Script Editor: expanding snippet by pressing the Tab key now works only when the text cursor is at the end of a keyword.

Updated ZDoom ACC.
Updated ZDoom_things.cfg.
Updated documentation.
This commit is contained in:
MaxED 2014-12-10 08:21:15 +00:00
parent f9b5399a39
commit e6e74478db
8 changed files with 165 additions and 63 deletions

View file

@ -289,6 +289,8 @@
#define APROP_ViewHeight 39
#define APROP_AttackZOffset 40
#define APROP_StencilColor 41
#define APROP_Friction 42
#define APROP_DamageMultiplier 43
// Render Styles ------------------------------------------------------------
@ -743,6 +745,7 @@
#DEFINE AAPTR_PLAYER8 0x2000
#DEFINE AAPTR_FRIENDPLAYER 0x4000
#DEFINE AAPTR_GET_LINETARGET 0x8000
// Actor pointer operation flags
@ -867,6 +870,9 @@
#define T_HIGHJUMP 188
#define T_HASTE 189
// Zandronum database additions ---------------------------------------------
#define DB_ORDER_ASC 0
#define DB_ORDER_DESC 1
// Events when you have input grabbed
@ -1008,3 +1014,31 @@
#define MF_NOLIFTDROP 0x20000000
#define MF_STEALTH 0x40000000
#define MF_ICECORPSE 0x80000000
// Linedef flags
#define ML_BLOCKING 0x00000001
#define ML_BLOCKMONSTERS 0x00000002
#define ML_TWOSIDED 0x00000004
#define ML_DONTPEGTOP 0x00000008
#define ML_DONTPEGBOTTOM 0x00000010
#define ML_SECRET 0x00000020
#define ML_SOUNDBLOCK 0x00000040
#define ML_DONTDRAW 0x00000080
#define ML_MAPPED 0x00000100
#define ML_REPEAT_SPECIAL 0x00000200
#define ML_ADDTRANS 0x00000400
#define ML_MONSTERSCANACTIVATE 0x00002000
#define ML_BLOCK_PLAYERS 0x00004000
#define ML_BLOCKEVERYTHING 0x00008000
#define ML_ZONEBOUNDARY 0x00010000
#define ML_RAILING 0x00020000
#define ML_BLOCK_FLOATERS 0x00040000
#define ML_CLIP_MIDTEX 0x00080000
#define ML_WRAP_MIDTEX 0x00100000
#define ML_3DMIDTEX 0x00200000
#define ML_CHECKSWITCHRANGE 0x00400000
#define ML_FIRSTSIDEONLY 0x00800000
#define ML_BLOCKPROJECTILE 0x01000000
#define ML_BLOCKUSE 0x02000000
#define ML_BLOCKSIGHT 0x04000000
#define ML_BLOCKHITSCAN 0x08000000

View file

@ -326,7 +326,9 @@ special
-80:ChangeActorPitch(2,3),
-81:GetArmorInfo(1),
-82:DropInventory(2),
-83:PickActor(5,7),
-83:PickActor(5,8),
-84:IsPointerEqual(2,4),
-85:CanRaiseActor(1),
// Zandronum's
-100:ResetMap(0),
@ -336,6 +338,25 @@ special
-104:GetPlayerLivesLeft(1),
-105:SetPlayerLivesLeft(2),
-106:KickFromGame(2),
-107:GetGamemodeState(0),
-108:SetDBEntry(3),
-109:GetDBEntry(2),
-110:SetDBEntryString(3),
-111:GetDBEntryString(2),
-112:IncrementDBEntry(3),
-113:PlayerIsLoggedIn(1),
-114:GetPlayerAccountName(1),
-115:SortDBEntries(4),
-116:CountDBResults(1),
-117:FreeDBResults(1),
-118:GetDBResultKeyString(2),
-119:GetDBResultValueString(2),
-120:GetDBResultValue(2),
-121:GetDBEntryRank(3),
-122:RequestScriptPuke(4),
-123:BeginDBTransaction(0),
-124:EndDBTransaction(0),
-125:GetDBEntries(1),
// ZDaemon's
-19260:GetTeamScore(1),

