Matthew Davey edited this page Apr 21, 2017 · 6 revisions

Along side your Source folder (if you have one), there may be a Plugins folder in your project root. You want to create a folder under Plugins called "CLionSourceCodeAccess", all of the files from the repository should go in there.

Starting your editor up should compile the plugin.

**STOP! Hammer Time! ** If your project does not have any C++ code files in it -- meaning you did not create it from a C++ template, or you haven't added any C++ class files, UE will NOT compile the plugin. You need to add a C++ file from inside of the editor (there is a helper available), then restart UE for it to detect and compile the plugin.

You will then be able to turn it on via the Plugins window. Turning On The Plugin

After you have the plugin turned on, you will need to setup Unreal to use it as a code source accessor. You do this by going into your Editor Preferences and selecting CLion from the list. Unreal Editor Preferences

The next step is to setup the plugins settings by going to your Project Settings window. Near the bottom is the CLion settings (under Programming). CLion Project Settings

Most of these settings attempt to automatically set themselves, however the logic is still fuzzy. All that is required currently is the path to the mono executable (when on any platform outside of Windows), and the path to the clion executable.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
Matthew Davey edited this page Apr 21, 2017 · 6 revisions

Along side your Source folder (if you have one), there may be a Plugins folder in your project root. You want to create a folder under Plugins called "CLionSourceCodeAccess", all of the files from the repository should go in there.

Starting your editor up should compile the plugin.

**STOP! Hammer Time! ** If your project does not have any C++ code files in it -- meaning you did not create it from a C++ template, or you haven't added any C++ class files, UE will NOT compile the plugin. You need to add a C++ file from inside of the editor (there is a helper available), then restart UE for it to detect and compile the plugin.

You will then be able to turn it on via the Plugins window. Turning On The Plugin

After you have the plugin turned on, you will need to setup Unreal to use it as a code source accessor. You do this by going into your Editor Preferences and selecting CLion from the list. Unreal Editor Preferences

The next step is to setup the plugins settings by going to your Project Settings window. Near the bottom is the CLion settings (under Programming). CLion Project Settings

Most of these settings attempt to automatically set themselves, however the logic is still fuzzy. All that is required currently is the path to the mono executable (when on any platform outside of Windows), and the path to the clion executable.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Matthew Davey edited this page Apr 21, 2017 · 6 revisions

Along side your Source folder (if you have one), there may be a Plugins folder in your project root. You want to create a folder under Plugins called "CLionSourceCodeAccess", all of the files from the repository should go in there.

Starting your editor up should compile the plugin.

**STOP! Hammer Time! ** If your project does not have any C++ code files in it -- meaning you did not create it from a C++ template, or you haven't added any C++ class files, UE will NOT compile the plugin. You need to add a C++ file from inside of the editor (there is a helper available), then restart UE for it to detect and compile the plugin.

You will then be able to turn it on via the Plugins window. Turning On The Plugin

After you have the plugin turned on, you will need to setup Unreal to use it as a code source accessor. You do this by going into your Editor Preferences and selecting CLion from the list. Unreal Editor Preferences

The next step is to setup the plugins settings by going to your Project Settings window. Near the bottom is the CLion settings (under Programming). CLion Project Settings

Most of these settings attempt to automatically set themselves, however the logic is still fuzzy. All that is required currently is the path to the mono executable (when on any platform outside of Windows), and the path to the clion executable.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Matthew Davey edited this page Apr 21, 2017 · 6 revisions

Along side your Source folder (if you have one), there may be a Plugins folder in your project root. You want to create a folder under Plugins called "CLionSourceCodeAccess", all of the files from the repository should go in there.

Starting your editor up should compile the plugin.

**STOP! Hammer Time! ** If your project does not have any C++ code files in it -- meaning you did not create it from a C++ template, or you haven't added any C++ class files, UE will NOT compile the plugin. You need to add a C++ file from inside of the editor (there is a helper available), then restart UE for it to detect and compile the plugin.

You will then be able to turn it on via the Plugins window. Turning On The Plugin

After you have the plugin turned on, you will need to setup Unreal to use it as a code source accessor. You do this by going into your Editor Preferences and selecting CLion from the list. Unreal Editor Preferences

The next step is to setup the plugins settings by going to your Project Settings window. Near the bottom is the CLion settings (under Programming). CLion Project Settings

Most of these settings attempt to automatically set themselves, however the logic is still fuzzy. All that is required currently is the path to the mono executable (when on any platform outside of Windows), and the path to the clion executable.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
Matthew Davey edited this page Apr 21, 2017 · 6 revisions

Along side your Source folder (if you have one), there may be a Plugins folder in your project root. You want to create a folder under Plugins called "CLionSourceCodeAccess", all of the files from the repository should go in there.

