90 Commits

Author SHA1 Message Date
Nathan Lovato
36c92dff15 Add shortcuts to the README 2020-05-28 10:42:02 -06:00
Nathan Lovato
87ba0803e0 Update keyboard shortcuts to use mnemonic keys
Closes #58
2020-05-28 10:39:31 -06:00
Nathan Lovato
3e46706855 Make symbols pseudo-private, update README and CHANGELOG 2020-05-28 10:06:11 -06:00
Nathan Lovato
ef3f0c529f Merge pull request #57 from VlachJosef/debug-collisions
Add options to debug collisions with gdscript-godot-run-project-debug
2020-05-28 09:59:31 -06:00
Josef Vlach
194552fcb8 Option to debug collisions with gdscript-godot-run-project-debug 2020-05-27 21:12:00 +01:00
Nathan Lovato
a52e91c3a6 Make docs functions pseudo-private, update docstrings 2020-05-27 13:48:04 -06:00
Nathan Lovato
e4981f7656 Rename gdscript-documentation to gdscript-docs, update README 2020-05-27 11:06:33 -06:00
Nathan Lovato
fea2afb96d Merge pull request #56 from VlachJosef/master
Godot API browsing using eww
2020-05-27 10:58:34 -06:00
Josef Vlach
b45fa69944 eww-after-render-hook is now used directly 2020-05-27 17:49:42 +01:00
Josef Vlach
db2f50f9bf Display only main section when browsing Godot API documentation 2020-05-27 17:41:53 +01:00
Josef Vlach
59753af564 Godot API browsing using eww 2020-05-25 09:39:20 +01:00
Nathan Lovato
46c17d352f Merge pull request #55 from VlachJosef/master
Fix deindentation for elif and else keywords
2020-05-24 08:55:14 -06:00
Josef Vlach
f89d087f3a elif / else deindentation fix
This is changing `(gdscript-rx block-start)` so that elif / else
deindentation is working properly.

This is not handling `match` patterns as a blocks, so no deindentation
will work in case of nested match patterns on match branches.

To support that much bigger rewrite would be needed.
2020-05-24 14:13:13 +01:00
Nathan Lovato
b6e1f9a512 Merge pull request #54 from hristoast/gdformat-error-handling
Only replace the formatted buffer if the gdformat exits with a 0
2020-05-19 14:25:24 -06:00
Hristos N. Triantafillou
a0027df0a1 Only replace the formatted buffer if the gdformat exits with a 0 2020-05-19 13:24:37 -05:00
Nathan Lovato
6a1a894a14 Merge pull request #53 from hristoast/preserve-window-pos
format-buffer: preserve point instead of jumping to the top of the file
2020-05-16 16:01:12 -06:00
Hristos N. Triantafillou
4ddfc8edce Preserve the window pos rather than jumping to the top of the file
This inspired by how blacken.el does it:

3bdb26788e/blacken.el (L140)
2020-05-16 16:41:38 -05:00
Nathan Lovato
0718ca9b09 Merge pull request #50 from tavurth/master
Add missing built-in functions for Godot3.2
2020-04-27 09:14:26 -06:00
Will Whitty
c74e2cd77b Added missing built-in functions 2020-04-27 19:59:22 +05:45
Nathan Lovato
584d61b6aa Merge pull request #49 from tavurth/master
Add missing keywords (puppet, remotesync)
2020-04-27 06:10:41 -06:00
Will Whitty
028df8c749 Add missing keywords (remotesync puppet) 2020-04-27 12:39:29 +05:45
Nathan Lovato
9a74dd3b6c Merge pull request #46 from francogarcia/function_highlighting
Add syntax highlighting for function calls
2020-04-03 19:12:26 -06:00
Franco Eusébio Garcia
6a3e4070bb Add syntax highlighting for function calls
Closes #30.

Pattern: identifier optional_spaces open_parenthesis

The implementation uses `"("` instead `(syntax open-parenthesis)` as
`open-parenthesis` is defined from `(open-paren (or "{" "[" "("))`. As a result,
the regular expression would also highlight array and dictionary variables.

The regular expression does highlight signal definitions with parameters,
though, as they follow the same pattern of function calls. This could be avoided
by ignoring expressions started with "signal" (or by adding a custom rule to
highlight signal definitions).
2020-04-03 15:22:52 -03:00
Nathan Lovato
753f4e6be6 Update CHANGELOG 2020-04-02 18:53:07 -06:00
Nathan Lovato
94645632c5 Merge pull request #45 from francogarcia/format-region
Format buffer and region.
2020-04-02 18:49:30 -06:00
Franco Eusébio Garcia
b4d2bec304 Format buffer and region.
Closes #38.

The implementation was simplified. Moreover, it is now possible to customize the
path to the `gdformat` executable.
2020-04-02 20:12:54 -03:00
Nathan Lovato
7b45e32e8d Update the CHANGELOG 2020-03-31 21:37:20 -06:00
Nathan Lovato
2752ab4ad3 Require projectile without throwing errors to fix linter warnings 2020-03-31 21:35:29 -06:00
Nathan Lovato
9f64525155 Merge pull request #44 from francogarcia/insert_file_path_at_point
Added a command to insert a file path at point using Projectile
2020-03-31 21:34:13 -06:00
Franco Eusébio Garcia
dc2100f9f4 Fallback to built-in read-file-name when Projectile is not available 2020-03-31 13:32:24 -03:00
Franco Eusébio Garcia
68c425b57f Added a command to insert a file path at point using Projectile.
Closes #36.
2020-03-30 21:36:48 -03:00
Nathan Lovato
2e0468b4b9 Rename gdscript-run-command to make it private 2020-03-30 10:52:57 -06:00
Nathan Lovato
bdf31f54d5 Merge pull request #43 from francogarcia/run_in_godot_fixes
Address omissions from fa26dd5 refactor
2020-03-30 10:51:26 -06:00
Franco Eusébio Garcia
e30e890d62 Address omissions from fa26dd5 refactor. 2020-03-30 13:36:30 -03:00
Nathan Lovato
86577f81dc Update the changelog for the 1.1.0 release 2020-03-30 08:38:09 -06:00
Nathan Lovato
7e6eef308e Explain how to use godot commands in the README 2020-03-30 08:32:05 -06:00
Nathan Lovato
fa26dd5676 Refactor commands to open files in Godot
Closes #11
2020-03-30 08:15:28 -06:00
Franco Eusébio Garcia
beac587761 Add commands to open and run files in Godot
Closes #11 and #13.
2020-03-30 08:15:28 -06:00
Nathan Lovato
56a864ecff Merge pull request #41 from francogarcia/indent_variables
Fix the names of variables that control indentation.
2020-03-29 11:58:06 -06:00
Franco Eusébio Garcia
2e6e1aad90 Fix the names of variables that control indentation.
These are the correct names of the variables defined at
`gdscript-customization.el`.
2020-03-29 10:24:41 -03:00
Nathan Lovato
427b6761eb Fix ppss argument not being a list
Should close #34 but needs testing
2020-03-28 12:20:02 -06:00
Nathan Lovato
994fb62206 Fix error concatenating lists of keywords
Fix #39
2020-03-28 11:56:27 -06:00
Nathan Lovato
13a84a0193 Use cl-lib and cl-concatenate instead of seq-concatenate 2020-03-28 11:03:16 -06:00
Nathan Lovato
246cad5890 Add manual install instructions to README, apply auto-formatting 2020-03-28 10:53:29 -06:00
Nathan Lovato
a36a3e775b Update install instructions to install from MELPA 2020-03-27 21:22:10 -06:00
Nathan Lovato
35cbac7fb9 Add missing package prefix to function definition 2020-03-26 18:40:44 -06:00
Kiril Vangelovski
c296065c15 Fix incorrect load path in the README 2020-03-26 08:52:05 -06:00
Nathan Lovato
475cc6b8d2 Avoid overriding the user's 'rx macro 2020-03-25 07:31:44 -06:00
Nathan Lovato
7d2ed510c1 Add license to gdscript-keywords 2020-03-25 07:30:10 -06:00
Nathan Lovato
d924845be5 Update contributing section of the README 2020-03-23 08:26:02 -06:00
Nathan Lovato
155abe1f8b Add shell script to run lint and compilation tests 2020-03-23 08:22:21 -06:00
Nathan Lovato
922ff92f07 Add cached GDScript language keywords 2020-03-23 08:21:18 -06:00
Nathan Lovato
f9bd2f6ccb Address lint-indent warnings 2020-03-23 08:11:07 -06:00
Nathan Lovato
dd8c5bc5bf Remove outline-heading-end-regexp from gdscript-mode
It's causing a compile lint error, and doesn't seem to do much.
2020-03-23 08:02:15 -06:00
Nathan Lovato
57cbde873c Remove data files, cache keywords in a .el file instead 2020-03-23 07:59:20 -06:00
Nathan Lovato
7ce4c220dd Replace deprecated cl-concatenate with built-in seq-concatenate 2020-03-23 07:36:28 -06:00
Nathan Lovato
e900e05bde Address more linting errors 2020-03-23 07:28:10 -06:00
Nathan Lovato
beb278d10f Rename rx-* functions to gdscript-rx-*
This is so the package's copy of emacs 27's rx package doesn't shadow
future updates and bug fixes in the built-in package.
2020-03-22 13:37:35 -06:00
Nathan Lovato
6997f4ddd3 Fix more melpazoid warnings
Remove FSF from copyright lines
Address warnings in gdscript-indent-and-nav.el
2020-03-22 13:35:18 -06:00
Nathan Lovato
40d08c3b02 Embed emacs-rx code from Emacs 27 into gdscript-rx 2020-03-21 21:22:40 -06:00
Nathan Lovato
f72ce3b7d3 Address some melpazoid warnings and errors 2020-03-21 21:22:40 -06:00
Nathan Lovato
dfb7cd9a11 Create LICENSE 2020-03-15 06:45:48 -06:00
Nathan Lovato
81294f8972 Add highlighting for the as keyword 2020-03-13 10:35:31 -06:00
Nathan Lovato
3cd94546f3 Move contributing section up in the readme 2020-03-05 08:15:45 -06:00
Oliver Frank
f8c0444c82 Merge pull request #35 from Scony/fix-module-startup
Fix module startup for emacs 26.3
2020-03-05 12:27:36 +00:00
Pawel Lampe
94d8642f0d Fix module startup for emacs 26.3 2020-03-04 22:03:16 +01:00
Nathan Lovato
c866a7fb12 Merge pull request #33 from shackra/use-package-straight
Add instructions to install with use-package and straight.el
2020-03-03 15:12:49 -06:00
Jorge Javier Araya Navarro
48765f3209 Add instructions to install with use-package and straight.el 2020-03-03 12:20:05 -06:00
Nathan Lovato
60ee1a62bc Update CHANGELOG 2020-03-02 17:18:32 -06:00
Nathan Lovato
b028badcd9 Merge pull request #32 from ofrank123/match-indent-fix
Fix the match block indentation
2020-03-02 17:14:25 -06:00
Oliver Frank
53a955c492 Fix the match block indentation 2020-03-02 22:29:29 +00:00
Nathan Lovato
9118d91a3c Add and and or keywords
Closes #31
2020-03-02 14:28:18 -06:00
Nathan Lovato
bba752032a Add syntax highlighting and completion for the not keyword 2020-03-01 14:51:06 -06:00
Nathan Lovato
236f3a2e31 Sort remaining keywords
See the previous commit for an explanation
2020-03-01 14:50:19 -06:00
Nathan Lovato
e4a39b02da Sort keywords
Sorting keywords, and sorting them when we generate or update them will
help to ensure that we don't add duplicates.
2020-03-01 14:28:52 -06:00
Nathan Lovato
102b63e24d Add syntax highlighting for true and false keywords 2020-03-01 14:27:06 -06:00
Nathan Lovato
e922a1fc83 Fix hideshow local value
The variable needed an alist, I had to quote the only entry we're using
for gdscript-mode
2020-03-01 13:50:34 -06:00
Nathan Lovato
f77656f685 Add in keyword, update changelog 2020-03-01 07:36:05 -06:00
Nathan Lovato
fb215bb83b Fix linter error in gdscript-mode body
Use setq-local for hs-special-modes-alist
2020-03-01 06:56:48 -06:00
Nathan Lovato
f80758d517 Fix incorrect path when getting *.txt files
Closes #28
2020-03-01 05:39:44 -06:00
Nathan Lovato
1717837d34 Apply paragraph fill to the README 2020-02-25 18:27:14 -06:00
Nathan Lovato
00c629cd94 Add contributing section to README 2020-02-25 18:27:02 -06:00
Nathan Lovato
81d9d5b9e1 Add banner 2020-02-25 16:26:12 -06:00
Nathan Lovato
361439f28b Update CHANGELOG with 1.0.2 release notes 2020-02-17 10:42:56 -06:00
Nathan Lovato
3c5e31bfe3 Address package-lint warnings and errors
See #4
2020-02-17 10:34:32 -06:00
Nathan Lovato
dfe2cd922e Update documentation using checkdoc
Preparing for the MELPA release.