View file

@ -78,7 +78,7 @@ zdoom
title = "Sector Sound Sequence Override";
arg0
{
title = "Sound sequence index";
title = "Sound Sequence Index";
type = 11;
enum
{
@ -155,7 +155,7 @@ zdoom
title = "Custom Ambient Sound";
arg0
{
title = "Ambient sound index";
title = "Ambient Sound Index";
}
arg1
{
@ -165,15 +165,15 @@ zdoom
}
arg2
{
title = "Min. fading distance";
title = "Min. Fading Distance";
}
arg3
{
title = "Max. heard distance";
title = "Max. Heard Distance";
}
arg4
{
title = "Scale multiplier";
title = "Distance Multiplier";
}
}
14066
@ -181,7 +181,7 @@ zdoom
title = "Sound Sequence";
arg0
{
title = "Sound sequence index";
title = "Sound Sequence Index";
}
arg1
{
@ -193,7 +193,7 @@ zdoom
title = "Custom Ambient Sound (no gravity)";
arg0
{
title = "Ambient sound index";
title = "Ambient Sound Index";
}
arg1
{
@ -203,15 +203,15 @@ zdoom
}
arg2
{
title = "Min. fading distance";
title = "Min. Fading Distance";
}
arg3
{
title = "Max. heard distance";
title = "Max. Heard Distance";
}
arg4
{
title = "Scale multiplier";
title = "Distance Multiplier";
}
}
14101 = "Music Changer 01";
@ -283,11 +283,11 @@ zdoom
title = "Custom Music Changer";
arg0
{
title = "MUSINFO track index";
title = "MUSINFO Track Index";
}
arg1
{
title = "MOD track order";
title = "MOD Track Order";
}
}
9048
@ -330,22 +330,22 @@ zdoom
5064
{
title = "Bridge Invis, radius 16";
title = "Invisible Bridge, radius 16";
width = 16;
}
5061
{
title = "Bridge Invis, radius 32";
title = "Invisible Bridge, radius 32";
width = 32;
}
5065
{
title = "Bridge Invis, radius 8";
title = "Invisible Bridge, radius 8";
width = 8;
}
9990
{
title = "Bridge Invis, custom radius";
title = "Custom Invisible Bridge";
arg0
{
title = "Radius";
@ -368,15 +368,34 @@ zdoom
}
arg2
{
title = "Orb amount";
title = "Orbs Amount";
}
arg3
{
title = "Rotation speed";
title = "Rotation Speed and Direction";
type = 11;
enum
{
0 = "0: Hexen default";
11 = "11: 15° / second";
21 = "21: 30° / second";
32 = "32: 45° / second";
64 = "64: 90° / second";
128 = "128: 180° / second";
192 = "192: -90° / second";
223 = "223: -45° / second";
233 = "233: -30° / second";
244 = "244: -15° / second";
}
}
arg4
{
title = "Rotation radius";
title = "Rotation Radius";
type = 11;
enum
{
0 = "Hexen default";
}
}
}
}
@ -403,11 +422,13 @@ zdoom
}
arg1
{
title = "Max. yaw per second";
title = "Maximum Yaw";
}
arg2
{
title = "Time (in otics)";
title = "Cycle Time (octics)";
type = 11;
enum = "generic_door_delays";
}
}
9073
@ -435,6 +456,10 @@ zdoom
{
title = "Skybox Viewpoint";
sprite = "internal:SkyboxViewpoint";
arg0
{
title = "Visibility / 4";
}
}
9081
{
@ -442,18 +467,18 @@ zdoom
sprite = "internal:SkyboxPicker";
arg0
{
title = "Target Thing Tag";
title = "Skybox Viewpoint Tag";
type = 14;
}
arg1
{
title = "Mode";
title = "Apply to";
type = 11;
enum
{
0 = "Apply on Floor and Ceiling";
1 = "Apply on Ceiling";
2 = "Apply on Floor";
0 = "Floor and Ceiling";
1 = "Ceiling";
