Automatically convert spaces to tabs in codeblocks

• Adds codeblock css rule for tab-size
• Only applies to GDScript/C++
• Fix some inconsistent cpp codeblock filters
This commit is contained in:
Thaddeus Crews
2023-10-03 22:18:53 -05:00
parent adbab1482c
commit acf09b8551
4 changed files with 28 additions and 14 deletions

View File

@@ -846,6 +846,7 @@ code,
.highlight {
background-color: var(--highlight-background-color);
tab-size: 4;
}
/* Emphasized lines */

View File

@@ -291,6 +291,19 @@ $(document).ready(() => {
}
}
// Change indentation from spaces to tabs for codeblocks.
const codeBlocks = document.querySelectorAll('.rst-content div[class^="highlight"] pre');
for (const codeBlock of codeBlocks) {
const classList = codeBlock.parentNode.parentNode.classList;
if (!classList.contains('highlight-gdscript') && !classList.contains('highlight-cpp')) {
// Only change indentation for GDScript and C++.
continue;
}
let html = codeBlock.innerHTML;
html = html.replace(/(?<=^(<span class="w">)?( {4})*)( {4})/gm, '\t');
codeBlock.innerHTML = html;
}
// See `godot_is_latest` in conf.py
const isLatest = document.querySelector('meta[name=doc_is_latest]').content.toLowerCase() === 'true';
if (isLatest) {

View File

@@ -253,7 +253,7 @@ This means that GDExtensions made for Godot 4.0 will need to be recompiled for G
In Godot 4.0, your "entry_symbol" function looks something like this:
.. code-block:: C++
.. code-block:: cpp
GDExtensionBool GDE_EXPORT example_library_init(const GDExtensionInterface *p_interface, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_interface, p_library, r_initialization);
@@ -267,7 +267,7 @@ In Godot 4.0, your "entry_symbol" function looks something like this:
However, for Godot 4.1, it should look like:
.. code-block:: C++
.. code-block:: cpp
GDExtensionBool GDE_EXPORT example_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);

View File

@@ -158,7 +158,7 @@ Your folder structure should now look like this:
In the ``src`` folder, we'll start with creating our header file for the
GDExtension node we'll be creating. We will name it ``gdexample.h``:
.. code-block:: C++
.. code-block:: cpp
#ifndef GDEXAMPLE_H
#define GDEXAMPLE_H
@@ -211,7 +211,7 @@ as the ``_process`` function you're used to in GDScript.
Let's implement our functions by creating our ``gdexample.cpp`` file:
.. code-block:: C++
.. code-block:: cpp
#include "gdexample.h"
#include <godot_cpp/core/class_db.hpp>
@@ -250,7 +250,7 @@ and source file like we've implemented ``GDExample`` up above. What we need now
is a small bit of code that tells Godot about all the classes in our
GDExtension plugin.
.. code-block:: C++
.. code-block:: cpp
#include "register_types.h"
@@ -303,7 +303,7 @@ Furthermore, it sets the level of initialization (core, servers, scene, editor,
At last, we need the header file for the ``register_types.cpp`` named
``register_types.h``.
.. code-block:: C++
.. code-block:: cpp
#ifndef GDEXAMPLE_REGISTER_TYPES_H
#define GDEXAMPLE_REGISTER_TYPES_H
@@ -466,7 +466,7 @@ Lets add a property that allows us to control the amplitude of our wave.
In our ``gdexample.h`` file we need to add a member variable and getter and setter
functions:
.. code-block:: C++
.. code-block:: cpp
...
private:
@@ -481,7 +481,7 @@ functions:
In our ``gdexample.cpp`` file we need to make a number of changes, we will only
show the methods we end up changing, don't remove the lines we're omitting:
.. code-block:: C++
.. code-block:: cpp
void GDExample::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_amplitude"), &GDExample::get_amplitude);
@@ -523,7 +523,7 @@ Let's do the same but for the speed of our animation and use a setter and getter
function. Our ``gdexample.h`` header file again only needs a few more lines of
code:
.. code-block:: C++
.. code-block:: cpp
...
double amplitude;
@@ -537,7 +537,7 @@ code:
This requires a few more changes to our ``gdexample.cpp`` file, again we're only
showing the methods that have changed so don't remove anything we're omitting:
.. code-block:: C++
.. code-block:: cpp
void GDExample::_bind_methods() {
...
@@ -594,7 +594,7 @@ would need to showcase a far more complete example.
This is the required syntax:
.. code-block:: C++
.. code-block:: cpp
some_other_node->connect("the_signal", this, "my_method");
@@ -607,7 +607,7 @@ emit a signal every time a second has passed and pass the new location along.
In our ``gdexample.h`` header file, we need to define a new member ``time_emit``:
.. code-block:: C++
.. code-block:: cpp
...
double time_passed;
@@ -622,7 +622,7 @@ constructor. We'll look at the other 2 needed changes one by one.
In our ``_bind_methods`` method, we need to declare our signal. This is done
as follows:
.. code-block:: C++
.. code-block:: cpp
void GDExample::_bind_methods() {
...
@@ -643,7 +643,7 @@ of type ``Vector2``, respectively named "node" and "new_pos".
Next, we'll need to change our ``_process`` method:
.. code-block:: C++
.. code-block:: cpp
void GDExample::_process(double delta) {
time_passed += speed * delta;