See #4
2020-02-17 09:43:49 -06:00
Nathan Lovato
f17c6a7418 Format code in gdscript-completion 2020-02-17 07:37:26 -06:00
Nathan Lovato
68be13a965 Refactor gdscript-syntax to use a let construct 2020-02-17 07:36:55 -06:00
Nathan Lovato
c633a6f4d1 Refactor rx code to fix import error with gdscript-rx macro 2020-02-17 07:36:34 -06:00
Nathan Lovato
92a1087a30 Compile keywords in the language 2020-02-16 07:32:50 -06:00
23 changed files with 4348 additions and 2608 deletions

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# Changelog #
# Changelog
This document lists new features, improvements, changes, and bug fixes in each release of the package.
## GDScript mode 1.0.0 ##
## GDScript mode 1.2.0
### Features
- Added commands to open the API reference in `eww`.
- Added debug options when running `gdscript-godot-run-project-debug`.
- Added a command to insert a path to a project file, either using `project-find-file` if `projectile` is available, otherwise with `find-file`.
- Added a command to format a selected region with `gdformat`.
- Added syntax highlighting for function calls.
- Added missing built in functions.
- Added missing `puppet` and `remotesync` keywords.
### Changes
- Changed keyboard shortcuts:
- <kbd>C-c i</kbd> `gdscript-completion-insert-file-path-at-point`
- <kbd>C-c C-f r</kbd> `gdscript-format-region`
- <kbd>C-c C-f b</kbd> `gdscript-format-buffer`
- <kbd>C-c C-r p</kbd> `gdscript-godot-open-project-in-editor`
- <kbd>C-c C-r r</kbd> `gdscript-godot-run-project`
- <kbd>C-c C-r d</kbd> `gdscript-godot-run-project-debug`
- <kbd>C-c C-r s</kbd> `gdscript-godot-run-current-scene`
- <kbd>C-c C-r q</kbd> `gdscript-godot-run-current-scene-debug`
- <kbd>C-c C-r e</kbd> `gdscript-godot-edit-current-scene`
- <kbd>C-c C-r x</kbd> `gdscript-godot-run-current-script`
- <kbd>C-c C-b a</kbd> `gdscript-docs-browse-api`
- <kbd>C-c C-b o</kbd> `gdscript-docs-browse-symbol-at-point`
### Bug fixes
- Fixed loading the `gdscript-godot` module at initialization.
- Fixed function calls in the mode map.
## GDScript mode 1.1.0
Emacs GDScript mode is now available on the [MELPA](https://melpa.org/) package archive!
### Features
- Added commands to run files or open the project in Godot. Type `M-x gdscript-godot` to find and try them.
### Bug fixes
- Fixed incorrect match block indentation.
- Fixed error with code folding.
- Added syntax highlighting for more built-in keywords .
- Fixed error at startup on Emacs 26.3
### Documentation
- Added instructions to install with use-package.
- Updated install instructions for MELPA.
- Added documentation on using `gdscript-godot-*` commands.
## GDScript mode 1.0.2
### Changes
- Addressed linting and checkdoc errors for a release on the [MELPA](https://melpa.org/) package archive.
- Split some more of the code to make the code easier to read and to maintain.
### Bug fixes
- Fixed `function-definition-void` errors in some cases due to a missing file import.
- Fixed package loading error in some configurations.
- Added syntax highlighting and completion for the following keywords: `in`, `and`, `or`, `not`, `true`, `false`.
- Fixed incorrect auto-indentation in `match` blocks.
## GDScript mode 1.0.1
This minor release fixes a bug with the GDScript keywords.
### Improvements
- Compile keywords for faster auto-completion and syntax highlighting.
### Bug fixes
- Fixed missing language keywords and constants lists.
## GDScript mode 1.0.0
This is the initial release of gdscript-mode, which adds support for the [Godot engine](https://godotengine.org/)'s GDScript programming language in Emacs.

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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) 2020 GDQuest and contributors
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
Emacs GDScript Mode Copyright (C) 2020 GDQuest and contributors
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

167
README.md
View File

@@ -1,10 +1,13 @@
# GDScript mode for Emacs #
# GDScript mode for Emacs
This package adds support for the GDScript programming language from the Godot game engine in Emacs. It gives syntax highlighting and indentations.
![banner showing the "GDScript mode" title with GDScript code in the
background](assets/banner.svg)
This is currently a work in progress, and my first time creating an Emacs package. Feedback, tips, and contributions are more than welcome!
This package adds support for the GDScript programming language from the Godot
game engine in Emacs. It gives syntax highlighting and indentations.
[Contributors](#contributing) are welcome!
## Features ##
## Features
This mode already features all the essentials:
@@ -15,27 +18,58 @@ This mode already features all the essentials:
- Comment wrapping when using `fill-paragraph`.
- Indentation and auto-indentation: tab-based (default) and space-based.
- Automatic pairing of parentheses, brackets, etc.
- Code formatting using [gdformat](https://github.com/scony/godot-gdscript-toolkit/).
- Auto-completion for all the keywords in the `data/` directory.
- Code formatting using
[gdformat](https://github.com/scony/godot-gdscript-toolkit/).
- Auto-completion for all the keywords in the `gdscript-keywords.el` file.
- Run or open the project and files with Godot.
- Browsing the API reference in Emacs.
## How to install ##
## Contributing
As it is in development, the package is not available yet on Emacs package managers.
Contributors are welcome! Check the [issues tab](issues) for tasks to work on and open a PR anytime.
To install it:
If you find a bug, or would like to suggest an improvement, [open a new
issue](issues/new).
1. Clone the repository to your computer.
1. In your init.el file, add a call to load and require the package.
For code style, we follow the [Emacs lisp style
guide](https://github.com/bbatsov/emacs-lisp-style-guide) by Bozhidar Batsov,
and the [tips and
conventions](https://www.gnu.org/software/emacs/manual/html_node/elisp/Tips.html)
from the Emacs manual.
You should also check for errors and linter warnings in your code. You can do so in Emacs with flymake or flycheck but we recommend running the tool `makem.sh` provided with the repository:
```sh
./makem.sh lint-compile
```
This program will tell you if there is any problem with your code. If there's no output, everything is fine. You can run all tests like so, but note it might give you spelling errors that aren't relevant in this project:
```sh
./makem.sh all
```
## How to install
The package is available in the [MELPA](https://melpa.org/#/) package archive. Once you [set up MELPA](https://melpa.org/#/getting-started) you can install the package from Emacs:
```lisp
M-x package-install gdscript-mode
```
Then, in your init.el file, you can require the package:
```lisp
(add-to-list 'load-path "/path/to/gdscript-mode.el")
(require 'gdscript-mode)
```
### Installing in Spacemacs ###
### Installing in Spacemacs
1. Clone the repository to the `private/local` subdirectory of your `.emacs.d` directory, where you installed spacemacs.
2. Add the package to the `dotspacemacs-additional-packages` and mark it as local. That's Spacemacs' feature to make it easy to load locally installed packages.
1. Clone the repository to the `private/local` subdirectory of your `.emacs.d`
directory, where you installed spacemacs.
2. Add the package to the `dotspacemacs-additional-packages` and mark it as
local. That's Spacemacs' feature to make it easy to load locally installed
packages.
```lisp
dotspacemacs-additional-packages '((gdscript-mode :location local))
@@ -48,15 +82,14 @@ dotspacemacs-additional-packages '((gdscript-mode :location local))
(require 'gdscript-mode))
```
### Installing in Doom Emacs ###
### Installing in Doom Emacs
Add the following package definition to your `.doom.d/packages.el` file:
```lisp
(package! gdscript-mode
:recipe (:host github
:repo "GDQuest/emacs-gdscript-mode"
:files ("*.el" "data/*.txt")))
:repo "GDQuest/emacs-gdscript-mode"))
```
Require the package in your `.doom.d/config.el` file:
@@ -65,21 +98,105 @@ Require the package in your `.doom.d/config.el` file:
(require 'gdscript-mode)
```
## Formatting with gdformat ##
### Installing with `use-package` + `straight.el`
You can call the `gdscript-format` function to format the current buffer with `gdformat`. This feature requires the python package `gdtoolkit` to be installed and available on the system's PATH variable.
Add the call to use-package to your Emacs configuration:
You can install gdtoolkit using the pip package manager from Python 3. Run this command in your shell to install it:
```lisp
(use-package gdscript-mode
:straight (gdscript-mode
:type git
:host github
:repo "GDQuest/emacs-gdscript-mode"))
```
### Installing manually
1. Clone the repository or download a [stable release](https://github.com/GDQuest/emacs-gdscript-mode/releases) to your computer.
1. In your init.el file, add a call to load and require the package.
```lisp
(add-to-list 'load-path "/path/to/gdscript-mode")
(require 'gdscript-mode)
```
## How to use
### Opening the project in the editor
You can open the project in the Godot editor with `M-x gdscript-godot-open-project-in-editor`, or open files and more in Godot with the `M-x gdscript-godot-*` commands.
By default, these commands try to use an executable named `godot` on the system [PATH environment variable](<https://en.wikipedia.org/wiki/PATH_(variable)>).
If you don't have `godot` available there, you can set a custom executable name or path to use instead:
```lisp
(setq gdscript-godot-executable "/path/to/godot")
```
You can also use `customize` to change this path: `M-x customize` and search for "godot".
### Running Godot with visual debug options
When running `gdscript-godot-run-project-debug`, you can use the universal argument <kbd>C-u</kbd> to invoke a mini-buffer with extra options to pass to godot.
Here are the available options:
1. `<no options>` _(default)_
2. `--debug-collisions`
3. `--debug-navigation`
4. `--debug-collisions --debug-navigation`
The last selected option is saved for the next time you call `gdscript-godot-run-project-debug`. To remove debug options, you need to call the command with the universal argument again.
### Formatting code with gdformat
You can call the `gdscript-format` function to format the current buffer with
`gdformat`. This feature requires the python package `gdtoolkit` to be installed
and available on the system's PATH variable.
You can install gdtoolkit using the pip package manager from Python 3. Run this
command in your shell to install it:
```
pip3 install gdtoolkit
```
## Customization ##
### Browsing the Godot API with eww
Set the following variables to customize gdscript-mode:
With the point on a built-in class you can press `C-c C-r C-o` to open the code reference for that class in the text browser [eww](https://www.gnu.org/software/emacs/manual/html_node/emacs/EWW.html).
To open the main API reference page and browse it, press `C-c C-r C-a`.
## Keyboard shortcuts
The following shortcuts are available by default:
- Inserting:
- <kbd>C-c i</kbd> `gdscript-completion-insert-file-path-at-point`
- Formatting:
- <kbd>C-c C-f r</kbd> `gdscript-format-region`
- <kbd>C-c C-f b</kbd> `gdscript-format-buffer`
- Running the project and scenes in Godot:
- <kbd>C-c C-r p</kbd> `gdscript-godot-open-project-in-editor`
- <kbd>C-c C-r r</kbd> `gdscript-godot-run-project`
- <kbd>C-c C-r d</kbd> `gdscript-godot-run-project-debug`
- <kbd>C-c C-r s</kbd> `gdscript-godot-run-current-scene`
- <kbd>C-c C-r q</kbd> `gdscript-godot-run-current-scene-debug`
- <kbd>C-c C-r e</kbd> `gdscript-godot-edit-current-scene`
- <kbd>C-c C-r x</kbd> `gdscript-godot-run-current-script`
- Browsing the code reference:
- <kbd>C-c C-b a</kbd> `gdscript-docs-browse-api`
- <kbd>C-c C-b o</kbd> `gdscript-docs-browse-symbol-at-point`
## Customization
To find all GDScript-mode settings, press `M-x customize` and search for "gdscript".
