From 20fc7e438170b8a2e03378956c1a501fbc49aee4 Mon Sep 17 00:00:00 2001 From: Nathan Lovato Date: Sun, 13 Dec 2020 12:45:57 -0600 Subject: [PATCH] Update Doom Emacs install instructions, format README --- README.md | 57 +++++++++++++++++++++++++++---------------------------- 1 file changed, 28 insertions(+), 29 deletions(-) diff --git a/README.md b/README.md index 3efd124..bae7b63 100644 --- a/README.md +++ b/README.md @@ -8,38 +8,38 @@ game engine in Emacs. It gives syntax highlighting and indentations. [Contributors](#contributing) are welcome! + **Table of Contents** - [Features](#features) - [Contributing](#contributing) - [How to install](#how-to-install) - - [Installing in Spacemacs](#installing-in-spacemacs) - - [Installing in Doom Emacs](#installing-in-doom-emacs) - - [Installing with `use-package` + `straight.el`](#installing-with-use-package--straightel) - - [Installing manually](#installing-manually) + - [Installing in Spacemacs](#installing-in-spacemacs) + - [Installing in Doom Emacs](#installing-in-doom-emacs) + - [Installing with `use-package` + `straight.el`](#installing-with-use-package--straightel) + - [Installing manually](#installing-manually) - [Auto-completion with the Language Server Protocol (LSP)](#auto-completion-with-the-language-server-protocol-lsp) - [How to use](#how-to-use) - - [Opening the project in the editor](#opening-the-project-in-the-editor) - - [Running Godot with visual debug options](#running-godot-with-visual-debug-options) - - [Using Hydra](#using-hydra) - - [Formatting code with gdformat](#formatting-code-with-gdformat) - - [Browsing the Godot API with eww](#browsing-the-godot-api-with-eww) + - [Opening the project in the editor](#opening-the-project-in-the-editor) + - [Running Godot with visual debug options](#running-godot-with-visual-debug-options) + - [Using Hydra](#using-hydra) + - [Formatting code with gdformat](#formatting-code-with-gdformat) + - [Browsing the Godot API with eww](#browsing-the-godot-api-with-eww) - [Keyboard shortcuts](#keyboard-shortcuts) - [Customization](#customization) - [Using the debugger](#using-the-debugger) - - [Adding and removing breakpoints](#adding-and-removing-breakpoints) - - [Running the project with the debugger active](#running-the-project-with-the-debugger-active) - - [Fetching an object's details](#fetching-an-objects-details) - - [Debug Hydra](#debug-hydra) - - [The `* Stack frame vars *` buffer](#the--stack-frame-vars--buffer) - - [`* Inspector *` buffer](#-inspector--buffer) - - [`* Stack dump *` buffer](#-stack-dump--buffer) - - [`* Breakpoints *` buffer](#-breakpoints--buffer) - - [`* Scene tree *` buffer](#-scene-tree--buffer) + - [Adding and removing breakpoints](#adding-and-removing-breakpoints) + - [Running the project with the debugger active](#running-the-project-with-the-debugger-active) + - [Fetching an object's details](#fetching-an-objects-details) + - [Debug Hydra](#debug-hydra) + - [The `* Stack frame vars *` buffer](#the--stack-frame-vars--buffer) + - [`* Inspector *` buffer](#-inspector--buffer) + - [`* Stack dump *` buffer](#-stack-dump--buffer) + - [`* Breakpoints *` buffer](#-breakpoints--buffer) + - [`* Scene tree *` buffer](#-scene-tree--buffer) - ## Features This mode features all the essentials: @@ -120,19 +120,18 @@ Then, in your init.el file, you can require the package: ### Installing in Doom Emacs -Add the following package definition to your `.doom.d/packages.el` file: +Doom Emacs comes with a Godot GDScript module. + +You just need to add the "lang: gdscript" keyword to your `.doom.d/init.el` file. ```lisp -(package! gdscript-mode - :recipe (:host github - :repo "GDQuest/emacs-gdscript-mode")) +:lang +(gdscript +lsp) ; the language you waited for ``` -Require the package in your `.doom.d/config.el` file: +The `+lsp` flag adds language server support for game development with Godot. -```lisp -(require 'gdscript-mode) -``` +To see the module's documentation in Emacs, place your cursor over the word `gdscript` and press k. ### Installing with `use-package` + `straight.el` @@ -156,12 +155,11 @@ Add the call to use-package to your Emacs configuration: (require 'gdscript-mode) ``` - ## Auto-completion with the Language Server Protocol (LSP) For auto-completion, we rely on the [lsp-mode](https://emacs-lsp.github.io/lsp-mode/) package and the GDScript language server, which is built into Godot. -The GDScript LSP support is part of the LSP mode. To use it, you need to install `lsp-mode` on top of `gdscript-mode` and configure it. To install and configure `lsp-mode`, see the [lsp-mode documentation](https://emacs-lsp.github.io/lsp-mode/page/installation/). +The GDScript LSP support is part of the LSP mode. To use it, you need to install `lsp-mode` on top of `gdscript-mode` and configure it. To install and configure `lsp-mode`, see the [lsp-mode documentation](https://emacs-lsp.github.io/lsp-mode/page/installation/). ### Known issues @@ -181,6 +179,7 @@ There are some known issues with the GDScript language server in Godot 3.2 due t ;; Runs the function `lsp--gdscript-ignore-errors` around `lsp--get-message-type` to suppress unknown notification errors. (advice-add #'lsp--get-message-type :around #'lsp--gdscript-ignore-errors) ``` + ## How to use ### Opening the project in the editor