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.
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14 changed files with 145 additions and 33 deletions
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@ -1361,8 +1361,11 @@ private:
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void clear();
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void push_error(const String &p_message, const Node *p_origin = nullptr);
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#ifdef DEBUG_ENABLED
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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());
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void push_warning(const Node *p_source, GDScriptWarning::Code p_code, const Vector<String> &p_symbols);
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template <typename... Symbols>
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void push_warning(const Node *p_source, GDScriptWarning::Code p_code, const Symbols &...p_symbols) {
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push_warning(p_source, p_code, Vector<String>{ p_symbols... });
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}
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#endif
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void make_completion_context(CompletionType p_type, Node *p_node, int p_argument = -1, bool p_force = false);
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