Code example:
```lisp
(setq gdscript-tabs-mode t) ;; If true, use tabs for indents. Default: t
(setq gdscript-tab-width 4) ;; Controls the width of tab-based indents
(setq gdscript-use-tab-indents t) ;; If true, use tabs for indents. Default: t
(setq gdscript-indent-offset 4) ;; Controls the width of tab-based indents
(setq gdscript-godot-executable "/path/to/godot") ;; Use this executable instead of 'godot' to open the Godot editor.
```

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AABB
AcceptDialog
AnimatedSprite3D
AnimatedSprite
AnimatedTexture
AnimationNodeAdd2
AnimationNodeAdd3
AnimationNodeAnimation
AnimationNodeBlend2
AnimationNodeBlend3
AnimationNodeBlendSpace1D
AnimationNodeBlendSpace2D
AnimationNodeBlendTree
AnimationNodeOneShot
AnimationNodeOutput
AnimationNodeStateMachinePlayback
AnimationNodeStateMachineTransition
AnimationNodeStateMachine
AnimationNodeTimeScale
AnimationNodeTimeSeek
AnimationNodeTransition
AnimationNode
AnimationPlayer
AnimationRootNode
AnimationTrackEditPlugin
AnimationTreePlayer
AnimationTree
Animation
Area2D
Area
ArrayMesh
Array
ARVRAnchor
ARVRCamera
ARVRController
ARVRInterface
ARVROrigin
ARVRPositionalTracker
ARVRServer
AStar2D
AStar
AtlasTexture
AudioBusLayout
AudioEffectAmplify
AudioEffectBandLimitFilter
AudioEffectBandPassFilter
AudioEffectChorus
AudioEffectCompressor
AudioEffectDelay
AudioEffectDistortion
AudioEffectEQ10
AudioEffectEQ21
AudioEffectEQ6
AudioEffectEQ
AudioEffectFilter
AudioEffectHighPassFilter
AudioEffectHighShelfFilter
AudioEffectInstance
AudioEffectLimiter
AudioEffectLowPassFilter
AudioEffectLowShelfFilter
AudioEffectNotchFilter
AudioEffectPanner
AudioEffectPhaser
AudioEffectPitchShift
AudioEffectRecord
AudioEffectReverb
AudioEffectSpectrumAnalyzerInstance
AudioEffectSpectrumAnalyzer
AudioEffectStereoEnhance
AudioEffect
AudioServer
AudioStreamGeneratorPlayback
AudioStreamGenerator
AudioStreamMicrophone
AudioStreamPlaybackResampled
AudioStreamPlayback
AudioStreamPlayer2D
AudioStreamPlayer3D
AudioStreamPlayer
AudioStreamRandomPitch
AudioStreamSample
AudioStream
BackBufferCopy
BakedLightmapData
BakedLightmap
BaseButton
Basis
BitmapFont
BitMap
Bone2D
BoneAttachment
bool
BoxContainer
BoxShape
ButtonGroup
Button
Camera2D
CameraFeed
CameraServer
CameraTexture
Camera
CanvasItemMaterial
CanvasItem
CanvasLayer
CanvasModulate
CapsuleMesh
CapsuleShape2D
CapsuleShape
CenterContainer
CharFXTransform
CheckBox
CheckButton
CircleShape2D
ClassDB
ClippedCamera
CollisionObject2D
CollisionObject
CollisionPolygon2D
CollisionPolygon
CollisionShape2D
CollisionShape
ColorPickerButton
ColorPicker
ColorRect
Color
ConcavePolygonShape2D
ConcavePolygonShape
ConeTwistJoint
ConfigFile
ConfirmationDialog
Container
Control
ConvexPolygonShape2D
ConvexPolygonShape
CPUParticles2D
CPUParticles
CryptoKey
Crypto
CubeMap
CubeMesh
Curve2D
Curve3D
CurveTexture
Curve
CylinderMesh
CylinderShape
DampedSpringJoint2D
Dictionary
DirectionalLight
Directory
DynamicFontData
DynamicFont
EditorExportPlugin
EditorFeatureProfile
EditorFileDialog
EditorFileSystemDirectory
EditorFileSystem
EditorImportPlugin
EditorInspectorPlugin
EditorInspector
EditorInterface
EditorNavigationMeshGenerator
EditorPlugin
EditorProperty
EditorResourceConversionPlugin
EditorResourcePreviewGenerator
EditorResourcePreview
EditorSceneImporterAssimp
EditorSceneImporter
EditorScenePostImport
EditorScript
EditorSelection
EditorSettings
EditorSpatialGizmoPlugin
EditorSpatialGizmo
EditorSpinSlider
EditorVCSInterface
EncodedObjectAsID
Engine
Environment
Expression
FileDialog
File
float
Font
FuncRef
Generic6DOFJoint
GeometryInstance
Geometry
GIProbeData
GIProbe
@GlobalScope
GradientTexture
Gradient
GraphEdit
GraphNode
GridContainer
GrooveJoint2D
HashingContext
HBoxContainer
HeightMapShape
HingeJoint
HScrollBar
HSeparator
HSlider
HSplitContainer
HTTPClient
HTTPRequest
ImageTexture
Image
ImmediateGeometry
InputDefault
InputEventAction
InputEventGesture
InputEventJoypadButton
InputEventJoypadMotion
InputEventKey
InputEventMagnifyGesture
InputEventMIDI
InputEventMouseButton
InputEventMouseMotion
InputEventMouse
InputEventPanGesture
InputEventScreenDrag
InputEventScreenTouch
InputEventWithModifiers
InputEvent
InputMap
Input
InstancePlaceholder
InterpolatedCamera
int
IP_Unix
IP
ItemList
JavaScript
Joint2D
Joint
JSONParseResult
JSONRPC
JSON
KinematicBody2D
KinematicBody
KinematicCollision2D
KinematicCollision
Label
LargeTexture
Light2D
LightOccluder2D
Light
Line2D
LineEdit
LineShape2D
LinkButton
Listener
MainLoop
MarginContainer
Marshalls
Material
MenuButton
MeshDataTool
MeshInstance2D
MeshInstance
MeshLibrary
MeshTexture
Mesh
MultiMeshInstance2D
MultiMeshInstance
MultiMesh
MultiplayerAPI
Mutex
Navigation2D
NavigationMeshInstance
NavigationMesh
NavigationPolygonInstance
NavigationPolygon
Navigation
NetworkedMultiplayerPeer
Nil
NinePatchRect
Node2D
NodePath
Node
Object
OccluderPolygon2D
OmniLight
OptionButton
OS
PackedDataContainerRef
PackedDataContainer
PackedScene
PacketPeerStream
PacketPeerUDP
PacketPeer
PanelContainer
Panel
PanoramaSky
ParallaxBackground
ParallaxLayer
Particles2D
ParticlesMaterial
Particles
Path2D
PathFollow2D
PathFollow
Path
PCKPacker
Performance
PHashTranslation
PhysicalBone
Physics2DDirectBodyStateSW
Physics2DDirectBodyState
Physics2DDirectSpaceState
Physics2DServerSW
Physics2DServer
Physics2DShapeQueryParameters
Physics2DShapeQueryResult
Physics2DTestMotionResult
PhysicsBody2D
PhysicsBody
PhysicsDirectBodyState
PhysicsDirectSpaceState
PhysicsMaterial
PhysicsServer
PhysicsShapeQueryParameters
PhysicsShapeQueryResult
PinJoint2D
PinJoint
PlaneMesh
PlaneShape
Plane
PointMesh
Polygon2D
PolygonPathFinder
PoolByteArray
PoolColorArray
PoolIntArray
PoolRealArray
PoolStringArray
PoolVector2Array
PoolVector3Array
PopupDialog
PopupMenu
PopupPanel
Popup
Position2D
Position3D
PrimitiveMesh
PrismMesh
ProceduralSky
ProgressBar
ProjectSettings
ProximityGroup
ProxyTexture
QuadMesh
Quat
RandomNumberGenerator
Range
RayCast2D
RayCast
RayShape2D
RayShape
Rect2
RectangleShape2D
ReferenceRect
Reference
ReflectionProbe
RemoteTransform2D
RemoteTransform
ResourceFormatLoaderCrypto
ResourceFormatLoader
ResourceFormatSaverCrypto
ResourceFormatSaver
ResourceImporter
ResourceInteractiveLoader
ResourceLoader
ResourcePreloader
ResourceSaver
Resource
RichTextEffect
RichTextLabel
RID
RigidBody2D
RigidBody
RootMotionView
SceneState
SceneTreeTimer
SceneTree
ScriptCreateDialog
ScriptEditor
Script
ScrollBar
ScrollContainer
SegmentShape2D
Semaphore
Separator
ShaderMaterial
Shader
Shape2D
Shape
ShortCut
Skeleton2D
SkeletonIK
Skeleton
SkinReference
Skin
Sky
SliderJoint
Slider
SoftBody
SpatialGizmo
SpatialMaterial
SpatialVelocityTracker
Spatial
SphereMesh
SphereShape
SpinBox
SplitContainer
SpotLight
SpringArm
Sprite3D
SpriteBase3D
SpriteFrames
Sprite
StaticBody2D
StaticBody
StreamPeerBuffer
StreamPeerSSL
StreamPeerTCP
StreamPeer
StreamTexture
String
StyleBoxEmpty
StyleBoxFlat
StyleBoxLine
StyleBoxTexture
StyleBox
SurfaceTool
TabContainer
Tabs
TCP_Server
TextEdit
TextFile
Texture3D
TextureArray
TextureButton
TextureLayered
TextureProgress
TextureRect
Texture
Theme
Thread
TileMap
TileSet
Timer
ToolButton
TouchScreenButton
Transform2D
Transform
TranslationServer
Translation
TreeItem
Tree
TriangleMesh
Tween
UndoRedo
Variant
VBoxContainer
Vector2
Vector3
VehicleBody
VehicleWheel
VideoPlayer
VideoStream
ViewportContainer
ViewportTexture
Viewport
VisibilityEnabler2D
VisibilityEnabler
VisibilityNotifier2D
VisibilityNotifier
VisualInstance
VisualServer
VisualShaderNodeBooleanConstant
VisualShaderNodeBooleanUniform
VisualShaderNodeColorConstant
VisualShaderNodeColorFunc
VisualShaderNodeColorOp
VisualShaderNodeColorUniform
VisualShaderNodeCompare
VisualShaderNodeCubeMapUniform
VisualShaderNodeCubeMap
VisualShaderNodeCustom
VisualShaderNodeDeterminant
VisualShaderNodeDotProduct
VisualShaderNodeExpression
VisualShaderNodeFaceForward
VisualShaderNodeFresnel
VisualShaderNodeGlobalExpression
VisualShaderNodeGroupBase
VisualShaderNodeIf
VisualShaderNodeInput
VisualShaderNodeIs
VisualShaderNodeOuterProduct
VisualShaderNodeOutput
VisualShaderNodeScalarClamp
VisualShaderNodeScalarConstant
VisualShaderNodeScalarDerivativeFunc
VisualShaderNodeScalarFunc
VisualShaderNodeScalarInterp
VisualShaderNodeScalarOp
VisualShaderNodeScalarSmoothStep
VisualShaderNodeScalarSwitch
VisualShaderNodeScalarUniform
VisualShaderNodeSwitch
VisualShaderNodeTextureUniformTriplanar
VisualShaderNodeTextureUniform
VisualShaderNodeTexture
VisualShaderNodeTransformCompose
VisualShaderNodeTransformConstant
VisualShaderNodeTransformDecompose
VisualShaderNodeTransformFunc
VisualShaderNodeTransformMult
VisualShaderNodeTransformUniform
VisualShaderNodeTransformVecMult
VisualShaderNodeUniform
VisualShaderNodeVec3Constant
VisualShaderNodeVec3Uniform
VisualShaderNodeVectorClamp
VisualShaderNodeVectorCompose
VisualShaderNodeVectorDecompose
VisualShaderNodeVectorDerivativeFunc
VisualShaderNodeVectorDistance
VisualShaderNodeVectorFunc
VisualShaderNodeVectorInterp
VisualShaderNodeVectorLen
VisualShaderNodeVectorOp
VisualShaderNodeVectorRefract
VisualShaderNodeVectorScalarMix
VisualShaderNodeVectorScalarSmoothStep
VisualShaderNodeVectorScalarStep
VisualShaderNodeVectorSmoothStep
VisualShaderNode
VisualShader
VScrollBar
VSeparator
VSlider
VSplitContainer
WeakRef
WindowDialog
World2D
WorldEnvironment
World
X509Certificate
XMLParser

View File

@@ -1,4 +0,0 @@
PI
TAU
INF
NAN

View File

@@ -1,70 +0,0 @@
sin
cos
tan
sinh
cosh
tanh
asin
acos
atan
atan2
sqrt
fmod
fposmod
floor
ceil
round
abs
sign
pow
log
exp
is_nan
is_inf
ease
decimals
stepify
lerp
dectime
randomize
randi
randf
rand_range
seed
rand_seed
deg2rad
rad2deg
linear2db
db2linear
max
min
clamp
nearest_po2
weakref
funcref
convert
typeof
type_exists
char
str
print
printt
prints
printerr
printraw
var2str
str2var
var2bytes
bytes2var
range
load
inst2dict
dict2inst
hash
Color8
print_stack
instance_from_id
preload
yield
assert
name

View File

@@ -1,5 +0,0 @@
null
void
bool
int
float

View File

@@ -1,36 +0,0 @@
if
elif
else
for
do
while
match
switch
case
break
continue
pass
return
class
class_name
extends
is
self
tool
signal
func
static
const
enum
var
onready
export
setget
breakpoint
preload
yield
assert
remote
master
slave
sync

View File

@@ -1,11 +1,11 @@
;;; gdscript-completion.el --- Autocompletion for GDScript -*- lexical-binding: t -*-
;; Copyright (C) 2020 GDQuest, Free Software Foundation, Inc.
