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https://github.com/lihop/godot-xterm.git
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chore(spelling): add codespell pre-commit hook
Fixes spelling mistakes identified by it.
This commit is contained in:
parent
bc15d8950f
commit
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14 changed files with 23 additions and 18 deletions
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@ -18,3 +18,8 @@ repos:
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hooks:
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- id: gdformat
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exclude: "^addons/gut/"
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- repo: https://github.com/codespell-project/codespell
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rev: v2.2.6
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hooks:
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- id: codespell
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exclude: ".*package-lock.json|.*demo.txt|.*fonts.*LICENSE|.*THIRDPARTY_NOTICES.*|.*.svg"
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@ -852,7 +852,7 @@ func directory_remove_batch(files, args = {}):
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if dir.remove(dir.get_current_dir()) == OK:
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logger.debug("Remove empty directory: %s" % dir.get_current_dir())
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# Dumb method to clean empty ancestor directories
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logger.debug("Removing emoty ancestor directory for %s..." % dir.get_current_dir())
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logger.debug("Removing empty ancestor directory for %s..." % dir.get_current_dir())
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var current_dir = dir.get_current_dir()
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for i in slash_count:
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current_dir = current_dir.get_base_dir()
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@ -1,4 +1,4 @@
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# For convenient building of the library and gdnative export templates targeted at the javacript platform.
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# For convenient building of the library and gdnative export templates targeted at the javascript platform.
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FROM emscripten/emsdk:3.1.14
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RUN apt-get update && apt-get install pkg-config python3 -y
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RUN pip3 install scons==4.4.0
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@ -20,7 +20,7 @@ const char* Terminal::FONT_TYPES[4] = {
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};
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const Terminal::KeyMap Terminal::KEY_MAP = {
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// Godot does not have seperate scancodes for keypad keys when NumLock is
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// Godot does not have separate scancodes for keypad keys when NumLock is
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// off. We can check the unicode value to determine whether it is off and
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// set the appropriate scancode. Based on the patch which adds support for
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// this to TextEdit/LineEdit:
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@ -377,7 +377,7 @@ Dictionary PTYUnix::fork(
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}
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}
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// reenable signals
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// re-enable signals
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pthread_sigmask(SIG_SETMASK, &oldmask, NULL);
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switch (pid) {
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@ -149,7 +149,7 @@ HRESULT CreateNamedPipesAndPseudoConsole(COORD size, DWORD dwFlags,
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}
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}
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// Failed to find kernel32. This is realy unlikely - honestly no idea how
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// Failed to find kernel32. This is really unlikely - honestly no idea how
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// this is even possible to hit. But if it does happen, fall back to
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// winpty.
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return HRESULT_FROM_WIN32(GetLastError());
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@ -180,7 +180,7 @@ static NAN_METHOD(PtyStartProcess) {
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const bool inheritCursor = Nan::To<bool>(info[5]).FromJust();
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// use environment 'Path' variable to determine location of
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// the relative path that we have recieved (e.g cmd.exe)
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// the relative path that we have received (e.g cmd.exe)
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std::wstring shellpath;
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if (::PathIsRelativeW(filename.c_str())) {
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shellpath = path_util::get_shell_path(filename.c_str());
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@ -147,7 +147,7 @@ static NAN_METHOD(PtyStartProcess) {
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}
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// use environment 'Path' variable to determine location of
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// the relative path that we have recieved (e.g cmd.exe)
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// the relative path that we have received (e.g cmd.exe)
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std::wstring shellpath;
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if (::PathIsRelativeW(filename)) {
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shellpath = path_util::get_shell_path(filename);
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@ -227,7 +227,7 @@ Array PTYUnix::fork(String p_file, int _ignored, PackedStringArray p_args,
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sigaction(i, &sig_action, NULL);
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}
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}
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// reenable signals
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// re-enable signals
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pthread_sigmask(SIG_SETMASK, &oldmask, NULL);
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if (pid) {
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@ -677,4 +677,4 @@ void PTYUnix::_bind_methods() {
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void PTYUnix::_init() {}
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#endif
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#endif
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@ -313,7 +313,7 @@ Dictionary fork(
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free(cwd);
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}
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// reenable signals
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// re-enable signals
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pthread_sigmask(SIG_SETMASK, &oldmask, NULL);
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switch (pid) {
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@ -395,7 +395,7 @@ Napi::Value PtyFork(const Napi::CallbackInfo& info) {
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}
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}
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// reenable signals
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// re-enable signals
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pthread_sigmask(SIG_SETMASK, &oldmask, NULL);
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switch (pid) {
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@ -785,4 +785,4 @@ Napi::Object init(Napi::Env env, Napi::Object exports) {
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NODE_API_MODULE(NODE_GYP_MODULE_NAME, init)
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#endif
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#endif
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@ -100,7 +100,7 @@ func _set_terminal(value):
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if _terminal == value:
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return
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# Disconect the current terminal, if any.
