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Update Doom Emacs install instructions, format README
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57
README.md
57
README.md
@@ -8,38 +8,38 @@ game engine in Emacs. It gives syntax highlighting and indentations.
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[Contributors](#contributing) are welcome!
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[Contributors](#contributing) are welcome!
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<!-- markdown-toc start - Don't edit this section. Run M-x markdown-toc-refresh-toc -->
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<!-- markdown-toc start - Don't edit this section. Run M-x markdown-toc-refresh-toc -->
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**Table of Contents**
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**Table of Contents**
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- [Features](#features)
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- [Features](#features)
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- [Contributing](#contributing)
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- [Contributing](#contributing)
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- [How to install](#how-to-install)
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- [How to install](#how-to-install)
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- [Installing in Spacemacs](#installing-in-spacemacs)
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- [Installing in Spacemacs](#installing-in-spacemacs)
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- [Installing in Doom Emacs](#installing-in-doom-emacs)
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- [Installing in Doom Emacs](#installing-in-doom-emacs)
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- [Installing with `use-package` + `straight.el`](#installing-with-use-package--straightel)
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- [Installing with `use-package` + `straight.el`](#installing-with-use-package--straightel)
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- [Installing manually](#installing-manually)
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- [Installing manually](#installing-manually)
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- [Auto-completion with the Language Server Protocol (LSP)](#auto-completion-with-the-language-server-protocol-lsp)
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- [Auto-completion with the Language Server Protocol (LSP)](#auto-completion-with-the-language-server-protocol-lsp)
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- [How to use](#how-to-use)
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- [How to use](#how-to-use)
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- [Opening the project in the editor](#opening-the-project-in-the-editor)
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- [Opening the project in the editor](#opening-the-project-in-the-editor)
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- [Running Godot with visual debug options](#running-godot-with-visual-debug-options)
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- [Running Godot with visual debug options](#running-godot-with-visual-debug-options)
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- [Using Hydra](#using-hydra)
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- [Using Hydra](#using-hydra)
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- [Formatting code with gdformat](#formatting-code-with-gdformat)
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- [Formatting code with gdformat](#formatting-code-with-gdformat)
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- [Browsing the Godot API with eww](#browsing-the-godot-api-with-eww)
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- [Browsing the Godot API with eww](#browsing-the-godot-api-with-eww)
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- [Keyboard shortcuts](#keyboard-shortcuts)
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- [Keyboard shortcuts](#keyboard-shortcuts)
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- [Customization](#customization)
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- [Customization](#customization)
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- [Using the debugger](#using-the-debugger)
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- [Using the debugger](#using-the-debugger)
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- [Adding and removing breakpoints](#adding-and-removing-breakpoints)
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- [Adding and removing breakpoints](#adding-and-removing-breakpoints)
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- [Running the project with the debugger active](#running-the-project-with-the-debugger-active)
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- [Running the project with the debugger active](#running-the-project-with-the-debugger-active)
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- [Fetching an object's details](#fetching-an-objects-details)
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- [Fetching an object's details](#fetching-an-objects-details)
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- [Debug Hydra](#debug-hydra)
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- [Debug Hydra](#debug-hydra)
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- [The `* Stack frame vars *` buffer](#the--stack-frame-vars--buffer)
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- [The `* Stack frame vars *` buffer](#the--stack-frame-vars--buffer)
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- [`* Inspector *` buffer](#-inspector--buffer)
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- [`* Inspector *` buffer](#-inspector--buffer)
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- [`* Stack dump *` buffer](#-stack-dump--buffer)
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- [`* Stack dump *` buffer](#-stack-dump--buffer)
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- [`* Breakpoints *` buffer](#-breakpoints--buffer)
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- [`* Breakpoints *` buffer](#-breakpoints--buffer)
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- [`* Scene tree *` buffer](#-scene-tree--buffer)
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- [`* Scene tree *` buffer](#-scene-tree--buffer)
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<!-- markdown-toc end -->
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<!-- markdown-toc end -->
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## Features
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## Features
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This mode features all the essentials:
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This mode features all the essentials:
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@@ -120,19 +120,18 @@ Then, in your init.el file, you can require the package:
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### Installing in Doom Emacs
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### Installing in Doom Emacs
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Add the following package definition to your `.doom.d/packages.el` file:
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Doom Emacs comes with a Godot GDScript module.
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You just need to add the "lang: gdscript" keyword to your `.doom.d/init.el` file.
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```lisp
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```lisp
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(package! gdscript-mode
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:lang
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:recipe (:host github
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(gdscript +lsp) ; the language you waited for
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:repo "GDQuest/emacs-gdscript-mode"))
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```
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```
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Require the package in your `.doom.d/config.el` file:
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The `+lsp` flag adds language server support for game development with Godot.
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```lisp
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To see the module's documentation in Emacs, place your cursor over the word `gdscript` and press <kbd>k</kbd>.
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(require 'gdscript-mode)
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```
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### Installing with `use-package` + `straight.el`
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### Installing with `use-package` + `straight.el`
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@@ -156,12 +155,11 @@ Add the call to use-package to your Emacs configuration:
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(require 'gdscript-mode)
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(require 'gdscript-mode)
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```
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```
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## Auto-completion with the Language Server Protocol (LSP)
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## Auto-completion with the Language Server Protocol (LSP)
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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.
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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.
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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/).
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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/).
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### Known issues
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### Known issues
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@@ -181,6 +179,7 @@ There are some known issues with the GDScript language server in Godot 3.2 due t
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;; Runs the function `lsp--gdscript-ignore-errors` around `lsp--get-message-type` to suppress unknown notification errors.
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;; Runs the function `lsp--gdscript-ignore-errors` around `lsp--get-message-type` to suppress unknown notification errors.
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(advice-add #'lsp--get-message-type :around #'lsp--gdscript-ignore-errors)
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(advice-add #'lsp--get-message-type :around #'lsp--gdscript-ignore-errors)
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```
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```
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## How to use
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## How to use
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### Opening the project in the editor
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### Opening the project in the editor
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