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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002917||GameMaker: Studio||[All Projects] User Interface||public||2012-04-24 13:50||2013-03-04 12:13|
|Assigned To||Scott Dunbar|
|Priority||Medium||Severity||D - Minor||Reproducibility||100%|
|Summary||0002917: UI: Script Editor does not remember Find+Replace information, Code Editor does|
|Description||The Code Editor (for regular code blocks) remembers anything you put in the Find+Replace bar, as well as whether the bar is visible or not.|
Annoyingly the Script Editor does not do the same. When you open it, Script Editor's Find+Replace will ALWAYS be closed. If you do then open it, the boxes for Find and Replace will be blank.
It would be good if Script Editor shared Code Editor's Find+Replace memory.
|Steps To Reproduce||1. Open any project in GameMaker:Studio or create a new one (opening one would be more convenient).|
2. *IF A NEW PROJECT*, add one or more objects. In these/this object, put in any event, then a Code Action. Put anything you want in the code editor, as long as you can use F+R to pick out some of it.
3. Go into any code block (non-script) and open the Code Editor.
4. Do a simple Find and Replace, eg Find: "//" > Replace With: "/*/ //"
5. Hit Okay on the code block to save changes WITHOUT altering or hiding the Find and Replace bar.
6. Open the same, or any other, code block.
7. Notice the Find and Replace bar remains open and the texts you inputted are intact.
8. Open any script or create a new one.
9. Notice in the Script Editor, Find and Replace is not open here.
10. Open Find and Replace (the magnifying glass icon).
11. Notice your previous inputs no longer exist.
If you then go back into any code block, you will notice in these, your original inputs still exist.
You can repeat the steps, doing the Find+Replace instead in a script. You will notice if you then hit OK to confirm changes to the script, then reopen any script (even the same one you just did this in), all of the F+R memory will be gone.
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