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Merge pull request #3061 from asynts/asynts.syntax-highlighting-2
Incorrect syntax highlighting for languages other than GDScript.
This commit is contained in:
@@ -25,7 +25,7 @@ locally (no internet connection, API incorrectly configured, etc). If
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the error value is 'OK', a response event will be produced and added to
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the 'pending events' queue. Example:
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.. code:: python
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.. code-block:: python
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func on_purchase_pressed():
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var result = InAppStore.purchase( { "product_id": "my_product" } )
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@@ -428,7 +428,7 @@ you need inside a conditional block, you need to also define them as
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valid identifiers (local variable or class member). This is an example
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of how to work around this in a class:
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.. code:: python
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.. code-block:: python
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var GameCenter = null # define it as a class member
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@@ -65,7 +65,7 @@ Android directories
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Inside your plugin folder, you can use the standard folders as if they were from an Android Gradle project. Examples of this are:
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::
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.. code-block:: none
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src/ - For Java source code, same as in your Android project
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res/ - For resources
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@@ -91,19 +91,19 @@ AndroidManifest.conf
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This file allows to insert bits of chunk into *AndroidManifest.xml*, the following are supported tags and are entirely optional:
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::
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.. code-block:: none
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[user_permissions]
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Any bit of text below this tag is inserted inside the <manifest> tag of the file. This is often used for permission tags.
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::
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.. code-block:: none
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[application]
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Any bit of text below this tag inside the <application> tag of the file. Many SDKs require this.
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::
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.. code-block:: none
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[application_attribs]
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@@ -114,7 +114,7 @@ gradle.conf
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This file allows to insert bits of chunk into *build.gradle*, the following are supported and are entirely optional:
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::
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.. code-block:: none
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[buildscript_repositories]
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@@ -122,21 +122,21 @@ This file allows to insert bits of chunk into *build.gradle*, the following are
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Any bit of text below this tag is inserted inside the buildscript.repositories section of the build file.
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::
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.. code-block:: none
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[buildscript_dependencies]
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Any bit of text below this tag is inserted inside the buildscript.dependencies section of the build file.
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::
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.. code-block:: none
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[allprojects_repositories]
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Any bit of text below this tag is inserted inside the allprojects.repositories section of the build file.
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::
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.. code-block:: none
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[dependencies]
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@@ -144,14 +144,14 @@ Any bit of text below this tag is inserted inside the allprojects.repositories s
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Any bit of text below this tag is inserted inside the dependencies section of the build file.
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::
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.. code-block:: none
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[android_defaultconfig]
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Any bit of text below this tag is inserted inside the android.defaultconfig section of the build file.
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::
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.. code-block:: none
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[global]
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@@ -168,7 +168,7 @@ any additional resources you have provided for the module will be in the
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A singleton object template follows:
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.. code:: java
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.. code-block:: java
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package org.godotengine.godot;
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@@ -246,7 +246,7 @@ passed to Java.
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From Java, use the ``calldeferred`` function to communicate back with Godot.
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Java will most likely run in a separate thread, so calls are deferred:
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.. code:: java
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.. code-block:: java
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GodotLib.calldeferred(<instanceid>, "<function>", new Object[]{param1, param2, etc});
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@@ -264,7 +264,7 @@ The module should include the full Java path. For our example: ``org/godotengine
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Then, from your script:
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.. code::
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::
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if Engine.has_singleton("MySingleton"):
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var singleton = Engine.get_singleton("MySingleton")
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@@ -290,7 +290,7 @@ entire Java API from GDScript.
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It's simple to use and it's used like this:
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::
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.. code-block:: none
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class = JavaClassWrapper.wrap(<javaclass as text>)
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