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.0"))
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Feb 2020
;; Keywords: languages
@@ -23,7 +23,7 @@
;; GNU General Public License for more details.
;; For a full copy of the GNU General Public License
;; see <http://www.gnu.org/licenses/>.
;; see <https://www.gnu.org/licenses/>.
;;; Commentary:
@@ -33,8 +33,13 @@
;;; Code:
(require 'gdscript-syntax)
(require 'gdscript-utils)
(require 'projectile nil t)
(defvar-local gdscript-completion--all-keywords (append gdscript-keywords gdscript-built-in-classes gdscript-built-in-constants gdscript-built-in-functions gdscript-built-in-types))
(defvar-local gdscript-completion--all-keywords
(eval-when-compile (append gdscript-keywords gdscript-built-in-classes
gdscript-built-in-constants gdscript-built-in-functions
gdscript-built-in-types)))
(defun gdscript-completion-at-point ()
"This is the function to be used for the hook `completion-at-point-functions'."
@@ -45,6 +50,38 @@
(list start end gdscript-completion--all-keywords
. nil)))
(defun gdscript-completion-insert-file-path-at-point (&optional arg)
"Insert a file path at point using Godot's relative path (\"res:\").
If Projectile is available, list only the files in the current
project. Otherwise, fallback to the built-in function
`read-file-name'.
If using Projectile, with a prefix ARG invalidates the cache
first."
(interactive "P")
(let ((has-projectile (featurep 'projectile)))
(when has-projectile
(projectile-maybe-invalidate-cache arg))
(let* ((project-root
(if has-projectile
(projectile-ensure-project (projectile-project-root))
(gdscript-util--find-project-configuration-file)))
(file
(if has-projectile
(projectile-completing-read
"Find file: "
(projectile-project-files project-root))
(read-file-name
"Find file: "
project-root))))
(when file
(insert
(concat "\"res://"
(gdscript-util--get-godot-project-file-path-relative file)
"." (file-name-extension file) "\""))))))
(provide 'gdscript-completion)
;;; gdscript-completion.el ends here

View File

@@ -1,11 +1,11 @@
;;; gdscript-customization.el --- Customizable variables for the GDScript language support -*- lexical-binding: t -*-
;; Copyright (C) 2020 GDQuest, Free Software Foundation, Inc.
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.0"))
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Jan 2020
;; Keywords: languages
@@ -24,7 +24,7 @@
;; GNU General Public License for more details.
;; For a full copy of the GNU General Public License
;; see <http://www.gnu.org/licenses/>.
;; see <https://www.gnu.org/licenses/>.
;;; Commentary:
@@ -97,6 +97,25 @@ fill parens."
"Function to fill parens.
This is the function used by `gdscript-fill-paragraph' to
fill parens."
:type 'symbol
:type 'symbol
:group 'gdscript)
(defcustom gdscript-indent-def-block-scale 2
"Multiplier applied to indentation inside multi-line def blocks."
:version "26.1"
:type 'integer
:safe 'natnump)
(defcustom gdscript-godot-executable "godot"
"The path to the Godot executable.
By default, it assumes that the executable is in the system's
PATH."
:type 'string
:group 'gdscript)
(defcustom gdscript-gdformat-executable "gdformat"
"The path to the gdformat executable.
By default, it assumes that the executable is in the system's
PATH."
:type 'string
:group 'gdscript)

109
gdscript-docs.el Normal file
View File

@@ -0,0 +1,109 @@
;;; gdscript-docs.el --- Open documentation in Godot -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest and contributors
;;
;; Author: Josef Vlach <vlach.josef@gmail.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: May 2020
;; Keywords: languages
;;
;; This file is not part of GNU Emacs.
;;
;; This program is free software; you can redistribute it and/or modify
;; it under the terms of the GNU General Public License as published by
;; the Free Software Foundation, either version 3 of the License, or
;; (at your option) any later version.
;; This program is distributed in the hope that it will be useful,
;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;; GNU General Public License for more details.
;; You should have received a copy of the GNU General Public License
;; along with this program. If not, see <https://www.gnu.org/licenses/>.
;;
;;; Commentary:
;;
;; Browse the Godot API reference in the text-based browser eww.
;;
;;; Code:
(require 'eww)
;;;###autoload
(defun gdscript-docs-browse-api ()
"Open the main page of Godot API in eww browser."
(interactive)
(eww-browse-url "https://docs.godotengine.org/en/stable/classes/index.html?#godot-api"))
(defun gdscript-docs-browse-symbol-at-point ()
"Open the API reference for the symbol at point in the browser eww.
If a page is already open, switch to its buffer."
(interactive)
(let* ((symbol (downcase (thing-at-point 'symbol t)))
(buffer
(seq-find
(lambda (current-buffer)
(with-current-buffer current-buffer
(when (derived-mode-p 'eww-mode)
(string-suffix-p symbol (plist-get eww-data :url) t)
))) (buffer-list))))
(if buffer (pop-to-buffer-same-window buffer)
(eww-browse-url (format "https://docs.godotengine.org/en/stable/classes/class_%s.html#%s" symbol symbol) t))))
(defun gdscript-docs--rename-eww-buffer ()
"Rename the eww buffer visiting the Godot documentation.
Rename the buffer from a generic name to a name based on the web page's title."
(when (derived-mode-p 'eww-mode)
(let ((title (plist-get eww-data :title)))
(when (string-match "Godot Engine" title)
(rename-buffer (format "*eww - %s*" title) t)))))
(defun gdscript-docs--filter-content-to-main-div ()
"Filters a page in the Godot docs down to its main <div>.
This is a re-implementation of `eww-readable'."
(let* ((old-data eww-data)
(dom (with-temp-buffer
(insert (plist-get old-data :source))
(condition-case nil
(decode-coding-region (point-min) (point-max) 'utf-8)
(coding-system-error nil))
(libxml-parse-html-region (point-min) (point-max))))
(base (plist-get eww-data :url))
;; Filters the page down to the main div: <div role="main"> ... </div>
(main (dom-elements dom 'role "main")))
(eww-display-html nil nil
(list 'base (list (cons 'href base))
main)
nil (current-buffer))
(dolist (elem '(:source :url :title :next :previous :up))
(plist-put eww-data elem
(plist-get old-data elem)))
(eww-update-header-line-format)))
(defun gdscript-docs--eww-follow-link (orig-fun &rest args)
"Remember url when following local link on a page.
ORIG-FUN is function we wrap around. ARGS are argument to ORIG-FUN function."
(let ((url (plist-get eww-data :url))
(res (apply orig-fun args)))
(plist-put eww-data :url url)
res))
(defun gdscript-docs--eww-setup ()
"Convenience setup for pages with Godot documentation."
(setq multi-isearch-next-buffer-function nil)
(gdscript-docs--rename-eww-buffer)
(gdscript-docs--filter-content-to-main-div))
(add-hook 'eww-after-render-hook #'gdscript-docs--eww-setup)
(advice-add 'eww-follow-link :around #'gdscript-docs--eww-follow-link)
(provide 'gdscript-docs)
;;; gdscript-docs.el ends here

View File

@@ -1,11 +1,11 @@
;;; gdscript-fill-paragraph.el --- GDScript fill paragraph functions -*- lexical-binding: t; -*-
;; Copyright (C) 2020 GDQuest, Free Software Foundation, Inc.
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.0"))
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Jan 2020
;; Keywords: languages
@@ -24,7 +24,7 @@
;; GNU General Public License for more details.
;; For a full copy of the GNU General Public License
;; see <http://www.gnu.org/licenses/>.
;; see <https://www.gnu.org/licenses/>.
;;; Commentary:
@@ -35,11 +35,11 @@
(require 'gdscript-customization)
(require 'gdscript-indent-and-nav)
(require 'gdscript-rx)
;; NOTE: this and the fill docstring function can be simplified. They're
;; originally from the Python package, which supports multiple docstrings fill
;; style.
(setq-local delimiters-style (cons nil 1))
(defun gdscript-fill-paragraph (&optional justify)
"`fill-paragraph-function' handling multi-line strings and possibly comments.
@@ -60,8 +60,7 @@ Optional argument JUSTIFY defines if the paragraph should be justified."
(funcall gdscript-fill-string-function justify))
;; Decorators
((equal (char-after (save-excursion
(gdscript-nav-beginning-of-statement))) ?@)
(funcall gdscript-fill-decorator-function justify))
(gdscript-nav-beginning-of-statement))) ?@))
;; Parens
((or (gdscript-syntax-context 'paren)
(looking-at (gdscript-rx open-paren))
@@ -94,39 +93,12 @@ JUSTIFY should be used (if applicable) as in `fill-paragraph'."
(or (re-search-forward (rx (syntax string-delimiter)) nil t)
(goto-char (point-max)))
(point-marker)))
(multi-line-p
;; Docstring styles may vary for oneliners and multi-liners.
(> (count-matches "\n" str-start-pos str-end-pos) 0))
(fill-paragraph-function))
(save-restriction
(narrow-to-region str-start-pos str-end-pos)
(fill-paragraph justify))
(save-excursion
(when (and (gdscript-info-docstring-p) gdscript-fill-triple-string-style)
;; Add the number of newlines indicated by the selected style
;; at the start of the docstring.
(goto-char (+ str-start-pos num-quotes))
(delete-region (point) (progn
(skip-syntax-forward "> ")
(point)))
(and (car delimiters-style)
(or (newline (car delimiters-style)) t)
;; Indent only if a newline is added.
(indent-according-to-mode))
;; Add the number of newlines indicated by the selected style
;; at the end of the docstring.
(goto-char (if (not (= str-end-pos (point-max)))
(- str-end-pos num-quotes)
str-end-pos))
(delete-region (point) (progn
(skip-syntax-backward "> ")
(point)))
(and (cdr delimiters-style)
;; Add newlines only if string ends.
(not (= str-end-pos (point-max)))
(or (newline (cdr delimiters-style)) t)
;; Again indent only if a newline is added.
(indent-according-to-mode))))) t)
(fill-paragraph justify)
t)))
(defun gdscript-fill-paragraph-fill-paren (&optional justify)
"Paren fill function for `gdscript-fill-paragraph'.
@@ -137,9 +109,9 @@ JUSTIFY should be used (if applicable) as in `fill-paragraph'."
(goto-char (1- (point))))
(line-beginning-position))
(progn
(when (not (gdscript-syntax-context 'paren))
(unless (gdscript-syntax-context 'paren)
(end-of-line)
(when (not (gdscript-syntax-context 'paren))
(unless (gdscript-syntax-context 'paren)
(skip-syntax-backward "^)")))
(while (and (gdscript-syntax-context 'paren)
(not (eobp)))

View File

@@ -5,7 +5,7 @@
;; Author: Pawel Lampe <pawel.lampe@gmail.com>, Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.0"))
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Feb 2020
;; Keywords: languages
@@ -31,62 +31,33 @@
;;; Code:
(defun gdscript-format--run-gdformat (buffer-input buffer-output buffer-error)
"Call gdformat process."
