Perform GDScript format checks using pre-commit

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Leroy Hopson 2024-02-13 11:27:07 +13:00
parent 8f08945df2
commit aa2b93248e
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GPG key ID: D2747312A6DB51AA
4 changed files with 21 additions and 21 deletions

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@ -320,16 +320,9 @@ jobs:
exit 1 exit 1
fi fi
check-code-format: check-pre-commit:
name: "Check Code Format" name: "Check Pre-Commit"
runs-on: ubuntu-22.04 runs-on: ubuntu-22.04
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- uses: actions/setup-python@v5 - uses: pre-commit/action@v3.0.1
with:
python-version: 3.9
cache: "pip"
- name: Install python dependencies
run: pip install -r requirements.txt
- name: GDScript format check
run: gdformat -c .

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@ -13,3 +13,8 @@ repos:
rev: v3.1.0 rev: v3.1.0
hooks: hooks:
- id: prettier - id: prettier
- repo: https://github.com/Scony/godot-gdscript-toolkit
rev: 4.2.2
hooks:
- id: gdformat
exclude: "^addons/gut/"

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@ -24,9 +24,9 @@ enum SelectionMode {
POINTER, POINTER,
} }
@export var update_mode: UpdateMode = UpdateMode.AUTO : @export var update_mode: UpdateMode = UpdateMode.AUTO:
get: get:
return update_mode # TODOConverter40 Non existent get function return update_mode # TODOConverter40 Non existent get function
set(p_update_mode): set(p_update_mode):
set_update_mode(p_update_mode) set_update_mode(p_update_mode)
@ -113,9 +113,9 @@ func _ready():
_update_theme() _update_theme()
_native_terminal.update_mode = update_mode _native_terminal.update_mode = update_mode
_native_terminal.connect("data_sent",Callable(self,"_on_data_sent")) _native_terminal.connect("data_sent", Callable(self, "_on_data_sent"))
_native_terminal.connect("key_pressed",Callable(self,"_on_key_pressed")) _native_terminal.connect("key_pressed", Callable(self, "_on_key_pressed"))
_native_terminal.connect("size_changed",Callable(self,"_on_size_changed")) _native_terminal.connect("size_changed", Callable(self, "_on_size_changed"))
_viewport.size = size _viewport.size = size
_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS _viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
@ -123,12 +123,12 @@ func _ready():
_screen.set_anchors_preset(PRESET_VCENTER_WIDE) _screen.set_anchors_preset(PRESET_VCENTER_WIDE)
_screen.texture = _viewport.get_texture() _screen.texture = _viewport.get_texture()
_native_terminal.connect("bell",Callable(self,"_on_bell")) _native_terminal.connect("bell", Callable(self, "_on_bell"))
_bell_timer.one_shot = true _bell_timer.one_shot = true
add_child(_bell_timer) add_child(_bell_timer)
_selection_timer.wait_time = 0.05 _selection_timer.wait_time = 0.05
_selection_timer.connect("timeout",Callable(self,"_on_selection_held")) _selection_timer.connect("timeout", Callable(self, "_on_selection_held"))
add_child(_viewport) add_child(_viewport)
add_child(_screen) add_child(_screen)
@ -140,7 +140,7 @@ func _ready():
# we make all the draw_* calls caused by writing. We need to use signals # we make all the draw_* calls caused by writing. We need to use signals
# here rather than yield otherwise we will sometimes get a "Resumed # here rather than yield otherwise we will sometimes get a "Resumed
# function after yield but class instance is gone" error. # function after yield but class instance is gone" error.
RenderingServer.connect("frame_pre_draw",Callable(self,"_flush")) RenderingServer.connect("frame_pre_draw", Callable(self, "_flush"))
func _update_theme(): func _update_theme():
@ -176,7 +176,7 @@ func _refresh():
func _gui_input(event): func _gui_input(event):
_native_terminal.__gui_input(event) # FIXME: use _gui_input rather than __gui_input. _native_terminal.__gui_input(event) # FIXME: use _gui_input rather than __gui_input.
if event is InputEventKey and event.pressed: if event is InputEventKey and event.pressed:
# Return to bottom of scrollback buffer if we scrolled up. Ignore modifier # Return to bottom of scrollback buffer if we scrolled up. Ignore modifier
@ -243,7 +243,10 @@ func _handle_selection(event: InputEventMouse):
func _on_selection_held() -> void: func _on_selection_held() -> void:
if not Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or _selecting_mode == SelectionMode.NONE: if (
not Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
or _selecting_mode == SelectionMode.NONE
):
if copy_on_selection: if copy_on_selection:
var selection = _native_terminal.copy_selection() var selection = _native_terminal.copy_selection()
# TODO:godot4 # TODO:godot4

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@ -1 +0,0 @@
gdtoolkit==4.2.2