondary carets in the order they were created.
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[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will scroll 5 times as fast as it would normally do. This also works in the Godot script editor.
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</description>
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The syntax highlighter to use.
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[b]Note:[/b] A [SyntaxHighlighter] instance should not be used across multiple [TextEdit] nodes.
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</member>
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<member name="tab_input_mode" type="bool" setter="set_tab_input_mode" getter="get_tab_input_mode" default="true">
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If [code]true[/code], [member ProjectSettings.input/ui_text_indent] input [code]Tab[/code] character, otherwise it moves keyboard focus to the next [Control] in the scene.
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</member>
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<member name="text" type="String" setter="set_text" getter="get_text" default="""">
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String value of the [TextEdit].
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</member>
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