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# Disconnect the current terminal, if any.
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if _terminal != null:
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disconnect("data_received", Callable(_terminal, "write"))
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_terminal.disconnect("data_sent", Callable(self, "write"))
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@ -201,5 +201,5 @@ Thanks to [@ConteZero](https://github.com/contezero) for reporting and providing
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### Changed
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- Implementation of Terminal node from GDScript to GDNative using [Aetf's patched version of libtsm](https://github.com/Aetf/libtsm).
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- Move input handling to the Terminal node itself, rather than handling it in a seperate Control node.
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- Move input handling to the Terminal node itself, rather than handling it in a separate Control node.
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- The Terminal `write()` method now accepts both String and PoolByteArray.
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@ -34,7 +34,7 @@ uniform bool pixelate = true; // Fill each square (\"pixel\") with a sampled col
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uniform bool roll = true;
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uniform float roll_speed = 8.0; // Positive values are down, negative are up
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uniform float roll_size : hint_range(0.0, 100.0) = 15.0;
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uniform float roll_variation : hint_range(0.1, 5.0) = 1.8; // This valie is not an exact science. You have to play around with the value to find a look you like. How this works is explained in the code below.
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uniform float roll_variation : hint_range(0.1, 5.0) = 1.8; // This value is not an exact science. You have to play around with the value to find a look you like. How this works is explained in the code below.
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uniform float distort_intensity : hint_range(0.0, 0.2) = 0.05; // The distortion created by the rolling effect.
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uniform float noise_opacity : hint_range(0.0, 1.0) = 0.4;
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@ -52,7 +52,7 @@ uniform bool clip_warp = false;
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uniform float vignette_intensity = 0.4; // Size of the vignette, how far towards the middle it should go.
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uniform float vignette_opacity : hint_range(0.0, 1.0) = 0.5;
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// Used by the noise functin to generate a pseudo random value between 0.0 and 1.0
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// Used by the noise function to generate a pseudo random value between 0.0 and 1.0
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vec2 random(vec2 uv){
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uv = vec2( dot(uv, vec2(127.1,311.7) ),
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dot(uv, vec2(269.5,183.3) ) );
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@ -193,7 +193,7 @@ void fragment()
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// We use roll_line (set above) to define how big the noise should be vertically (multiplying cuts off all black parts).
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// We also add in some basic noise with random() to break up the noise pattern above. The noise is sized according to
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// the resolution value set in the inspector. If you don't like this look you can
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// change \"ceil(uv * resolution) / resolution\" to only \"uv\" to make it less pixelated. Or multiply resolution with som value
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// change \"ceil(uv * resolution) / resolution\" to only \"uv\" to make it less pixelated. Or multiply resolution with some value
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// greater than 1.0 to make them smaller.
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roll_line *= noise * scanlines * clamp(random((ceil(uv * resolution) / resolution) + vec2(TIME * 0.8, 0.0)).x + 0.8, 0.0, 1.0);
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// Add it to the texture based on noise_opacity
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@ -9,7 +9,7 @@
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out=addons/godot_xterm/THIRDPARTY_NOTICES.txt
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# List of licenses to be concatenated.
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# Format (space seperated): Software name, Path to license file from git repo root.
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# Format (space separated): Software name, Path to license file from git repo root.
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# When compiling with option 'disable_pty=yes' libuv, node-pty and tmux can be omitted.
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LICENSES=$(cat <<-END
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godot ./misc/export_templates/godot/LICENSE.txt
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