Forked from johnfredcee/Major Mode for editing Unrealscript
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July 30, 2022 09:11
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Save RohanHart/201ce875dc4148fa4c3777fbe323c0fe to your computer and use it in GitHub Desktop.
Can be directly used via straight.el: `(straight-use-package '(unrealscript-mode :repo "https://gist.github.com/RohanHart/201ce875dc4148fa4c3777fbe323c0fe" :local-repo "unrealscript-mode"))`
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;; Unrealscript major mode | |
;; Copyright (C) 2012 John Connors | |
;; Author: John Connors | |
;; Keywords: extensions | |
;; This file is free software; you can redistribute it and/or modify | |
;; it under the terms of the GNU General Public License as published by | |
;; the Free Software Foundation; either version 2, or (at your option) | |
;; any later version. | |
;; This file is distributed in the hope that it will be useful, | |
;; but WITHOUT ANY WARRANTY; without even the implied warranty of | |
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
;; GNU General Public License for more details. | |
;; You should have received a copy of the GNU General Public License | |
;; along with GNU Emacs; see the file COPYING. If not, write to | |
;; the Free Software Foundation, Inc., 59 Temple Place - Suite 330, | |
;; Boston, MA 02111-1307, USA. | |
;;; Commentary: | |
;; | |
(defvar unrealscript-mode-hook nil) | |
(defvar unrealscript-mode-map | |
(let ((unrealscript-mode-map (make-sparse-keymap))) | |
(define-key unrealscript-mode-map "\C-j" 'newline-and-indent) | |
unrealscript-mode-map) | |
"Keymap for UNREALSCRIPT major mode") | |
(defconst unrealscript-font-lock-keywords-1 | |
(list | |
'("\\<\\(?:break\\|c\\(?:\\(?:as\\|ontinu\\)e\\)\\|do\\|e\\(?:lse\\|xtends\\)\\|for\\(?:each\\)?\\|i\\(?:f\\|nterface\\)\\|new\\|return\\|switch\\|var\\|while\\|class\\)\\>" . font-lock-keyword-face)) | |
"Minimal highlighting expressions for UNREALSCRIPT mode.") | |
(defconst unrealscript-font-lock-keywords-2 | |
(append unrealscript-font-lock-keywords-1 | |
(list | |
'("\\<\\(?:array\\|b\\(?:ool\\|yte\\)\\|c\\(?:lass\\|o\\(?:erce\\|lor\\|ords\\)\\)\\|de\\(?:faultproperties\\|legate\\)\\|e\\(?:num\\|vent\\)\\|f\\(?:alse\\|loat\\|unction\\)\\|int\\|local\\|name\\|o\\(?:ptional\\|ut\\)\\|plane\\|r\\(?:egion\\|otator\\)\\|st\\(?:ate\\|r\\(?:ing\\|uct\\)\\)\\|true\\|v\\(?:\\(?:a\\|ecto\\)r\\)\\)\\>" . font-lock-keyword-face))) | |
"Additional Keywords to highlight in UNREALSCRIPT mode.") | |
(defconst unrealscript-font-lock-keywords-3 | |
(append unrealscript-font-lock-keywords-2 | |
(list | |
'("\\<\\(?:A\\(?:bstract\\|llowAbstract\\|uto\\(?:Comment\\|ExpandCategories\\)\\)\\|Co\\(?:llapseCategories\\|nfig\\)\\|D\\(?:ep\\(?:endsOn\\|recated\\)\\|isplayName\\|ontCollapseCategories\\)\\|Edit\\(?:Condition\\|InlineNew\\)\\|FriendlyName\\|Hide\\(?:Categories\\|DropDown\\)\\|I\\(?:\\(?:mplemen\\|nheri\\)ts\\)\\|N\\(?:ative\\(?:Replication\\)?\\|o\\(?:Export\\|nTransient\\|t\\(?:EditInlineNew\\|Placeable\\)\\)\\)\\|P\\(?:erObject\\(?:Config\\|Localized\\)\\|laceable\\)\\|ShowCategories\\|T\\(?:oolTip\\|ransient\\)\\|Within\\)\\>" . font-lock-type-face) | |
