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GDScript: Add raw string literals (r-strings) #74995

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merged 1 commit into from
Sep 20, 2023

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dalexeev
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@dalexeev dalexeev commented Mar 16, 2023

  • Add support for r-strings to the tokenizer.
    • There are actually few changes, just added 1 indent level (use "Hide whitespace").
    • The behavior is the same as in Python (it is not well described in the proposal).
  • Add syntax highlighting.
    • Known issue: After a line break, escape sequences are highlighted again (like in regular strings).
    • Bonus: Fixed highlighting of Unicode sequences in regular strings.

Closes godotengine/godot-proposals#5362.

@dalexeev dalexeev requested a review from a team as a code owner March 16, 2023 18:34
@MewPurPur
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MewPurPur commented Mar 16, 2023

Code looks good to me. Implementation idk, I don't get if it's possible to have a raw string with both " and ' in it. Though I guess that's inherent to the concept.

Known issue: After a line break, escape sequences are highlighted again (like in regular strings).

I don't think there's a neat way to solve this without making the highlighter remember things between lines. It might be solved by an extra region paintover, as in getting the string delimiters and then getting all slices starting with "r" + str_delim and ending with str_delim (not sure how to do this last part, I don't think we have a version of get_slice() with different starting and ending delimiters). It might be an overall simplification actually, since it removes the need for in_raw_string in the get_line_syntax_highlighting() func.

@Rubonnek Rubonnek added this to the 4.1 milestone Mar 16, 2023
@dalexeev dalexeev requested a review from a team as a code owner March 17, 2023 07:01
@dalexeev
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Code looks good to me. Implementation idk, I don't get if it's possible to have a raw string with both " and ' in it. Though I guess that's inherent to the concept.

Yes, you can combine quotes of different types.

I don't think there's a neat way to solve this without making the highlighter remember things between lines.

I think we can think about this later, the highlighter has other issues related to newlines and not only. I think the main use case for r-strings is regular expressions.

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Everything looks good, but what's up with having a bunch of navigation-related files in the changed files? Did you add them by accident?

@AThousandShips
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I don't see any navigation files in the changed files, what files are these?

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Oh I'm so sorry, I didn't realize I was looking at something else ;w;

@dalexeev
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How it works?

In regular string literals, you can use special characters (\n, \t) and escape quotes, special characters and the escape character itself (backslash). Thanks to this, you get a cleaner literal (special characters instead of whitespaces, zero-width characters, etc.) and the ability to represent any string

r-string literals have the advantage that you get the same string that you see in the source code between r" and " (or between r""" and """, same with single quotes). But you lose the ability to represent any string (some strings become unrepresentable, but they are almost never needed).

For example, in the literal r"..." you cannot use a single ", since it is the terminator of the string literal. But if it is preceded by a backslash, then it is allowed (r"\""). In other words, "escaping" in r-strings exists, but the sequences are escaped into themselves. (Note that you can almost always use other quotes or triple quotes, although in general you still cannot represent an arbitrary string.)

There is another type of raw string literals. R-strings in C++ or Nowdoc syntax in PHP. You can specify a sequence of characters that does not appear in a string, and terminate the literal with the same sequence (in PHP) or the reverse sequence (C++).

   R"(")"
//  <<^>>

   R"*()")*"
//  <<<^^>>>

   R"**()*")**"
//  <<<<^^^>>>>

But I don't think we need a solution as universal as C++ or PHP. String literals in GDScript are already very similar to Python, perhaps we should just copy them like we did in this PR?

@adamscott
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There is another type of raw string literals. R-strings in C++ or Nowdoc syntax in PHP. You can specify a sequence of characters that does not appear in a string, and terminate the literal with the same sequence (in PHP) or the reverse sequence (C++).

   R"(")"
//  <<^>>

   R"*()")*"
//  <<<^^>>>

   R"**()*")**"
//  <<<<^^^>>>>

But I don't think we need a solution as universal as C++ or PHP. String literals in GDScript are already very similar to Python, perhaps we should just copy them like we did in this PR?

Why not both? Lowercase "r" would be the current implementation, and uppercase "R" would be the C++/PHP one?

@dalexeev
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Why not both?

This is very rarely required, in my opinion. It is a more complex syntax, while GDScript is a simple language. I think that a language like GDScript should not have many different syntaxes for similar purposes, it can confuse users.

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Didn't check the code yet, but the GDScript team approve the PR.

@dalexeev
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There was a question about whether we should add regular expression literals, like in JavaScript. Answer: RegEx is optional Godot module. r-strings can be useful for more than just regular expressions.

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Approved by the GDScript team, r-strings as presented, are a good addition to the language.

@akien-mga akien-mga merged commit 21b1326 into godotengine:master Sep 20, 2023
@dalexeev dalexeev deleted the gds-r-strings branch September 20, 2023 11:13
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Thanks!

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Add raw strings literals to GDScript
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