(with-current-buffer buffer-input
(let ((process (make-process :name "gdformat"
:command (list "gdformat" "-"):buffer
buffer-output
:stderr buffer-error
:noquery t
:sentinel (lambda (_process _event)))))
(set-process-query-on-exit-flag (get-buffer-process buffer-error)
nil)
(set-process-sentinel (get-buffer-process buffer-error)
(lambda (_process _event)))
(save-restriction (widen)
(process-send-region process
(point-min)
(point-max)))
(process-send-eof process)
(accept-process-output process nil nil t)
(while (process-live-p process)
(accept-process-output process nil nil t))
(process-exit-status process))))
(defun gdscript-format--format-region (start end)
"Format the region between START and END using `gdformat'."
(let
((cmd (concat "echo " (shell-quote-argument (buffer-substring start end)) "|" gdscript-gdformat-executable " -"))
(error-buffer "*gdformat-errors*"))
(if (eq (with-temp-buffer (call-process-shell-command cmd)) 0)
(save-excursion
(shell-command-on-region start end cmd (buffer-name) t error-buffer t))
(progn
(with-current-buffer error-buffer (erase-buffer))
(shell-command-on-region start end cmd nil nil error-buffer t)))))
(defun gdscript-format-buffer ()
"Formats current buffer using 'gdformat'."
(defun gdscript-format-region()
"Format the selected region using `gdformat'"
(interactive)
(let* ((buffer-start (current-buffer))
(point-start (point))
(window-pos-start (window-start))
(buffer-temp (get-buffer-create "*gdformat*"))
(buffer-error (get-buffer-create "*gdformat-error*")))
(dolist (buf (list buffer-temp buffer-error))
(with-current-buffer buf
(erase-buffer)))
(condition-case err
(if (/= 0 (gdscript-format--run-gdformat buffer-start buffer-temp
buffer-error))
(error "GDSCript formatter: failed, see buffer %s for details"
(buffer-name buffer-error))
(if (/= 0 (compare-buffer-substrings buffer-temp nil
nil buffer-start nil nil))
(progn
(with-current-buffer buffer-temp
(copy-to-buffer buffer-start
(point-min)
(point-max)))
(goto-char point-start)
(set-window-start (selected-window)
window-pos-start)
(message "gdscript formatter: success"))
(message "gdscript formatter: nothing to do"))
(mapc 'kill-buffer
(list buffer-temp buffer-error)))
(error (message "%s"
(error-message-string err))
(pop-to-buffer buffer-error)))))
(gdscript-format--format-region
(region-beginning) (region-end)))
(defun gdscript-format-buffer()
"Format the entire current buffer using `gdformat'"
(interactive)
(let ((original-point (point))
(original-window-pos (window-start)))
(gdscript-format--format-region
(point-min) (point-max))
(goto-char original-point)
(set-window-start (selected-window) original-window-pos)))
(provide 'gdscript-format)

148
gdscript-godot.el Normal file
View File

@@ -0,0 +1,148 @@
;;; gdscript-godot.el --- Open and run projects in Godot -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest and contributors
;;
;; Author: Franco Eusébio Garcia <francoegarcia@outlook.com>, Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Mar 2020
;; Keywords: languages
;;
;; This file is not part of GNU Emacs.
;;
;; This program is free software; you can redistribute it and/or modify
;; it under the terms of the GNU General Public License as published by
;; the Free Software Foundation, either version 3 of the License, or
;; (at your option) any later version.
;; This program is distributed in the hope that it will be useful,
;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;; GNU General Public License for more details.
;; You should have received a copy of the GNU General Public License
;; along with this program. If not, see <https://www.gnu.org/licenses/>.
;;
;;; Commentary:
;;
;; Open files, projects, and run commands in the Godot engine or editor.
;; This package contains commands that runs Godot processes.
;;
;;; Code:
(require 'gdscript-customization)
(require 'gdscript-utils)
;;;###autoload
(defvar gdscript-godot--debug-selected-option 1)
(defvar gdscript-godot--debug-options-alist
'((1 . "")
(2 . "--debug-collisions")
(3 . "--debug-navigation")
(4 . "--debug-collisions --debug-navigation")))
(defun gdscript-godot--run-command (cmd &optional show)
"Run a Godot process.
CMD is the command to be invoked by the shell. If SHOW, the
output of the process will be provided in a buffer named
`*godot*'."
(start-process-shell-command "Godot Process" (if show
"*godot*" nil) cmd))
(defun gdscript-godot--build-shell-command (&optional path)
"Build a shell command to with the Godot executable.
If PATH is not provided, try to find it using the current
file's directory as starting point."
(let* ((project-path (or path (gdscript-util--find-project-configuration-file))))
(concat gdscript-godot-executable " --path " project-path)))
(defun gdscript-godot-open-project-in-editor ()
"Run Godot Engine Editor."
(interactive)
(gdscript-godot--run-command
(concat (gdscript-godot--build-shell-command) " -e")))
(defun gdscript-godot-run-project ()
"Run the current project in Godot Engine."
(interactive)
(gdscript-godot--run-command
(gdscript-godot--build-shell-command)))
(defun gdscript-godot-run-project-debug ()
"Run the current project in Godot Engine.
When run with prefix argument, it offers extra debug options to choose from."
(interactive)
(let* ((debug-option-index
(if current-prefix-arg
(gdscript-godot--change-debug-options)
gdscript-godot--debug-selected-option))
(debug-options (cdr (assoc debug-option-index gdscript-godot--debug-options-alist))))
(gdscript-godot--run-command
(concat (gdscript-godot--build-shell-command) " -d " debug-options) t)))
(defun gdscript-godot-run-current-scene ()
"Run the current script file in Godot Engine."
(interactive)
(gdscript-godot--run-command
(concat (gdscript-godot--build-shell-command) " "
(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")))
(defun gdscript-godot-run-current-scene-debug ()
"Run the current script file in Godot Engine."
(interactive)
(gdscript-godot--run-command
(concat (gdscript-godot--build-shell-command) " -d "
(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")
t))
(defun gdscript-godot-edit-current-scene ()
"Run the current script file in Godot Engine."
(interactive)
(gdscript-godot--run-command
(concat (gdscript-godot--build-shell-command) " -e "
(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")))
(defun gdscript-godot-run-current-script ()
"Run the current script file in Godot Engine.
For this to work, the script must inherit either from
\"SceneTree\" or \"MainLoop\"."
(interactive)
(gdscript-godot--run-command
(concat (gdscript-godot--build-shell-command) " -s " (file-relative-name buffer-file-name))
t))
(defun gdscript-godot--debug-options-collection ()
"Output a list of debug options to choose from by *-read function."
(list
(format "1) [%s] <no options>" (if (eq gdscript-godot--debug-selected-option 1) "X" " "))
(format "2) [%s] %s" (if (eq gdscript-godot--debug-selected-option 2) "X" " ") (cdr (assoc 2 gdscript-godot--debug-options-alist)))
(format "3) [%s] %s" (if (eq gdscript-godot--debug-selected-option 3) "X" " ") (cdr (assoc 3 gdscript-godot--debug-options-alist)))
(format "4) [%s] %s" (if (eq gdscript-godot--debug-selected-option 4) "X" " ") (cdr (assoc 4 gdscript-godot--debug-options-alist)))))
(defun gdscript-godot--read-debug-options ()
"Read debug options preference by user from mini-buffer."
(cond ((fboundp 'ivy-read)
(ivy-read "Options: " (gdscript-godot--debug-options-collection)))
((fboundp 'ido-completing-read)
(ido-completing-read "Options: " (gdscript-godot--debug-options-collection)))
(t
(completing-read "Options (hit TAB to auto-complete): " (gdscript-godot--debug-options-collection) nil t))))
(defun gdscript-godot--change-debug-options ()
"Read debug option and parse it as a number.
Once read it is saved in `gdscript-godot--debug-selected-option'
variable for later use."
(let* ((option (gdscript-godot--read-debug-options))
(index (string-to-number option)))
(setq gdscript-godot--debug-selected-option index)))
(provide 'gdscript-godot)
;;; gdscript-godot.el ends here

View File

@@ -1,11 +1,11 @@
;;; gdscript-imenu.el --- Imenu support for GDScript -*- lexical-binding: t; -*-
;; Copyright (C) 2020 GDQuest, Free Software Foundation, Inc.
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.0"))
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Feb 2020
;; Keywords: languages
@@ -30,6 +30,8 @@
;;; Code:
(require 'gdscript-indent-and-nav)
(defvar gdscript-imenu-format-item-label-function
'gdscript-imenu-format-item-label
"Imenu function used to format an item label.
@@ -177,8 +179,8 @@ To this:
(or alist
(let* ((fn (lambda (_type name) name))
(gdscript-imenu-format-item-label-function fn)
(gdscript-imenu-format-parent-item-label-function fn)
(gdscript-imenu-format-parent-item-jump-label-function fn))
(gdscript-imenu-format-parent-item-label-function fn)
(gdscript-imenu-format-parent-item-jump-label-function fn))
(gdscript-imenu-create-index))))))
(provide 'gdscript-imenu)

View File

@@ -1,11 +1,11 @@
;;; gdscript-syntax.el --- Syntax highlighting for GDScript -*- lexical-binding: t; -*-
;;; gdscript-indent-and-nav.el --- Syntax highlighting for GDScript -*- lexical-binding: t; -*-
;; Copyright (C) 2020 GDQuest, Free Software Foundation, Inc.
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.0"))
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Feb 2020
;; Keywords: languages
@@ -26,15 +26,26 @@
;;; Commentary:
;; Sets up the syntax table and font-faces for GDScript.
;; Functions copies from Emacs 27's built-in python.el to handle indents,
;; querying info about the language's symbols or the context at point, and for
;; navigation.
;; There are dependencies between the *indent*, *info*, and *nav* functions that prevent us from splitting them into separate .el files at the moment.
;;; Code:
(require 'gdscript-customization)
(require 'gdscript-utils)
(require 'gdscript-rx)
(require 'gdscript-syntax)
(require 'cl-lib)
(defvar gdscript-nav-beginning-of-defun-regexp
(gdscript-rx line-start (* space) defun (+ space) (group symbol-name))
"Regexp matching class or function definition.
The name of the defun should be grouped so it can be retrieved
via `match-string'.")
;;; Indentation
(defun gdscript-indent-guess-indent-offset ()
"Guess and set `gdscript-indent-offset' for the current buffer."
(interactive)
@@ -138,142 +149,142 @@ keyword
:at-dedenter-block-start
- Point is on a line starting a dedenter block.
- START is the position where the dedenter block starts."
(let ((ppss (save-excursion
(beginning-of-line)
(syntax-ppss))))
(cond
;; Beginning of buffer.
((= (line-number-at-pos) 1)
(cons :no-indent 0))
;; Inside a string.
((let ((start (gdscript-syntax-context 'string ppss)))
(when start
(cons :inside-string start))))
;; Inside a paren.
((let* ((start (gdscript-syntax-context 'paren ppss))
(starts-in-newline
(when start
(save-excursion
(goto-char start)
(forward-char)
(not
(= (line-number-at-pos)
(progn
(gdscript--util-forward-comment)
(line-number-at-pos))))))))
(when start
(cond
;; Current line only holds the closing paren.
((save-excursion
(skip-syntax-forward " ")
(when (and (gdscript-syntax-closing-paren-p)
(progn
(forward-char 1)
(not (gdscript-syntax-context 'paren))))
(cons :inside-paren-at-closing-paren start))))
;; Current line only holds a closing paren for nested.
((save-excursion
(back-to-indentation)
(gdscript-syntax-closing-paren-p))
(cons :inside-paren-at-closing-nested-paren start))
;; This line starts from an opening block in its own line.
((save-excursion
(goto-char start)
(when (and
starts-in-newline
(save-excursion
(back-to-indentation)
(looking-at (gdscript-rx block-start))))
(cons
:inside-paren-newline-start-from-block start))))
(let ((ppss (save-excursion
(beginning-of-line)
(syntax-ppss))))
(cond
;; Beginning of buffer.
((= (line-number-at-pos) 1)
(cons :no-indent 0))
;; Inside a string.
