prism-code-editor
Version:
Lightweight, extensible code editor component for the web using Prism
41 lines (40 loc) • 2.05 kB
JavaScript
import { l as e } from "../prismCore-5c7f03d0.js";
e.unrealscript = {
comment: /\/\/.*|\/\*[\s\S]*?\*\//,
string: {
pattern: /(["'])(?:\\(?:\r\n|[\s\S])|(?!\1)[^\\\r\n])*\1/,
greedy: !0
},
category: {
pattern: /(\b(?:(?:autoexpand|hide|show)categories|var)\s*\()[^()]+(?=\))/,
lookbehind: !0,
greedy: !0,
alias: "property"
},
metadata: {
pattern: /(\w\s*)<\s*\w+\s*=[^<>|=\r\n]+(?:\|\s*\w+\s*=[^<>|=\r\n]+)*>/,
lookbehind: !0,
greedy: !0,
inside: {
property: /\b\w+(?=\s*=)/,
operator: /=/,
punctuation: /[<>|]/
}
},
macro: {
pattern: /`\w+/,
alias: "property"
},
"class-name": {
pattern: /(\b(?:class|enum|extends|interface|state(?:\(\))?|struct|within)\s+)\w+/,
lookbehind: !0
},
keyword: /\b(?:abstract|actor|array|auto|autoexpandcategories|bool|break|byte|case|class|classgroup|client|coerce|collapsecategories|config|const|continue|default|defaultproperties|delegate|dependson|deprecated|do|dontcollapsecategories|editconst|editinlinenew|else|enum|event|exec|export|extends|final|float|for|forcescriptorder|foreach|function|goto|guid|hidecategories|hidedropdown|if|ignores|implements|inherits|input|int|interface|iterator|latent|local|material|name|native|nativereplication|noexport|nontransient|noteditinlinenew|notplaceable|operator|optional|out|pawn|perobjectconfig|perobjectlocalized|placeable|postoperator|preoperator|private|protected|reliable|replication|return|server|showcategories|simulated|singular|state|static|string|struct|structdefault|structdefaultproperties|switch|texture|transient|travel|unreliable|until|var|vector|while|within)\b/,
function: /\b[a-z_]\w*(?=\s*\()/i,
boolean: /\b(?:false|true)\b/,
number: /\b0x[\da-f]+\b|(?:\b\d+(?:\.\d*)?|\B\.\d+)(?:e[+-]?\d+)?/i,
// https://docs.unrealengine.com/udk/Three/UnrealScriptExpressions.html
operator: />>|<<|--|\+\+|\*\*|[-+*/~!=<>$@]=?|&&?|\|\|?|\^\^?|[?:%]|\b(?:ClockwiseFrom|Cross|Dot)\b/,
punctuation: /[()[\]{};,.]/
};
e.uc = e.uscript = e.unrealscript;