mirror of
https://github.com/godotengine/emacs-gdscript-mode.git
synced 2025-12-31 21:48:34 +03:00
committed by
Nathan Lovato
parent
56a864ecff
commit
beac587761
@@ -103,6 +103,19 @@ fill parens."
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(defcustom gdscript-indent-def-block-scale 2
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"Multiplier applied to indentation inside multi-line def blocks."
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:version "26.1"
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:type 'integer
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:safe 'natnump)
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(defcustom gdscript-godot-executable "godot"
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"The path to the Godot executable.
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By default, it assumes that the executable is in the system's
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PATH."
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:type 'string
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:group 'gdscript)
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(defcustom gdscript-shell-buffer-name "*Godot*"
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"Default buffer name for Godot running process."
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:type 'string
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:group 'gdscript
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:safe 'stringp)
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@@ -57,6 +57,14 @@
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(define-key map "\177" 'gdscript-indent-dedent-line-backspace)
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(define-key map (kbd "<backtab>") 'gdscript-indent-dedent-line)
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(define-key map (kbd "\t") 'company-complete)
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;; Run in Godot.
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(define-key map "\C-c\C-g" 'gdscript--run-godot-editor)
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(define-key map "\C-c\C-p" 'gdscript--run-project-in-godot)
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(define-key map "\C-c\C-s" 'gdscript--run-current-scene-in-godot)
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(define-key map "\C-c\C-e" 'gdscript--edit-current-scene-in-godot)
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(define-key map "\C-c\C-r" 'gdscript--run-current-script-in-godot)
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(define-key map "\C-c\C-dp" 'gdscript--run-project-in-godot-debug-mode)
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(define-key map "\C-c\C-ds" 'gdscript--run-current-scene-in-godot-debug-mode)
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map)
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"Keymap for `gdscript-mode'.")
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@@ -90,6 +90,120 @@ allowed files."
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(list full-file-name))))
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(directory-files dir-name)))))
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;;;###autoload
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(defun gdscript--run-command (cmd &optional dedicated show)
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"Run a Godot process.
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Input and output via buffer named after
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`gdscript--shell-buffer-name'. If there is a process already
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running in that buffer, just switch to it.
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With argument, allows you to define CMD so you can edit the
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command used to call the interpreter and define DEDICATED, so a
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dedicated process for the current buffer is open. When numeric
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prefix arg is other than 0 or 4 do not SHOW."
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(interactive
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(if current-prefix-arg
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(list
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(read-string "Run Godot: " (gdscript--build-shell-command))
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(y-or-n-p "Make dedicated process? ")
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(= (prefix-numeric-value current-prefix-arg) 4))
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(list (gdscript--build-shell-command) nil t)))
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(start-process-shell-command "Godot Process" (if show
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gdsript-shell-buffer-name nil)
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cmd)) ; gdscript-godot-executable))
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(defun gdscript--build-shell-command ()
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"Calculate the string used to execute the inferior Godot-GDScript process."
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(format "%s %s"
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(shell-quote-argument
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(executable-find gdscript-godot-executable))
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gdscript-godot-executable-args))
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(defun gdscript--build-shell-command (&optional path)
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"Build base shell command to run Godot Engine with the
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project's base PATH. If PATH is not provided, try to find it
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using the current file's directory as starting point."
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(let* ((project-path (or path (gdscript--find-project-configuration-path))))
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(concat gdscript-godot-executable " --path " project-path)))
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(defun gdscript--run-godot-editor ()
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"Run Godot Engine Editor."
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(interactive)
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(gdscript--run-command
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(concat (gdscript--build-shell-command) " -e")))
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(defun gdscript--run-project-in-godot ()
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"Run the current project in Godot Engine."
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(interactive)
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(let* ((project-path (gdscript--find-project-configuration-path)))
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(gdscript--run-command
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(gdscript--build-shell-command))))
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(defun gdscript--run-project-in-godot-debug-mode ()
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"Run the current project in Godot Engine."
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(interactive)
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(let* ((project-path (gdscript--find-project-configuration-path)))
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(gdscript--run-command
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(concat (gdscript--build-shell-command) " -d"))))
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(defun gdscript--run-current-scene-in-godot ()
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"Run the current script file in Godot Engine."
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(interactive)
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(gdscript--run-command
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(concat (gdscript--build-shell-command) " "
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(gdscript--get-file-relative-path-to-project buffer-file-name) ".tscn")))
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(defun gdscript--run-current-scene-in-godot-debug-mode ()
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"Run the current script file in Godot Engine."
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(interactive)
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(gdscript--run-command
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(concat (gdscript--build-shell-command) " -d "
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(gdscript--get-file-relative-path-to-project buffer-file-name) ".tscn")))
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(defun gdscript--edit-current-scene-in-godot ()
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"Run the current script file in Godot Engine."
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(interactive)
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(gdscript--run-command
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(concat (gdscript--build-shell-command) " -e "
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(gdscript--get-file-relative-path-to-project buffer-file-name) ".tscn")))
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(defun gdscript--run-current-script-in-godot ()
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"Run the current script file in Godot Engine.
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For this to work, the script must inherit either from
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\"SceneTree\" or \"MainLoop\"."
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(interactive)
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(gdscript--run-command
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(concat (gdscript--build-shell-command) " -s " (file-relative-name buffer-file-name))))
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(defun gdscript--find-project-configuration-path (&optional path)
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"Return the path where Godot's configuration File (\"project.godot\") is stored.
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If PATH is given, starts searching by it. Otherwise, the search
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starts by the current buffer path."
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;; This assumes that the project does exist (i.e. it was created before the
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;; call). The function will fail if the project is not found.
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(let ((base-path (or path default-directory)))
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(locate-dominating-file base-path
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(lambda (parent)
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(directory-files parent t "project.godot")))))
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(defun gdscript--get-project-name ()
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"Retrieve the project name from Godot's configuration file."
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(with-temp-buffer
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(insert-file-contents (concat (gdscript--find-project-configuration-path) "project.godot"))
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(goto-char (point-min))
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(if (re-search-forward "config/name=\"\\([^\"]*\\)\"" nil t)
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(match-string 1)
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(error "Could not find the name of the project"))))
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(defun gdscript--get-file-relative-path-to-project (file-path)
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"Return the relative path of `file-path' to Godot's configuration file."
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(concat (gdscript--build-shell-command) " -d "
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(file-name-sans-extension
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(file-relative-name file-path
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(gdscript--find-project-configuration-path)))))
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(provide 'gdscript-utils)
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;;; gdscript-utils.el ends here
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