2 = "Floor";
}
}
}
@ -468,12 +493,12 @@ zdoom
sprite = "internal:actormover";
arg0
{
title = "Interp. Point Tag";
title = "Interpolation Point Tag";
type = 14;
}
arg1
{
title = "Interp. Point HiTag";
title = "Interpolation Point HiTag";
}
arg2
{
@ -484,7 +509,7 @@ zdoom
1 = "Linear path";
2 = "Use point angle";
4 = "Use point pitch";
8 = "Face thing/movement direction";
8 = "Face thing / movement direction";
128 = "Nonsolid";
}
}
@ -505,10 +530,14 @@ zdoom
arg1
{
title = "Travel Time (otics)";
type = 11;
enum = "generic_door_delays";
}
arg2
{
title = "Hold Time (otics)";
type = 11;
enum = "generic_door_delays";
}
arg3
{
@ -530,12 +559,12 @@ zdoom
title = "Moving Camera";
arg0
{
title = "Interp. Point Tag";
title = "Interpolation Point Tag";
type = 14;
}
arg1
{
title = "Interp. Point HiTag";
title = "Interpolation Point HiTag";
}
arg2
{
@ -547,7 +576,7 @@ zdoom
2 = "Use point angle";
4 = "Use point pitch";
8 = "Face movement direction";
128 = "Everyone";
128 = "Show to everyone";
}
}
arg3
@ -562,12 +591,12 @@ zdoom
sprite = "internal:PathFollower";
arg0
{
title = "Interp. Point Tag";
title = "Interpolation Point Tag";
type = 14;
}
arg1
{
title = "Interp. Point HiTag";
title = "Interpolation Point HiTag";
}
arg2
{
@ -599,10 +628,10 @@ zdoom
sprite = "internal:action";
9082
{
title = "Silent Sector";
sprite = "internal:SilentSector";
}
{
title = "Silent Sector";
sprite = "internal:SilentSector";
}
9998 = "Actor enters sector";
9989 = "Actor hits fake floor";
9996 = "Actor hits ceiling";
@ -616,7 +645,7 @@ zdoom
9994 = "Player uses wall";
9038
{
title = "ColorSetter";
title = "Color Setter";
arg0
{
title = "Red";
@ -639,7 +668,7 @@ zdoom
}
9039
{
title = "FadeSetter";
title = "Fade Setter";
arg0
{
title = "Red";
@ -658,7 +687,7 @@ zdoom
}
9041
{
title = "FlagSetter";
title = "Flag Setter";
arg0
{
title = "Set Flags";
@ -791,16 +820,18 @@ zdoom
}
9024
{
title = "Path Node";
title = "Patrol Point";
sprite = "internal:PathFollower";
arg0
{
title = "Next Node";
title = "Next Patrol Point Tag";
type = 14;
}
arg1
{
title = "Delay";
type = 11;
enum = "delay_seconds";
}
}
9026
@ -812,10 +843,24 @@ zdoom
title = "Particles Amount";
}
}
9040 = "Map Marker";
9040
{
title = "Map Marker";
arg0
{
title = "Follow Target Tag";
type = 14;
}
arg1
{
title = "Don't Show Until Sector Seen";
type = 11;
enum = "noyes";
}
}
9045
{
title = "Deep Water";
title = "Water Zone";
sprite = "internal:DeepWater";
}
9046
@ -824,14 +869,14 @@ zdoom
sprite = "internal:Secret";
arg0
{
title = "Mode";
title = "Notification Type";
type = 11;
enum
{
0 = "Message And Sound";
1 = "Message Only";
2 = "Sound Only";
3 = "No Message And Sound";
3 = "None";
}
}
}
@ -928,7 +973,7 @@ zdoom
sprite = "internal:portal_upper";
arg0
{
title = "Flat Transparency";
title = "Flat Opacity";
default = 128;
}
}
@ -939,7 +984,7 @@ zdoom
sprite = "internal:portal_lower";
arg0
{
title = "Flat Transparency";
title = "Flat Opacity";
default = 128;
}
}