'("\\<\\(?:auto\\|c\\(?:lient\\|on\\(?:fig\\|st\\)\\)\\|d\\(?:atabinding\\|eprecated\\|uplicatetransient\\)\\|e\\(?:dit\\(?:const\\|fixedsize\\|inline\\(?:use\\)?\\|oronly\\)\\|x\\(?:ec\\|port\\)\\)\\|globalconfig\\|i\\(?:gnores\\|n\\(?:it\\|put\\|stanced\\|terp\\)\\|terator\\)\\|l\\(?:atent\\|ocalized\\)\\|n\\(?:ative\\(?:replication\\)?\\|o\\(?:clear\\|export\\|import\\|ntransactional\\|tforconsole\\)\\)\\|operator\\|p\\(?:o\\(?:\\(?:inte\\|stoperato\\)r\\)\\|r\\(?:eoperator\\|ivate\\|otected\\)\\|ublic\\)\\|re\\(?:liable\\|pnotify\\)\\|s\\(?:erver\\|i\\(?:mulated\\|ngular\\)\\|kip\\|tatic\\)\\|tra\\(?:nsient\\|vel\\)\\|unreliable\\)\\>" . font-lock-keyword-face) | |
'("\\<\\(?:A\\(?:bs\\|cos\\|dd\\(?:Item\\)?\\|llActors\\|s\\(?:c\\|in\\)\\|tan\\)\\|B\\(?:asedActors\\|egin\\(?:Play\\|State\\)\\)\\|C\\(?:aps\\|eil\\|h\\(?:ildActors\\|r\\)\\|l\\(?:amp\\|earTimer\\)\\|o\\(?:\\(?:llidingActor\\)?s\\)\\)\\|D\\(?:estroyed\\|i\\(?:\\(?:sabl\\|vid\\)e\\)\\|ynamicActors\\)\\|E\\(?:mpty\\|n\\(?:\\(?:abl\\|dStat\\)e\\)\\|val\\|xp\\)\\|F\\(?:Clamp\\|M\\(?:ax\\|in\\)\\|Rand\\|astTrace\\|in\\(?:d\\|ish\\(?:Anim\\|Interpolation\\)\\)\\)\\|G\\(?:etTimer\\(?:Count\\|Rate\\)\\|oTo\\(?:State\\)?\\)\\|I\\(?:n\\(?:Str\\|itGame\\|sert\\(?:Item\\)?\\|vert\\)\\|s\\(?:\\(?:InStat\\|TimerActiv\\)e\\)\\)\\|L\\(?:e\\(?:ft\\|n\\|rp\\)\\|o\\(?:cs\\|ge\\)\\)\\|M\\(?:ax\\|i\\(?:rrorVectorByNormal\\|[dn]\\)\\)\\|Normal\\|OverlappingActors\\|P\\(?:o\\(?:pState\\|stBeginPlay\\)\\|reBeginPlay\\|ushState\\)\\|R\\(?:and\\|e\\(?:move\\(?:I\\(?:ndex\\|tem\\)\\)?\\|pl\\(?:ace\\)?\\)\\|ight\\|ound\\)\\|S\\(?:et\\(?:State\\|Timer\\)\\|in\\|leep\\|merp\\|p\\(?:awn\\|lit\\)\\|q\\(?:rt\\|uare\\)\\)\\|T\\(?:an\\|ick\\|ouchingActors\\|race\\(?:Actors\\)?\\)\\|V\\(?:Rand\\|Size\\|isible\\(?:\\(?:Colliding\\)?Actors\\)\\)\\|\\(?:ro\\|vec\\)t\\)\\>" . font-lock-function-name-face))) | |
"Balls-out highlighting in UNREALSCRIPT mode.") | |
(defvar unrealscript-font-lock-keywords unrealscript-font-lock-keywords-3 | |
"Default highlighting expressions for UNREALSCRIPT mode.") | |
(defvar unrealscript-indent-width 4) | |
(defun looking-at-unrealscript-indent-keyword () | |
(or (looking-at "^[\t ]*while") (looking-at "^[ \t]*foreach") (looking-at "^[ \t]*do") (looking-at "^[\t ]*if") (looking-at "^[\t ]*else") (looking-at "^[\t ]*for"))) | |
(defun looking-at-unrealscript-block-end () | |
(or (looking-at "^[\t ]*end") (looking-at "^[\t ]*break[\t ]*;") (and (looking-at "^.*};*[ \t]*$") (not (looking-at "^.*{"))))) | |
(defun looking-at-unrealscript-block-start () | |
(or (looking-at "^[\t ]*begin") (looking-at "^[\t ]*default[\t ]*:") (looking-at "^[\t ]*case.*:") (and (looking-at "^.*{") (not (looking-at "^.*};*[ \t]*$"))))) | |
;; Function to control indenting. | |
(defun unrealscript-indent-line () | |
"Indent current line as Unrealscript code" | |
(interactive) | |
;; Set the point to beginning of line. | |
(beginning-of-line) | |
(if (bobp) | |
(indent-line-to 0) | |
(let ((not-indented t) (lines-back 0) cur-indent) | |
(if (looking-at-unrealscript-block-end) ; Check for closing brace | |
;; if we are at the end of a block | |
(progn | |
(save-excursion | |
(forward-line -1) | |
(setq lines-back (+ lines-back 1)) | |
(setq cur-indent (- (current-indentation) unrealscript-indent-width))) | |
;; Safety check to make sure we don't indent negative. | |
(if (< cur-indent 0) | |
(setq cur-indent 0))) | |
;; else scan backward | |
(save-excursion | |
