feat: modules moved and engine moved to submodule

This commit is contained in:
Jan van der Weide 2025-04-12 18:40:44 +02:00
parent dfb5e645cd
commit c33d2130cc
5136 changed files with 225275 additions and 64485 deletions

View file

@ -28,8 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TEST_COMPLETION_H
#define TEST_COMPLETION_H
#pragma once
#ifdef TOOLS_ENABLED
@ -161,6 +160,8 @@ static void test_directory(const String &p_dir) {
owner = scene->get_node(conf.get_value("input", "node_path", "."));
}
// The only requirement is for the script to be parsable, warnings and errors from the analyzer might happen and completion should still work.
ERR_PRINT_OFF;
if (owner != nullptr) {
// Remove the line which contains the sentinel char, to get a valid script.
Ref<GDScript> scr;
@ -184,6 +185,8 @@ static void test_directory(const String &p_dir) {
}
GDScriptLanguage::get_singleton()->complete_code(code, res_path, owner, &options, forced, call_hint);
ERR_PRINT_ON;
String contains_excluded;
for (ScriptLanguage::CodeCompletionOption &option : options) {
for (const Dictionary &E : exclude) {
@ -232,5 +235,3 @@ TEST_SUITE("[Modules][GDScript][Completion]") {
} // namespace GDScriptTests
#endif
#endif // TEST_COMPLETION_H