((let ((start (gdscript-syntax-context 'string ppss)))
(when start
(cons :inside-string start))))
;; Inside a paren.
((let* ((start (gdscript-syntax-context 'paren ppss))
(starts-in-newline
(cons :inside-paren-newline-start start))
;; General case.
(t (cons :inside-paren
(save-excursion
(goto-char (1+ start))
(skip-syntax-forward "(" 1)
(skip-syntax-forward " ")
(point))))))))
;; After backslash.
((let ((start (when (not (gdscript-syntax-comment-or-string-p ppss))
(gdscript-info-line-ends-backslash-p
(1- (line-number-at-pos))))))
(when start
(cond
;; Continuation of dotted expression.
((save-excursion
(back-to-indentation)
(when (eq (char-after) ?\.)
;; Move point back until it's not inside a paren.
(while (prog2
(forward-line -1)
(and (not (bobp))
(gdscript-syntax-context 'paren))))
(goto-char (line-end-position))
(while (and (search-backward
"." (line-beginning-position) t)
(gdscript-syntax-context-type)))
;; Ensure previous statement has dot to align with.
(when (and (eq (char-after) ?\.)
(not (gdscript-syntax-context-type)))
(cons :after-backslash-dotted-continuation (point))))))
;; Continuation of block definition.
((let ((block-continuation-start
(gdscript-info-block-continuation-line-p)))
(when block-continuation-start
(save-excursion
(goto-char block-continuation-start)
(re-search-forward
(gdscript-rx block-start (* space))
(line-end-position) t)
(cons :after-backslash-block-continuation (point))))))
;; Continuation of assignment.
((let ((assignment-continuation-start
(gdscript-info-assignment-continuation-line-p)))
(when assignment-continuation-start
(save-excursion
(goto-char assignment-continuation-start)
(cons :after-backslash-assignment-continuation (point))))))
;; First line after backslash continuation start.
((save-excursion
(goto-char start)
(when (or (= (line-number-at-pos) 1)
(not (gdscript-info-beginning-of-backslash
(1- (line-number-at-pos)))))
(cons :after-backslash-first-line start))))
;; General case.
(t (cons :after-backslash start))))))
;; After beginning of block.
((let ((start (save-excursion
(when start
(save-excursion
(goto-char start)
(forward-char)
(not
(= (line-number-at-pos)
(progn
(gdscript--util-forward-comment)
(line-number-at-pos))))))))
(when start
(cond
;; Current line only holds the closing paren.
((save-excursion
(skip-syntax-forward " ")
(when (and (gdscript-syntax-closing-paren-p)
(progn
(forward-char 1)
(not (gdscript-syntax-context 'paren))))
(cons :inside-paren-at-closing-paren start))))
;; Current line only holds a closing paren for nested.
((save-excursion
(back-to-indentation)
(gdscript-syntax-closing-paren-p))
(cons :inside-paren-at-closing-nested-paren start))
;; This line starts from an opening block in its own line.
((save-excursion
(goto-char start)
(when (and
starts-in-newline
(save-excursion
(back-to-indentation)
(gdscript--util-forward-comment -1)
(when (equal (char-before) ?:)
(gdscript-nav-beginning-of-block)))))
(when start
(cons :after-block-start start))))
;; At dedenter statement.
((let ((start (gdscript-info-dedenter-statement-p)))
(when start
(cons :at-dedenter-block-start start))))
;; After normal line, comment or ender (default case).
((save-excursion
(back-to-indentation)
(skip-chars-backward " \t\n")
(if (bobp)
(cons :no-indent 0)
(gdscript-nav-beginning-of-statement)
(cons
(cond ((gdscript-info-current-line-comment-p)
:after-comment)
((save-excursion
(goto-char (line-end-position))
(gdscript--util-forward-comment -1)
(gdscript-nav-beginning-of-statement)
(looking-at (gdscript-rx block-ender)))
:after-block-end)
(t :after-line))
(point))))))))
(looking-at (gdscript-rx block-start))))
(cons
:inside-paren-newline-start-from-block start))))
(starts-in-newline
(cons :inside-paren-newline-start start))
;; General case.
(t (cons :inside-paren
(save-excursion
(goto-char (1+ start))
(skip-syntax-forward "(" 1)
(skip-syntax-forward " ")
(point))))))))
;; After backslash.
((let ((start (unless (gdscript-syntax-comment-or-string-p (syntax-ppss))
(gdscript-info-line-ends-backslash-p
(1- (line-number-at-pos))))))
(when start
(cond
;; Continuation of dotted expression.
((save-excursion
(back-to-indentation)
(when (eq (char-after) ?\.)
;; Move point back until it's not inside a paren.
(while (prog2
(forward-line -1)
(and (not (bobp))
(gdscript-syntax-context 'paren))))
(goto-char (line-end-position))
(while (and (search-backward
"." (line-beginning-position) t)
(gdscript-syntax-context-type)))
;; Ensure previous statement has dot to align with.
(when (and (eq (char-after) ?\.)
(not (gdscript-syntax-context-type)))
(cons :after-backslash-dotted-continuation (point))))))
;; Continuation of block definition.
((let ((block-continuation-start
(gdscript-info-block-continuation-line-p)))
(when block-continuation-start
(save-excursion
(goto-char block-continuation-start)
(re-search-forward
(gdscript-rx block-start (* space))
(line-end-position) t)
(cons :after-backslash-block-continuation (point))))))
;; Continuation of assignment.
((let ((assignment-continuation-start
(gdscript-info-assignment-continuation-line-p)))
(when assignment-continuation-start
(save-excursion
(goto-char assignment-continuation-start)
(cons :after-backslash-assignment-continuation (point))))))
;; First line after backslash continuation start.
((save-excursion
(goto-char start)
(when (or (= (line-number-at-pos) 1)
(not (gdscript-info-beginning-of-backslash
(1- (line-number-at-pos)))))
(cons :after-backslash-first-line start))))
;; General case.
(t (cons :after-backslash start))))))
;; After beginning of block.
((let ((start (save-excursion
(back-to-indentation)
(gdscript--util-forward-comment -1)
(when (equal (char-before) ?:)
(gdscript-nav-beginning-of-block)))))
(when start
(cons :after-block-start start))))
;; At dedenter statement.
((let ((start (gdscript-info-dedenter-statement-p)))
(when start
(cons :at-dedenter-block-start start))))
;; After normal line, comment or ender (default case).
((save-excursion
(back-to-indentation)
(skip-chars-backward " \t\n")
(if (bobp)
(cons :no-indent 0)
(gdscript-nav-beginning-of-statement)
(cons
(cond ((gdscript-info-current-line-comment-p)
:after-comment)
((save-excursion
(goto-char (line-end-position))
(gdscript--util-forward-comment -1)
(gdscript-nav-beginning-of-statement)
(looking-at (gdscript-rx block-ender)))
:after-block-end)
(t :after-line))
(point))))))))
(defun gdscript-indent--calculate-indentation ()
"Internal implementation of `gdscript-indent-calculate-indentation'.
@@ -281,56 +292,56 @@ May return an integer for the maximum possible indentation at
current context or a list of integers. The latter case is only
happening for :at-dedenter-block-start context since the
possibilities can be narrowed to specific indentation points."
(save-excursion
(pcase (gdscript-indent-context)
(`(:no-indent . ,_) (prog-first-column)) ; usually 0
(`(,(or :after-line
:after-comment
:inside-string
:after-backslash) . ,start)
;; Copy previous indentation.
(goto-char start)
(current-indentation))
(`(,(or :inside-paren-at-closing-paren
:inside-paren-at-closing-nested-paren) . ,start)
(goto-char (+ 1 start))
(if (looking-at "[ \t]*\\(?:#\\|$\\)")
;; Copy previous indentation.
(current-indentation)
;; Align with opening paren.
(current-column)))
(`(,(or :after-block-start
:after-backslash-first-line
:after-backslash-assignment-continuation
:inside-paren-newline-start) . ,start)
;; Add one indentation level.
(goto-char start)
(+ (current-indentation) gdscript-indent-offset))
(`(,(or :inside-paren
:after-backslash-block-continuation
:after-backslash-dotted-continuation) . ,start)
;; Use the column given by the context.
(goto-char start)
(current-column))
(`(:after-block-end . ,start)
;; Subtract one indentation level.
(goto-char start)
(- (current-indentation) gdscript-indent-offset))
(`(:at-dedenter-block-start . ,_)
;; List all possible indentation levels from opening blocks.
(let ((opening-block-start-points
(gdscript-info-dedenter-opening-block-positions)))
(if (not opening-block-start-points)
(prog-first-column) ; if not found default to first column
(mapcar (lambda (pos)
(save-excursion
(goto-char pos)
(current-indentation)))
opening-block-start-points))))
(`(,(or :inside-paren-newline-start-from-block) . ,start)
(goto-char start)
(+ (current-indentation)
(* gdscript-indent-offset gdscript-indent-def-block-scale))))))
(save-excursion
(pcase (gdscript-indent-context)
(`(:no-indent . ,_) (prog-first-column)) ; usually 0
(`(,(or :after-line
:after-comment
:inside-string
:after-backslash) . ,start)
;; Copy previous indentation.
(goto-char start)
(current-indentation))
(`(,(or :inside-paren-at-closing-paren
:inside-paren-at-closing-nested-paren) . ,start)
(goto-char (+ 1 start))
(if (looking-at "[ \t]*\\(?:#\\|$\\)")
;; Copy previous indentation.
(current-indentation)
;; Align with opening paren.
(current-column)))
(`(,(or :after-block-start
:after-backslash-first-line
:after-backslash-assignment-continuation
:inside-paren-newline-start) . ,start)
;; Add one indentation level.
(goto-char start)
(+ (current-indentation) gdscript-indent-offset))
(`(,(or :inside-paren
:after-backslash-block-continuation
:after-backslash-dotted-continuation) . ,start)
;; Use the column given by the context.
(goto-char start)
(current-column))
(`(:after-block-end . ,start)
;; Subtract one indentation level.
(goto-char start)
(- (current-indentation) gdscript-indent-offset))
(`(:at-dedenter-block-start . ,_)
;; List all possible indentation levels from opening blocks.
(let ((opening-block-start-points
(gdscript-info-dedenter-opening-block-positions)))
(if (not opening-block-start-points)
(prog-first-column) ; if not found default to first column
(mapcar (lambda (pos)
(save-excursion
(goto-char pos)
(current-indentation)))
opening-block-start-points))))
(`(,(or :inside-paren-newline-start-from-block) . ,start)
(goto-char start)
(+ (current-indentation)
(* gdscript-indent-offset gdscript-indent-def-block-scale))))))
(defun gdscript-indent--calculate-levels (indentation)
"Calculate levels list given INDENTATION.
@@ -403,10 +414,10 @@ indentation levels from right to left."
"De-indent current line."
(interactive "*")
(when (and (not (bolp))
(not (gdscript-syntax-comment-or-string-p))
(= (current-indentation) (current-column)))
(gdscript-indent-line t)
t))
(not (gdscript-syntax-comment-or-string-p))
(= (current-indentation) (current-column)))
(gdscript-indent-line t)
t))
(defun gdscript-indent-dedent-line-backspace (arg)
"De-indent current line.
@@ -545,9 +556,7 @@ the line will be re-indented automatically if needed."
;; Reindent region if this is a multiline statement
(gdscript-indent-region start end))))))))))
;;; Misc helpers
(defun gdscript-info-current-defun (&optional include-type)
"Return name of surrounding function with Gdscript compatible dotty syntax.
Optional argument INCLUDE-TYPE indicates to include the type of the defun.
@@ -608,7 +617,7 @@ since it returns nil if point is not inside a defun."
(and (= (current-indentation) 0) (throw 'exit t))))
(and names
(concat (and type (format "%s " type))
(mapconcat 'identity names ".")))))))
(mapconcat #'identity names ".")))))))
(defun gdscript-info-current-symbol (&optional replace-self)
"Return current symbol using dotty syntax.
@@ -744,10 +753,10 @@ likely an invalid gdscript file."
"Message the first line of the block the current statement closes."
(let ((point (gdscript-info-dedenter-opening-block-position)))
(when point
(message "Closes %s" (save-excursion
(goto-char point)
(buffer-substring
(point) (line-end-position)))))))
(message "Closes %s" (save-excursion
(goto-char point)
(buffer-substring
(point) (line-end-position)))))))
(defun gdscript-info-dedenter-statement-p ()
"Return point if current statement is a dedenter.
