> we wrote a simple CodeLanguageModule (for Unity3D) and we thought we
> can also use the autocomplete
> function from BBEdit so we can write code faster. But the problem is
> that this fine function doesn't work
> with our .plist. (Also the autocomplete checkbox inside preferences is
> ON).
>
> Is there something we have to activate or similiar?
Add the following to your CLM
<key>BBLMSupportsTextCompletion</key>
<true/>
If after that, you are still having difficulty, send a note and your
language module to <sup...@barebones.com> so we can help.
Jim
> is there a public listing with all this Tags for the .plist
The remainder of the keys should be documented in Appendix D of the
user manual.
These options also carry over from compiled language modules
BBLMSupportsPredefinedNameLookups -> true/false
BBLMPredefinedNameList -> array of possible completions strings
> a possibility to mark Classes and Functions etc. with different icons
> inside the autocompleteBox inside/with the .plist?
Outside of the predefined names, codeless language modules cannot
specify be a completion source, so no. (If you enable completion,
you'll be eligible for all the other completion sources, such as
ctags, words in file, etc. Compiled language modules can offer up
additional completions with custom logic.)
Jim