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Merge branch 'master' of https://github.com/face-hh/griddycode
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README.md

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# Table of Contents
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1. [GriddyCode](#griddycode)
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- [Lua modding](#lua-modding)
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- [Requirements](#requirements)
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- [Lua modding](#%EF%B8%8F-lua-modding)
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- [Where?](#where)
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- [How?](#how)
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- [Docs?](#docs)
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- [Docs](#docs)
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- [Langs](#langs)
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- [Introduction](#introduction)
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- [Methods](#methods)
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- [Themes](#themes)
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- [Introduction](#introduction-1)
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- [Methods](#methods-1)
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2. [Known issues](#known-issues)
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- [Visual bugs](#visual-bugs)
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3. [Contributions](#contributions)
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- [Current bugs/needed features](#current-bugsneeded-features)
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- [HIGH PRIORITY](#high-priority)
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- [MEDIUM PRIORITY](#medium-priority)
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- [LOW PRIORITY](#low-priority)
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- [Publishing](#publishing)
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- [Contributions](#contributions)
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- [Current bugs/needed features](#-current-bugsneeded-features)
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- [HIGH PRIORITY](#high-priority)
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- [MEDIUM PRIORITY](#medium-priority)
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- [LOW PRIORITY](#low-priority)
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# Requirements
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| Requirement | Notes |
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| -------- | -------- |
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| [Nerdfont](https://www.nerdfonts.com/) - we use Nerdfont for the file picker. | You'll know it's missing when your icons look like "□" |
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| [Linux](https://en.wikipedia.org/wiki/List_of_Linux_distributions) - GriddyCode was tested **only** on Linux | Although it'll work on the Gaming OS, the file picker might not. |
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# ⌨️ Lua modding
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GriddyCode allows you to extend its functionality via **Lua**.
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## Where?
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To open the folder with Lua scripts, go to:
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- Windows: `%APPDATA%\Bussin GriddyCode`
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- Windows: `%APPDATA%\Godot\app_userdata\Bussin GriddyCode`
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- macOS: `~/Library/Application Support/Bussin GriddyCode`
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- Linux: `~/.local/share/Bussin GriddyCode`
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- Linux: `~/.local/share/godot/app_userdata/Bussin GriddyCode`
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*Note: since the paths might change, we recommend you manually search for GriddyCode in the AppData of your OS.*
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*Note: the paths are not accurate, we recommend you manually search for GriddyCode in the AppData of your OS.*
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## How?
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You may see the folders **"langs"** and **"themes"**.
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#### Introduction
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To extend the functionality of GriddyCode for a specific **file extension**, create a file with its name. (i.e. `toml.lua`)
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#### Methods
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#### Methods
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| Method | Example | Description | Notes |
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| `set_gui(property: String, new_color: String)` | `set_gui("background_color", "#ff00ff")` | This method is dedicated to the overall GUI aspect of GriddyCode. | Available properties: `background_color`, `current_line_color`, `selection_color`, `font_color`, `word_highlighted_color`, `selection_background_color`. Properties except `background_color`, if not provided, will be set to a slightly modified version of `background_color`. Although possible, we don't recommend you rely on those & instead set all the values. |
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*Note: if the HEX you input is invalid, it will default to #ff0000 (red)*
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## Publishing
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If you want to use a theme/plugin for **yourself**, you can put it into your [AppData](#where).
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If you want to **submit** a theme/plugin, open a pull request adding it to `Lua/Plugins` or `Lua/Themes` respectively. If merged, it will be included in the next build.
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# Contributions
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Contributions are heavily appreciated, whether it's for adding Lua plugins, themes, safely exposing more features to Lua, or adding features directly to GriddyCode!
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## Notice
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- You will need to install the [Godot Engine](https://godotengine.org/) to run your proposed change & make sure it runs flawlessly.
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- You don't have to submit executables.
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- Use the v4.2 of the engine (currently Latest)
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## 🐛 Current bugs/needed features:
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### HIGH PRIORITY
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- The `VHS & CRT` shader, on certain themes (One Dark Pro, GitHub Light, etc.), becomes completely white. Works good on GitHub Dark;

Scripts/settings.gd

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var function_names = LuaSingleton.lua.call_function("detect_functions", [text])
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var variable_names = LuaSingleton.lua.call_function("detect_variables", [text])
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if \
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typeof(function_names) != Variant.Type.TYPE_ARRAY or \
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typeof(variable_names) != Variant.Type.TYPE_ARRAY:
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return;
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for each in function_names:
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add_code_completion_option(CodeEdit.KIND_FUNCTION, each, each+"()", LuaSingleton.keywords.function, FUNCTION)
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for each in variable_names:
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add_code_completion_option(CodeEdit.KIND_VARIABLE, each, each, LuaSingleton.keywords.variable, VARIABLE)
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if typeof(function_names) == Variant.Type.TYPE_ARRAY:
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for each in function_names:
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add_code_completion_option(CodeEdit.KIND_FUNCTION, each, each+"()", LuaSingleton.keywords.function, FUNCTION)
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if typeof(variable_names) == Variant.Type.TYPE_ARRAY:
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for each in variable_names:
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add_code_completion_option(CodeEdit.KIND_VARIABLE, each, each, LuaSingleton.keywords.variable, VARIABLE)
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update_code_completion_options(true)
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