View file

@ -30,11 +30,11 @@
<p>In the Script Editor you can use and create code snippets, which are small blocks of reusable code that you can insert where you need it in your code.</p>
<p><strong>Using code snippets:</strong><br />
To use a snippet, pick it from the drop-down menu.<br />
Alternatively, type the name of a snippet (or place the cursor inside of already existing one), then press the <strong>Tab</strong> key to expand it.<br /><br />
<strong>Example:</strong> to create the while loop, type &quot;<strong>while</strong>&quot;...<br /><img src="snippets_expand1.jpg"/><br />
<br />...and press the <strong>Tab</strong> key.<br /><img src="snippets_expand2.jpg"/></p>
Alternatively, type the name of a snippet (or place the cursor at the end of already existing one), then press the <strong>Tab</strong> key to expand it.<br /><br />
<strong>Example:</strong> to create the while loop, type &quot;<strong>while</strong>&quot;, then press the <strong>Tab</strong> key:<br />
<img style="padding-right:16px;" src="snippets_expand1.jpg"/><img src="snippets_expand2.jpg"/></p>
<p><strong>Creating new code snippets:</strong><br />
Code snippets are plain text files stored in [GZDB]\Snippets\[category], so just create a new text file there and add the code you want into it.<br />
Code snippets are plain text files stored in [GZDB]\Snippets\[category], so just create a new text file there and add the code you want to it.<br />
There are several special tokens you can use: </p>
<ul>
<li><strong>[EP]</strong> (Entry Point) - that's the place where the cursor will be placed after inserting a snippet.</li>

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@ -827,10 +827,11 @@ namespace CodeImp.DoomBuilder.Controls
}
//mxd. Tab to expand code snippet
// Do it only when the text cursor is at the end of a keyword.
else if(e.KeyCode == Keys.Tab)
{
string curword = GetCurrentWord().ToLowerInvariant();
if (scriptconfig.Snippets.ContainsKey(curword))
if(scriptconfig.Snippets.ContainsKey(curword) && scriptedit.CurrentPos == scriptedit.WordEndPosition(scriptedit.CurrentPos, true))
{
InsertSnippet(scriptconfig.Snippets[curword]);
e.Handled = true;

View file

@ -3,9 +3,10 @@ using System.Windows.Forms;
using CodeImp.DoomBuilder.BuilderModes.ClassicModes;
using CodeImp.DoomBuilder.Windows;
namespace CodeImp.DoomBuilder.BuilderModes.Interface {
internal struct BridgeInterpolationMode {
namespace CodeImp.DoomBuilder.BuilderModes.Interface
{
internal struct BridgeInterpolationMode
{
public const string BRIGHTNESS_HIGHEST = "Use highest";
public const string BRIGHTNESS_LOWEST = "Use lowest";
@ -16,13 +17,13 @@ namespace CodeImp.DoomBuilder.BuilderModes.Interface {
public const string OUT_SINE = "EaseOutSine interpolation";
public const string IN_OUT_SINE = "EaseInOutSine interpolation";
public static string[] CEILING_INTERPOLATION_MODES = { LINEAR, HIGHEST, IN_SINE, OUT_SINE, IN_OUT_SINE/*, IN_OUT_CUBIC, OUT_IN_CUBIC*/ };
public static string[] FLOOR_INTERPOLATION_MODES = { LINEAR, LOWEST, IN_SINE, OUT_SINE, IN_OUT_SINE/*, IN_OUT_CUBIC, OUT_IN_CUBIC*/ };
public static string[] BRIGHTNESS_INTERPOLATION_MODES = { LINEAR, BRIGHTNESS_HIGHEST, BRIGHTNESS_LOWEST };
public static readonly string[] CEILING_INTERPOLATION_MODES = { LINEAR, HIGHEST, IN_SINE, OUT_SINE, IN_OUT_SINE/*, IN_OUT_CUBIC, OUT_IN_CUBIC*/ };
public static readonly string[] FLOOR_INTERPOLATION_MODES = { LINEAR, LOWEST, IN_SINE, OUT_SINE, IN_OUT_SINE/*, IN_OUT_CUBIC, OUT_IN_CUBIC*/ };
public static readonly string[] BRIGHTNESS_INTERPOLATION_MODES = { LINEAR, BRIGHTNESS_HIGHEST, BRIGHTNESS_LOWEST };
}
public partial class BridgeModeForm : DelayedForm {
public partial class BridgeModeForm : DelayedForm
{
internal int Subdivisions { get { return (int)nudSubdivisions.Value; } set { nudSubdivisions.Value = value; } }
internal string FloorAlignMode { get { return (string)cbFloorAlign.SelectedItem; } }
internal string CeilingAlignMode { get { return (string)cbCeilingAlign.SelectedItem; } }

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