Starting your editor up should compile the plugin.

**STOP! Hammer Time! ** If your project does not have any C++ code files in it -- meaning you did not create it from a C++ template, or you haven't added any C++ class files, UE will NOT compile the plugin. You need to add a C++ file from inside of the editor (there is a helper available), then restart UE for it to detect and compile the plugin.

You will then be able to turn it on via the Plugins window. Turning On The Plugin

After you have the plugin turned on, you will need to setup Unreal to use it as a code source accessor. You do this by going into your Editor Preferences and selecting CLion from the list. Unreal Editor Preferences

The next step is to setup the plugins settings by going to your Project Settings window. Near the bottom is the CLion settings (under Programming). CLion Project Settings

Most of these settings attempt to automatically set themselves, however the logic is still fuzzy. All that is required currently is the path to the mono executable (when on any platform outside of Windows), and the path to the clion executable.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Matthew Davey edited this page Apr 21, 2017 · 6 revisions

Along side your Source folder (if you have one), there may be a Plugins folder in your project root. You want to create a folder under Plugins called "CLionSourceCodeAccess", all of the files from the repository should go in there.

Starting your editor up should compile the plugin.

**STOP! Hammer Time! ** If your project does not have any C++ code files in it -- meaning you did not create it from a C++ template, or you haven't added any C++ class files, UE will NOT compile the plugin. You need to add a C++ file from inside of the editor (there is a helper available), then restart UE for it to detect and compile the plugin.

You will then be able to turn it on via the Plugins window. Turning On The Plugin

After you have the plugin turned on, you will need to setup Unreal to use it as a code source accessor. You do this by going into your Editor Preferences and selecting CLion from the list. Unreal Editor Preferences

The next step is to setup the plugins settings by going to your Project Settings window. Near the bottom is the CLion settings (under Programming). CLion Project Settings

Most of these settings attempt to automatically set themselves, however the logic is still fuzzy. All that is required currently is the path to the mono executable (when on any platform outside of Windows), and the path to the clion executable.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
Matthew Davey edited this page Apr 21, 2017 · 6 revisions

Along side your Source folder (if you have one), there may be a Plugins folder in your project root. You want to create a folder under Plugins called "CLionSourceCodeAccess", all of the files from the repository should go in there.

Starting your editor up should compile the plugin.

**STOP! Hammer Time! ** If your project does not have any C++ code files in it -- meaning you did not create it from a C++ template, or you haven't added any C++ class files, UE will NOT compile the plugin. You need to add a C++ file from inside of the editor (there is a helper available), then restart UE for it to detect and compile the plugin.

You will then be able to turn it on via the Plugins window. Turning On The Plugin

After you have the plugin turned on, you will need to setup Unreal to use it as a code source accessor. You do this by going into your Editor Preferences and selecting CLion from the list. Unreal Editor Preferences

The next step is to setup the plugins settings by going to your Project Settings window. Near the bottom is the CLion settings (under Programming). CLion Project Settings

Most of these settings attempt to automatically set themselves, however the logic is still fuzzy. All that is required currently is the path to the mono executable (when on any platform outside of Windows), and the path to the clion executable.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content
Matthew Davey edited this page Apr 21, 2017 · 6 revisions

Along side your Source folder (if you have one), there may be a Plugins folder in your project root. You want to create a folder under Plugins called "CLionSourceCodeAccess", all of the files from the repository should go in there.

Starting your editor up should compile the plugin.

**STOP! Hammer Time! ** If your project does not have any C++ code files in it -- meaning you did not create it from a C++ template, or you haven't added any C++ class files, UE will NOT compile the plugin. You need to add a C++ file from inside of the editor (there is a helper available), then restart UE for it to detect and compile the plugin.

You will then be able to turn it on via the Plugins window. Turning On The Plugin

After you have the plugin turned on, you will need to setup Unreal to use it as a code source accessor. You do this by going into your Editor Preferences and selecting CLion from the list. Unreal Editor Preferences

The next step is to setup the plugins settings by going to your Project Settings window. Near the bottom is the CLion settings (under Programming). CLion Project Settings

Most of these settings attempt to automatically set themselves, however the logic is still fuzzy. All that is required currently is the path to the mono executable (when on any platform outside of Windows), and the path to the clion executable.

Clone this wiki locally