(if (looking-at-unrealscript-block-start) ; Opening block | |
(progn | |
;; scan back to start of previous non-empty line | |
(skip-chars-backward "\n[:space:]") | |
(move-beginning-of-line nil) | |
(setq lines-back (+ lines-back 1)) | |
(setq cur-indent (current-indentation)) | |
(setq not-indented nil)) | |
(while not-indented | |
(forward-line -1) | |
(setq lines-back (+ lines-back 1)) | |
(if (looking-at-unrealscript-block-end) ;; Closing Block | |
(progn | |
(setq cur-indent (current-indentation)) | |
(setq not-indented nil)) | |
(if (looking-at-unrealscript-block-start) | |
(progn | |
(setq cur-indent (+ (current-indentation) unrealscript-indent-width)) | |
(setq not-indented nil)) | |
(if (looking-at-unrealscript-indent-keyword) | |
(progn | |
(setq cur-indent (current-indentation)) | |
(forward-line 1) | |
(setq lines-back (- lines-back 1)) | |
(if (looking-at-unrealscript-block-start) | |
(setq not-indented nil) ;; has block | |
(if (zerop lines-back) ;; no block | |
(progn | |
(setq cur-indent (+ cur-indent unrealscript-indent-width)) | |
(setq not-indented nil)) | |
(setq not-indented nil)))) | |
(if (bobp) | |
(setq not-indented nil))))))))) | |
(if cur-indent | |
(indent-line-to cur-indent) | |
(indent-line-to 0))))) | |
(defun unrealscript-populate-syntax-table (table) | |
"Populate the given syntax table as necessary for a C-like language. | |
This includes setting ' and \" as string delimiters, and setting up | |
the comment syntax to handle both line style \"//\" and block style | |
\"/*\" \"*/\" comments." | |
(modify-syntax-entry ?_ "_" table) | |
(modify-syntax-entry ?\\ "\\" table) | |
(modify-syntax-entry ?+ "." table) | |
(modify-syntax-entry ?- "." table) | |
(modify-syntax-entry ?= "." table) | |
(modify-syntax-entry ?% "." table) | |
(modify-syntax-entry ?< "." table) | |
(modify-syntax-entry ?> "." table) | |
(modify-syntax-entry ?& "." table) | |
(modify-syntax-entry ?| "." table) | |
(modify-syntax-entry ?\' "\"" table) | |
(modify-syntax-entry ?\240 "." table) | |
;; Set up block and line oriented comments. The new C | |
;; standard mandates both comment styles even in C, so since | |
;; all languages now require dual comments, we make this the | |
;; default. | |
(modify-syntax-entry ?/ ". 124b" table) | |
(modify-syntax-entry ?* ". 23" table) | |
(modify-syntax-entry ?\n "> b" table) | |
;; Give CR the same syntax as newline, for selective-display | |
(modify-syntax-entry ?\^m "> b" table) | |
table) | |
(defvar unrealscript-mode-syntax-table | |
(let ((unrealscript-mode-syntax-table (unrealscript-populate-syntax-table (make-syntax-table)))) | |
unrealscript-mode-syntax-table) | |
"Syntax table for unrealscript-mode") | |
(defun unrealscript-mode () | |
"Major mode for editing Unrealscript files" | |
(interactive) | |
(kill-all-local-variables) | |
(set-syntax-table unrealscript-mode-syntax-table) | |
(use-local-map unrealscript-mode-map) | |
(setq indent-line-function 'unrealscript-indent-line) | |
(setq font-lock-defaults '(unrealscript-font-lock-keywords nil t)) | |
(setq major-mode 'unrealscript-mode) | |
(setq mode-name "UNREALSCRIPT") | |
(run-hooks 'unrealscript-mode-hook) | |
(setq case-fold-search t) | |
(setq font-lock-keywords-case-fold-search t)) | |
(provide 'unrealscript-mode) |
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