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/usr/share/highlight/langDefs/gdscript.lang is in highlight-common 3.41-1.

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--[[******************************************************************************
    *                                                                            *
    *                        GDScript Language Definition                        *
    *                                                                            *
    *                             v1.0 - 2017/02/16                              *
    *                                                                            *
    ******************************************************************************

    GDScript language definition for Godot Engine script files:
        https://godotengine.org/
    Godot Engine 2.1.2.
    ------------------------------------------------------------------------------
    Written by Tristano Ajmone:
        <tajmone@gmail.com>
        https://github.com/tajmone
    Released into the public domain according to the Unlicense licsense:
        http://unlicense.org/
    ------------------------------------------------------------------------------
    Project repository:
        https://github.com/tajmone/gdscript-highlight
    ------------------------------------------------------------------------------
    For each element group definition there is a comment specifying the color used
    in Godot editor's default theme to highlight that particulare element. This is
    to help keeping track of the various elements during tests, and to create a
    stylesheet mimicking the original look and feel of Godot's editor.
    Color here are given as hex values representing them as they appear on screen
    (unlike Godot theme files, which contain alpha values).
    Color names were calculated using NTC (Name That Color) tool:
    -- https://github.com/tajmone/name-that-color
    ------------------------------------------------------------------------------
  ]]

Description="GDScript"

IgnoreCase=false

Keywords={
  { Id=1,   -- Keywords          #FFFFB3 -- "Portafino" Yellow
    List={ 
      -- ========== KEYOWRDS ==========
      -- Keywords list taken from 'gd_script.cpp':
      -- operators
      "and",
      "in",
      "not",
      "or",
      -- types and values
      "bool",
      "false",
      "float",
      "int",
      "null",
      "PI",
      "self",
      "true",
      -- functions
      "assert",
      "breakpoint",
      "class",
      "extends",
      "func",
      "preload",
      "setget",
      "signal",
      "tool",
      "yield",
      -- var
      "const",
      "enum",
      "export",
      "onready",
      "static",
      "var",
      -- control flow
      "break",
      "continue",
      "elif",
      "else",
      "for",
      "if",
      "master",
      "match",
      "pass",
      "remote",
      "return",
      "slave",
      "sync",
      "while",
      -- ========== FUNCTIONS ==========
      -- Functions list taken from 'gd_functions.cpp':
      "abs",
      "acos",
      "asin",
      "atan",
      "atan2",
      "bytes2var",
      "ceil",
      "char",
      "clamp",
      "Color8",
      "ColorN",
      "convert",
      "cos",
      "cosh",
      "db2linear",
      "decimals",
      "dectime",
      "deg2rad",
      "dict2inst",
      "ease",
      "exp",
      "floor",
      "fmod",
      "fposmod",
      "funcref",
      "hash",
      "inst2dict",
      "instance_from_id",
      "is_inf",
      "is_nan",
      "lerp",
      "linear2db",
      "load",
      "log",
      "max",
      "min",
      "nearest_po2",
      "parse_json",
      "pow",
      "print",
      "print_stack",
      "printerr",
      "printraw",
      "prints",
      "printt",
      "rad2deg",
      "rand_range",
      "rand_seed",
      "randf",
      "randi",
      "randomize",
      "range",
      "round",
      "seed",
      "sign",
      "sin",
      "sinh",
      "sqrt",
      "stepify",
      "str",
      "str2var",
      "tan",
      "tanh",
      "to_json",
      "type_exists",
      "typeof",
      "validate_json",
      "var2bytes",
      "var2str",
      "weakref",
      },
    },
  { Id=2,   -- Core Types        #A3FFD4 -- "Aquamarine" Green
    List={
      -- ========== CORE TYPES (aka Base Types) ==========
      -- TAKEN FROM 'script_text_editor.cpp':
      "AABB",
      "Color",
      "Image",
      "InputEvent",
      "Matrix3",
      "NodePath",
      "Plane",
      "Quat",
      "Rect2",
      "Transform",
      "Vector2",
      "Vector3",
      },
  },
  { Id=3,   -- Functions         #66A1CD -- "Danube" Blue
    Regex=[[ ([a-zA-Z_][a-zA-Z_0-9]*)(?:(\s*)?\() ]],
    Group=1
  },
  { Id=4,   -- Member vars       #E64D59 -- "Mandy" Red
    Regex=[[ (?<=\.)([a-zA-Z_][a-zA-Z_0-9]*) ]],
    Group=1
  },
}

Comments={                    -- #973D1A -- "Cumin" Red
   { Block=false,
     Nested=false,
     Delimiter = { [[#]] }
   }
}

Strings={                     -- #EF6EBD -- "Hot Pink"
  Delimiter=[["""|'''|"|']],
  Escape=[=[\\[abtnvfr'"\\/"]|\\u[[:xdigit:]]{4}]=],
  Interpolation=[[ (?<!%)%[0-9-+*.]{0,}[scdoxXf] ]]
--[[================================= DEV NOTES ==================================
    ESCAPE SEQUENCES were modeled according to Godot source code:
    "/modules/gdscript/gd_tokenizer.cpp" (lines: 604-)
    
    The following escape sequences are matched by 'Escape' RegEx:
      \a   \b   \t   \n   \v   \f   \r   \'   \"   \\   \/
    
      \uhhhh (universal character names): "\u" followed by four hex digits (h)
              representing a Unicode code point.

    NOTE: Hexadecimal (\xhh...) and Octal (\nnn) escape sequences are unsupported
          as they appear to be depreacted in GDScript ("gd_tokenizer.cpp":619).
  ]]
}

Operators=[[\(|\)|\[|\]|\{|\}|\,|\;|\.|\:|\&|\^|\||<|>|\!|\=|\/|\*|\%|\+|\-|\@]]

-- Digits :: not defined. Highlight defaults seem to work alright enough.

--[[==============================================================================
                                      CHANGELOG                                   
    ==============================================================================
    v1.0 (2017/02/16)
      -- First release.
      -- Godot Engine 2.1.2.
  ]]