@@ -763,61 +772,61 @@ statement."
"Return non-nil if current line ends with backslash.
With optional argument LINE-NUMBER, check that line instead."
(save-excursion
(when line-number
(gdscript--util-goto-line line-number))
(while (and (not (eobp))
(goto-char (line-end-position))
(gdscript-syntax-context 'paren)
(not (equal (char-before (point)) ?\\)))
(forward-line 1))
(when (equal (char-before) ?\\)
(point-marker))))
(when line-number
(gdscript--util-goto-line line-number))
(while (and (not (eobp))
(goto-char (line-end-position))
(gdscript-syntax-context 'paren)
(not (equal (char-before (point)) ?\\)))
(forward-line 1))
(when (equal (char-before) ?\\)
(point-marker))))
(defun gdscript-info-beginning-of-backslash (&optional line-number)
"Return the point where the backslashed line starts.
"Return the point where the backslashed line start.
Optional argument LINE-NUMBER forces the line number to check against."
(save-excursion
(when line-number
(gdscript--util-goto-line line-number))
(when (gdscript-info-line-ends-backslash-p)
(while (save-excursion
(goto-char (line-beginning-position))
(gdscript-syntax-context 'paren))
(forward-line -1))
(back-to-indentation)
(point-marker))))
(when line-number
(gdscript--util-goto-line line-number))
(when (gdscript-info-line-ends-backslash-p)
(while (save-excursion
(goto-char (line-beginning-position))
(gdscript-syntax-context 'paren))
(forward-line -1))
(back-to-indentation)
(point-marker))))
(defun gdscript-info-continuation-line-p ()
"Check if current line is continuation of another.
When current line is continuation of another return the point
where the continued line ends."
(save-excursion
(let* ((context-type (progn
(back-to-indentation)
(gdscript-syntax-context-type)))
(line-start (line-number-at-pos))
(context-start (when context-type
(gdscript-syntax-context context-type))))
(cond ((equal context-type 'paren)
;; Lines inside a paren are always a continuation line
;; (except the first one).
(gdscript--util-forward-comment -1)
(point-marker))
((member context-type '(string comment))
;; move forward an roll again
(goto-char context-start)
(gdscript--util-forward-comment)
(gdscript-info-continuation-line-p))
(t
;; Not within a paren, string or comment, the only way
;; we are dealing with a continuation line is that
;; previous line contains a backslash, and this can
;; only be the previous line from current
(back-to-indentation)
(gdscript--util-forward-comment -1)
(when (and (equal (1- line-start) (line-number-at-pos))
(gdscript-info-line-ends-backslash-p))
(point-marker)))))))
(let* ((context-type (progn
(back-to-indentation)
(gdscript-syntax-context-type)))
(line-start (line-number-at-pos))
(context-start (when context-type
(gdscript-syntax-context context-type))))
(cond ((equal context-type 'paren)
;; Lines inside a paren are always a continuation line
;; (except the first one).
(gdscript--util-forward-comment -1)
(point-marker))
((member context-type '(string comment))
;; move forward an roll again
(goto-char context-start)
(gdscript--util-forward-comment)
(gdscript-info-continuation-line-p))
(t
;; Not within a paren, string or comment, the only way
;; we are dealing with a continuation line is that
;; previous line contains a backslash, and this can
;; only be the previous line from current
(back-to-indentation)
(gdscript--util-forward-comment -1)
(when (and (equal (1- line-start) (line-number-at-pos))
(gdscript-info-line-ends-backslash-p))
(point-marker)))))))
(defun gdscript-info-block-continuation-line-p ()
"Return non-nil if current line is a continuation of a block."
@@ -839,8 +848,8 @@ continuations, just check the if current line is an assignment."
(gdscript-nav-beginning-of-statement))
(while (and
(re-search-forward (gdscript-rx not-simple-operator
assignment-operator
(group not-simple-operator))
assignment-operator
(group not-simple-operator))
(line-end-position) t)
(not found))
(save-excursion
@@ -882,19 +891,12 @@ operator."
(beginning-of-line 1)
(looking-at
(gdscript-rx line-start (* whitespace)
(group (* not-newline))
(* whitespace) line-end))
(group (* not-newline))
(* whitespace) line-end))
(string-equal "" (match-string-no-properties 1))))
;;; Navigation
(defvar gdscript-nav-beginning-of-defun-regexp
(gdscript-rx line-start (* space) defun (+ space) (group symbol-name))
"Regexp matching class or function definition.
The name of the defun should be grouped so it can be retrieved
via `match-string'.")
(defun gdscript-nav--beginning-of-defun (&optional arg)
"Internal implementation of `gdscript-nav-beginning-of-defun'.
With positive ARG search backwards, else search forwards."
@@ -999,7 +1001,7 @@ be skipped."
(throw 'found (point-marker)))
((and newpos context)
(setq prev-pos (point)))
(t (when (not newpos) (goto-char start-pos))
(t (unless newpos (goto-char start-pos))
(throw 'found nil))))))))
(defun gdscript-nav--forward-defun (arg)
@@ -1447,29 +1449,6 @@ This command assumes point is not in a string or comment."
(or arg (setq arg 1))
(gdscript-nav-up-list (- arg)))
(defun gdscript-nav-if-name-main ()
"Move point at the beginning the __main__ block.
When \"if __name__ == \\='__main__\\=':\" is found returns its
position, else returns nil."
(interactive)
(let ((point (point))
(found (catch 'found
(goto-char (point-min))
(while (re-search-forward
(gdscript-rx line-start
"if" (+ space)
"__name__" (+ space)
"==" (+ space)
(group-n 1 (or ?\" ?\'))
"__main__" (backref 1) (* space) ":")
nil t)
(when (not (gdscript-syntax-context-type))
(beginning-of-line)
(throw 'found t))))))
(if found
(point)
(ignore (goto-char point)))))
(provide 'gdscript-indent-and-nav)
;;; gdscript-indent-and-nav.el ends here

167
gdscript-keywords.el Normal file
View File

@@ -0,0 +1,167 @@
;;; gdscript-keywords.el --- Cached keywords for the GDScript language -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Mar 2020
;; Keywords: languages
;; This file is not part of GNU Emacs.
;; This program is free software; you can redistribute it and/or modify
;; it under the terms of the GNU General Public License as published by
;; the Free Software Foundation, either version 3 of the License, or
;; (at your option) any later version.
;; This program is distributed in the hope that it will be useful,
;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;; GNU General Public License for more details.
;; You should have received a copy of the GNU General Public License
;; along with this program. If not, see <https://www.gnu.org/licenses/>.
;;; Commentary:
;;
;; Cached keywords for the GDScript language, used for syntax highlighting and auto-completion.
;;
;;; Code:
(defconst gdscript-keywords '("and" "as" "assert" "break" "breakpoint" "case" "class" "class_name"
"const" "continue" "do" "elif" "else" "enum" "export" "extends" "false" "for" "func" "if" "in" "is"
"master" "match" "not" "onready" "or" "pass" "preload" "puppet" "remote" "remotesync" "return" "self" "setget" "signal"
"slave" "static" "switch" "sync" "tool" "true" "var" "while" "yield"))
(defconst gdscript-built-in-constants '("INF" "NAN" "PI" "TAU"))
;; Only contains types that are not classes and that the Godot editor highlights
;; like built-in keywords
(defconst gdscript-built-in-types '("bool" "float" "int" "null" "void"))
(defconst gdscript-built-in-functions '("Color8" "ColorN" "abs" "acos" "asin" "assert" "atan" "atan2"
"bytes2var" "cartesian2polar" "ceil" "char" "clamp" "convert" "cos" "cosh" "db2linear" "decimals"
"dectime" "deg2rad" "dict2inst" "ease" "exp" "floor" "fmod" "fposmod" "funcref" "get_stack" "hash"
"inst2dict" "instance_from_id" "inverse_lerp" "is_equal_approx" "is_inf" "is_instance_valid" "is_nan"
"is_zero_approx" "len" "lerp" "lerp_angle" "linear2db" "load" "log" "max" "min" "move_toward" "nearest_po2"
"ord" "parse_json" "polar2cartesian" "posmod" "pow" "preload" "print" "print_debug" "print_stack" "printerr"
"printraw" "prints" "printt" "push_error" "push_warning" "rad2deg" "rand_range" "rand_seed" "randf" "randi"
"randomize" "range" "range_lerp" "round" "seed" "sign" "sin" "sinh" "smoothstep" "sqrt" "step_decimals" "stepify"
"str" "str2var" "tan" "tanh" "to_json" "type_exists" "typeof" "validate_json" "var2bytes" "var2str" "weakref"
"wrapf" "wrapi" "yield"))
;; Contains all engine classes and node types, including vectors, transforms, etc.
