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Fix bug related to multicursor and backspacing with brackets #89469

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merged 1 commit into from
Mar 14, 2024

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garrettgu10
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@garrettgu10 garrettgu10 commented Mar 14, 2024

Fixes #89417.

The root of the issue is that when removing an opening brace remove_text is sometimes called with just cc (when the opening and closing brace are not next to each other), but adjust_carets_after_edit was always being called assuming that the closing brace was removed as well.

@garrettgu10 garrettgu10 requested a review from a team as a code owner March 14, 2024 05:03
@YeldhamDev YeldhamDev added this to the 4.3 milestone Mar 14, 2024
Comment on lines 735 to 737
int new_cc;
if (_get_auto_brace_pair_close_at_pos(cl, cc) == idx) {
remove_text(prev_line, prev_column, cl, cc + auto_brace_completion_pairs[idx].close_key.length());
new_cc = cc + auto_brace_completion_pairs[idx].close_key.length();
} else {
remove_text(prev_line, prev_column, cl, cc);
new_cc = cc;
}
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@akien-mga akien-mga Mar 14, 2024

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Could be simplified to:

int new_cc = cc;
if (_get_auto_brace_pair_close_at_pos(cl, cc) == idx) {
	new_cc += auto_brace_completion_pairs[idx].close_key.length();
}

Note: Please make modifications by amending the commit, and force pushing the changes, so that it stays as a single commit (see PR workflow).

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Can also just use cc instead of making new_cc.

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cc is still used further down in other branches and iterations of the loop, so modifying it might change behavior. Does it fix further bugs by doing so or actually risk introducing bugs?

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@kitbdev kitbdev Mar 14, 2024

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There is a continue after this, and it is re-set on the next loop iteration, so it doesn't affect any other uses.
It won't fix any other bugs, its just cleaner.

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Ah indeed 👍

@akien-mga akien-mga requested a review from a team March 14, 2024 11:07
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kitbdev commented Mar 14, 2024

@akien-mga akien-mga added the cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release label Mar 14, 2024
@akien-mga akien-mga merged commit a5a5ce7 into godotengine:master Mar 14, 2024
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Thanks! And congrats for your first merged Godot contribution 🎉

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