mirror of
https://github.com/godotengine/emacs-gdscript-mode.git
synced 2025-12-31 21:48:34 +03:00
@@ -110,12 +110,5 @@ PATH."
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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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:type 'string
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:safe 'stringp)
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:group 'gdscript)
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116
gdscript-godot.el
Normal file
116
gdscript-godot.el
Normal file
@@ -0,0 +1,116 @@
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;;; gdscript-godot.el --- Open and run projects in Godot -*- lexical-binding: t; -*-
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;;
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;; Copyright (C) 2020 GDQuest and contributors
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;;
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;; Author: Franco Eusébio Garcia <francoegarcia@outlook.com>, Nathan Lovato <nathan@gdquest.com>
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;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
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;; Version: 1.0.0
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;; Package-Requires: ((emacs "26.3"))
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;; Maintainer: nathan@gdquest.com
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;; Created: Mar 2020
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;; Keywords: languages
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;;
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;; This file is not part of GNU Emacs.
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;;
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;; This program is free software; you can redistribute it and/or modify
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;; it under the terms of the GNU General Public License as published by
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;; the Free Software Foundation, either version 3 of the License, or
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;; (at your option) any later version.
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;; This program is distributed in the hope that it will be useful,
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;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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;; GNU General Public License for more details.
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;; You should have received a copy of the GNU General Public License
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;; along with this program. If not, see <https://www.gnu.org/licenses/>.
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;;
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;;; Commentary:
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;;
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;; Open files, projects, and run commands in the Godot engine or editor.
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;; This package contains commands that runs Godot processes.
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;;
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;;; Code:
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(require 'gdscript-customization)
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(require 'gdscript-utils)
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;;;###autoload
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(defun gdscript-run-command (cmd &optional show)
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"Run a Godot process.
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Input and output via buffer named after `*godot*'. If there is a process
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already 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.
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When numeric 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-godot--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-godot--build-shell-command) nil t)))
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(start-process-shell-command "Godot Process" (if show
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"*godot*" nil) cmd))
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(defun gdscript-godot--build-shell-command (&optional path)
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"Build a shell command to with the Godot executable.
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If PATH is not provided, try to find it using the current
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file's directory as starting point."
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(let* ((project-path (or path (gdscript-util--find-project-configuration-file))))
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(concat gdscript-godot-executable " --path " project-path)))
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(defun gdscript-godot-open-project-in-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-godot--build-shell-command) " -e")))
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(defun gdscript-godot-run-project ()
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"Run the current project in Godot Engine."
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(interactive)
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(let* ()
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(gdscript-run-command
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(gdscript-godot--build-shell-command))))
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(defun gdscript-godot-run-project-debug ()
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"Run the current project in Godot Engine."
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(interactive)
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(let* ()
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(gdscript-run-command
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(concat (gdscript-godot--build-shell-command) " -d"))))
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(defun gdscript-godot-run-current-scene ()
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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-godot--build-shell-command) " "
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(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")))
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(defun gdscript-godot-run-current-scene-debug ()
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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-godot--build-shell-command) " -d "
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(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")))
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(defun gdscript-godot-edit-current-scene ()
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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-godot--build-shell-command) " -e "
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(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")))
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(defun gdscript-godot-run-current-script ()
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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-godot--build-shell-command) " -s " (file-relative-name buffer-file-name))))
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(provide 'gdscript-godot)
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;;; gdscript-godot.el ends here
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@@ -61,7 +61,7 @@
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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-e" 'gdscript-godot-edit-current-scene)
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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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@@ -31,6 +31,7 @@
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;;; Code:
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(require 'gdscript-syntax)
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(require 'gdscript-customization)
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(defun gdscript--util-goto-line (line-number)
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"Move point to LINE-NUMBER."
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@@ -90,119 +91,34 @@ 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-util--find-project-configuration-file (&optional start-path)
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"Return the path to the file \"project.godot\".
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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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Start the search from START-PATH if provided. Otherwise, the search
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starts from the current buffer path.
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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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WARNING: the Godot project must exist for this function to work."
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(let ((base-path (or start-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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(defun gdscript-util--get-godot-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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(insert-file-contents (concat (gdscript-util--find-project-configuration-file) "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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(defun gdscript-util--get-godot-project-file-path-relative (file-path)
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"Return the relative path of `FILE-PATH' to Godot's configuration file."
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(concat (gdscript-godot--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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(gdscript-util--find-project-configuration-file)))))
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(provide 'gdscript-utils)
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Reference in New Issue
Block a user