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Preferences
This page details less-obvious items in Preferences.
This defines how auto-completion filtering works.
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This is how things worked in legacy versions of GameMaker - if you typed
ds_, you only get names that start withds_. -
This is how auto-completion works in GameMaker Studio 2 - if you type
debug_, you'll getdebug_get_callstack, show_debug_message, and so on. -
This is an auto-completion mode offered by GMEdit's code editor component (Ace.js).
It matches names that contain all letters from the input, and in order.
So,sdmwill matchshow_debug_message andiclmatchesio_clear. -
This is an auto-completion mode written specifically for GML's naming specifics.
It matches names that have each "section" (separated by_or lowercase->UPPERCASE transitions) start with according letter of input.So,
sdmwill still matchshow_debug_message, buticlwill get youinstance_create_layer.
You can also useSDMorICLif you prefer (it'll still be completed to the normal name).If this produces too many results, or you do not, in fact, remember the name of a thing, you can "clarify" section(s) by adding opposite-cased letters after the first one.
So, if you wanted to only getdevice_mouse_functions but notds_map_ones, you could writedmO/DMo(d*_mo*) ordEm/DeM(de*_m*).For convenience, this completion mode can also access full matches in global variables (
gsv->global.someVar).
- Smart auto-completion
- Types
- JSDoc tags (incl. additional ones)
- @hint tag (mostly 2.3)
- `vals: $v1 $v2` (template strings)
- #args (pre-2.3 named arguments)
- ??= (for pre-GM2022 optional arguments)
- ?? ?. ?[ (pre-GM2022 null-conditional operators)
- #lambda (pre-2.3 function literals)
- => (2.3+ function shorthands)
- #import (namespaces and aliases)
- v:Type (local variable types)
- #mfunc (macros with arguments)
- #gmcr (coroutines)