(defconst gdscript-built-in-classes '("AABB" "ARVRAnchor" "ARVRCamera" "ARVRController"
"ARVRInterface" "ARVROrigin" "ARVRPositionalTracker" "ARVRServer" "AStar" "AStar2D" "AcceptDialog"
"AnimatedSprite" "AnimatedSprite3D" "AnimatedTexture" "Animation" "AnimationNode"
"AnimationNodeAdd2" "AnimationNodeAdd3" "AnimationNodeAnimation" "AnimationNodeBlend2"
"AnimationNodeBlend3" "AnimationNodeBlendSpace1D" "AnimationNodeBlendSpace2D"
"AnimationNodeBlendTree" "AnimationNodeOneShot" "AnimationNodeOutput" "AnimationNodeStateMachine"
"AnimationNodeStateMachinePlayback" "AnimationNodeStateMachineTransition" "AnimationNodeTimeScale"
"AnimationNodeTimeSeek" "AnimationNodeTransition" "AnimationPlayer" "AnimationRootNode"
"AnimationTrackEditPlugin" "AnimationTree" "AnimationTreePlayer" "Area" "Area2D" "Array"
"ArrayMesh" "AtlasTexture" "AudioBusLayout" "AudioEffect" "AudioEffectAmplify"
"AudioEffectBandLimitFilter" "AudioEffectBandPassFilter" "AudioEffectChorus"
"AudioEffectCompressor" "AudioEffectDelay" "AudioEffectDistortion" "AudioEffectEQ"
"AudioEffectEQ10" "AudioEffectEQ21" "AudioEffectEQ6" "AudioEffectFilter"
"AudioEffectHighPassFilter" "AudioEffectHighShelfFilter" "AudioEffectInstance"
"AudioEffectLimiter" "AudioEffectLowPassFilter" "AudioEffectLowShelfFilter"
"AudioEffectNotchFilter" "AudioEffectPanner" "AudioEffectPhaser" "AudioEffectPitchShift"
"AudioEffectRecord" "AudioEffectReverb" "AudioEffectSpectrumAnalyzer"
"AudioEffectSpectrumAnalyzerInstance" "AudioEffectStereoEnhance" "AudioServer" "AudioStream"
"AudioStreamGenerator" "AudioStreamGeneratorPlayback" "AudioStreamMicrophone"
"AudioStreamPlayback" "AudioStreamPlaybackResampled" "AudioStreamPlayer" "AudioStreamPlayer2D"
"AudioStreamPlayer3D" "AudioStreamRandomPitch" "AudioStreamSample" "BackBufferCopy"
"BakedLightmap" "BakedLightmapData" "BaseButton" "Basis" "BitMap" "BitmapFont" "Bone2D"
"BoneAttachment" "BoxContainer" "BoxShape" "Button" "ButtonGroup" "CPUParticles" "CPUParticles2D"
"Camera" "Camera2D" "CameraFeed" "CameraServer" "CameraTexture" "CanvasItem" "CanvasItemMaterial"
"CanvasLayer" "CanvasModulate" "CapsuleMesh" "CapsuleShape" "CapsuleShape2D" "CenterContainer"
"CharFXTransform" "CheckBox" "CheckButton" "CircleShape2D" "ClassDB" "ClippedCamera"
"CollisionObject" "CollisionObject2D" "CollisionPolygon" "CollisionPolygon2D" "CollisionShape"
"CollisionShape2D" "Color" "ColorPicker" "ColorPickerButton" "ColorRect" "ConcavePolygonShape"
"ConcavePolygonShape2D" "ConeTwistJoint" "ConfigFile" "ConfirmationDialog" "Container" "Control"
"ConvexPolygonShape" "ConvexPolygonShape2D" "Crypto" "CryptoKey" "CubeMap" "CubeMesh" "Curve"
"Curve2D" "Curve3D" "CurveTexture" "CylinderMesh" "CylinderShape" "DampedSpringJoint2D"
"Dictionary" "DirectionalLight" "Directory" "DynamicFont" "DynamicFontData" "EditorExportPlugin"
"EditorFeatureProfile" "EditorFileDialog" "EditorFileSystem" "EditorFileSystemDirectory"
"EditorImportPlugin" "EditorInspector" "EditorInspectorPlugin" "EditorInterface"
"EditorNavigationMeshGenerator" "EditorPlugin" "EditorProperty" "EditorResourceConversionPlugin"
"EditorResourcePreview" "EditorResourcePreviewGenerator" "EditorSceneImporter"
"EditorSceneImporterAssimp" "EditorScenePostImport" "EditorScript" "EditorSelection"
"EditorSettings" "EditorSpatialGizmo" "EditorSpatialGizmoPlugin" "EditorSpinSlider"
"EditorVCSInterface" "EncodedObjectAsID" "Engine" "Environment" "Expression" "File" "FileDialog"
"Font" "FuncRef" "GIProbe" "GIProbeData" "Generic6DOFJoint" "Geometry" "GeometryInstance"
"Gradient" "GradientTexture" "GraphEdit" "GraphNode" "GridContainer" "GrooveJoint2D"
"HBoxContainer" "HScrollBar" "HSeparator" "HSlider" "HSplitContainer" "HTTPClient" "HTTPRequest"
"HashingContext" "HeightMapShape" "HingeJoint" "IP" "IP_Unix" "Image" "ImageTexture"
"ImmediateGeometry" "Input" "InputDefault" "InputEvent" "InputEventAction" "InputEventGesture"
"InputEventJoypadButton" "InputEventJoypadMotion" "InputEventKey" "InputEventMIDI"
"InputEventMagnifyGesture" "InputEventMouse" "InputEventMouseButton" "InputEventMouseMotion"
"InputEventPanGesture" "InputEventScreenDrag" "InputEventScreenTouch" "InputEventWithModifiers"
"InputMap" "InstancePlaceholder" "InterpolatedCamera" "ItemList" "JSON" "JSONParseResult"
"JSONRPC" "JavaScript" "Joint" "Joint2D" "KinematicBody" "KinematicBody2D" "KinematicCollision"
"KinematicCollision2D" "Label" "LargeTexture" "Light" "Light2D" "LightOccluder2D" "Line2D"
"LineEdit" "LineShape2D" "LinkButton" "Listener" "MainLoop" "MarginContainer" "Marshalls"
"Material" "MenuButton" "Mesh" "MeshDataTool" "MeshInstance" "MeshInstance2D" "MeshLibrary"
"MeshTexture" "MultiMesh" "MultiMeshInstance" "MultiMeshInstance2D" "MultiplayerAPI" "Mutex"
"Navigation" "Navigation2D" "NavigationMesh" "NavigationMeshInstance" "NavigationPolygon"
"NavigationPolygonInstance" "NetworkedMultiplayerPeer" "Nil" "NinePatchRect" "Node" "Node2D"
"NodePath" "OS" "Object" "OccluderPolygon2D" "OmniLight" "OptionButton" "PCKPacker"
"PHashTranslation" "PackedDataContainer" "PackedDataContainerRef" "PackedScene" "PacketPeer"
"PacketPeerStream" "PacketPeerUDP" "Panel" "PanelContainer" "PanoramaSky" "ParallaxBackground"
"ParallaxLayer" "Particles" "Particles2D" "ParticlesMaterial" "Path" "Path2D" "PathFollow"
"PathFollow2D" "Performance" "PhysicalBone" "Physics2DDirectBodyState"
"Physics2DDirectBodyStateSW" "Physics2DDirectSpaceState" "Physics2DServer" "Physics2DServerSW"
"Physics2DShapeQueryParameters" "Physics2DShapeQueryResult" "Physics2DTestMotionResult"
"PhysicsBody" "PhysicsBody2D" "PhysicsDirectBodyState" "PhysicsDirectSpaceState" "PhysicsMaterial"
"PhysicsServer" "PhysicsShapeQueryParameters" "PhysicsShapeQueryResult" "PinJoint" "PinJoint2D"
"Plane" "PlaneMesh" "PlaneShape" "PointMesh" "Polygon2D" "PolygonPathFinder" "PoolByteArray"
"PoolColorArray" "PoolIntArray" "PoolRealArray" "PoolStringArray" "PoolVector2Array"
"PoolVector3Array" "Popup" "PopupDialog" "PopupMenu" "PopupPanel" "Position2D" "Position3D"
"PrimitiveMesh" "PrismMesh" "ProceduralSky" "ProgressBar" "ProjectSettings" "ProximityGroup"
"ProxyTexture" "QuadMesh" "Quat" "RID" "RandomNumberGenerator" "Range" "RayCast" "RayCast2D"
"RayShape" "RayShape2D" "Rect2" "RectangleShape2D" "Reference" "ReferenceRect" "ReflectionProbe"
"RemoteTransform" "RemoteTransform2D" "Resource" "ResourceFormatLoader"
"ResourceFormatLoaderCrypto" "ResourceFormatSaver" "ResourceFormatSaverCrypto" "ResourceImporter"
"ResourceInteractiveLoader" "ResourceLoader" "ResourcePreloader" "ResourceSaver" "RichTextEffect"
"RichTextLabel" "RigidBody" "RigidBody2D" "RootMotionView" "SceneState" "SceneTree"
"SceneTreeTimer" "Script" "ScriptCreateDialog" "ScriptEditor" "ScrollBar" "ScrollContainer"
"SegmentShape2D" "Semaphore" "Separator" "Shader" "ShaderMaterial" "Shape" "Shape2D" "ShortCut"
"Skeleton" "Skeleton2D" "SkeletonIK" "Skin" "SkinReference" "Sky" "Slider" "SliderJoint"
"SoftBody" "Spatial" "SpatialGizmo" "SpatialMaterial" "SpatialVelocityTracker" "SphereMesh"
"SphereShape" "SpinBox" "SplitContainer" "SpotLight" "SpringArm" "Sprite" "Sprite3D"
"SpriteBase3D" "SpriteFrames" "StaticBody" "StaticBody2D" "StreamPeer" "StreamPeerBuffer"
"StreamPeerSSL" "StreamPeerTCP" "StreamTexture" "String" "StyleBox" "StyleBoxEmpty" "StyleBoxFlat"
"StyleBoxLine" "StyleBoxTexture" "SurfaceTool" "TCP_Server" "TabContainer" "Tabs" "TextEdit"
"TextFile" "Texture" "Texture3D" "TextureArray" "TextureButton" "TextureLayered" "TextureProgress"
"TextureRect" "Theme" "Thread" "TileMap" "TileSet" "Timer" "ToolButton" "TouchScreenButton"
"Transform" "Transform2D" "Translation" "TranslationServer" "Tree" "TreeItem" "TriangleMesh"
"Tween" "UndoRedo" "VBoxContainer" "VScrollBar" "VSeparator" "VSlider" "VSplitContainer" "Variant"
"Vector2" "Vector3" "VehicleBody" "VehicleWheel" "VideoPlayer" "VideoStream" "Viewport"
"ViewportContainer" "ViewportTexture" "VisibilityEnabler" "VisibilityEnabler2D"
"VisibilityNotifier" "VisibilityNotifier2D" "VisualInstance" "VisualServer" "VisualShader"
"VisualShaderNode" "VisualShaderNodeBooleanConstant" "VisualShaderNodeBooleanUniform"
"VisualShaderNodeColorConstant" "VisualShaderNodeColorFunc" "VisualShaderNodeColorOp"
"VisualShaderNodeColorUniform" "VisualShaderNodeCompare" "VisualShaderNodeCubeMap"
"VisualShaderNodeCubeMapUniform" "VisualShaderNodeCustom" "VisualShaderNodeDeterminant"
"VisualShaderNodeDotProduct" "VisualShaderNodeExpression" "VisualShaderNodeFaceForward"
"VisualShaderNodeFresnel" "VisualShaderNodeGlobalExpression" "VisualShaderNodeGroupBase"
"VisualShaderNodeIf" "VisualShaderNodeInput" "VisualShaderNodeIs" "VisualShaderNodeOuterProduct"
"VisualShaderNodeOutput" "VisualShaderNodeScalarClamp" "VisualShaderNodeScalarConstant"
"VisualShaderNodeScalarDerivativeFunc" "VisualShaderNodeScalarFunc" "VisualShaderNodeScalarInterp"
"VisualShaderNodeScalarOp" "VisualShaderNodeScalarSmoothStep" "VisualShaderNodeScalarSwitch"
"VisualShaderNodeScalarUniform" "VisualShaderNodeSwitch" "VisualShaderNodeTexture"
"VisualShaderNodeTextureUniform" "VisualShaderNodeTextureUniformTriplanar"
"VisualShaderNodeTransformCompose" "VisualShaderNodeTransformConstant"
"VisualShaderNodeTransformDecompose" "VisualShaderNodeTransformFunc"
"VisualShaderNodeTransformMult" "VisualShaderNodeTransformUniform"
"VisualShaderNodeTransformVecMult" "VisualShaderNodeUniform" "VisualShaderNodeVec3Constant"
"VisualShaderNodeVec3Uniform" "VisualShaderNodeVectorClamp" "VisualShaderNodeVectorCompose"
"VisualShaderNodeVectorDecompose" "VisualShaderNodeVectorDerivativeFunc"
"VisualShaderNodeVectorDistance" "VisualShaderNodeVectorFunc" "VisualShaderNodeVectorInterp"
"VisualShaderNodeVectorLen" "VisualShaderNodeVectorOp" "VisualShaderNodeVectorRefract"
"VisualShaderNodeVectorScalarMix" "VisualShaderNodeVectorScalarSmoothStep"
"VisualShaderNodeVectorScalarStep" "VisualShaderNodeVectorSmoothStep" "WeakRef" "WindowDialog"
"World" "World2D" "WorldEnvironment" "X509Certificate" "XMLParser" "YSort"))
(provide 'gdscript-keywords)
;;; gdscript-keywords.el ends here

View File

@@ -1,11 +1,11 @@
;;; gdscript-mode.el --- Major mode for Godot's GDScript language -*- lexical-binding: t; -*-
;; Copyright (C) 2020 GDQuest, Free Software Foundation, Inc.
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.0"))
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Jan 2020
;; Keywords: languages
@@ -31,16 +31,15 @@
;;; Code:
(require 'gdscript-customization)
(require 'gdscript-docs)
(require 'gdscript-syntax)
(require 'gdscript-indent-and-nav)
(require 'gdscript-imenu)
(require 'gdscript-fill-paragraph)
(require 'gdscript-completion)
;; gdscript-rx is a copy of Emacs 27's rx module, to ensure compatibility with
;; Emacs 26
(if (version< emacs-version "27")
(require 'gdscript-rx))
(require 'gdscript-format)
(require 'gdscript-rx)
(require 'gdscript-godot)
;;;###autoload
(add-to-list 'auto-mode-alist '("\\.gd\\'" . gdscript-mode))
@@ -55,57 +54,32 @@
(define-key map [remap forward-sentence] 'gdscript-nav-forward-block)
(define-key map [remap backward-up-list] 'gdscript-nav-backward-up-list)
(define-key map [remap mark-defun] 'gdscript-mark-defun)
(define-key map "\C-c\C-j" 'imenu)
(define-key map (kbd "C-c C-j") 'imenu)
;; Indent specific
(define-key map "\177" 'gdscript-indent-dedent-line-backspace)
(define-key map (kbd "<backtab>") 'gdscript-indent-dedent-line)
(define-key map (kbd "\t") 'company-complete)
;; Insertion.
(define-key map (kbd "C-c i") 'gdscript-completion-insert-file-path-at-point)
;; Formatting.
(define-key map (kbd "C-c C-f r") 'gdscript-format-region)
(define-key map (kbd "C-c C-f b") 'gdscript-format-buffer)
;; Run in Godot.
(define-key map (kbd "C-c C-r p") 'gdscript-godot-open-project-in-editor)
(define-key map (kbd "C-c C-r r") 'gdscript-godot-run-project)
(define-key map (kbd "C-c C-r d") 'gdscript-godot-run-project-debug)
(define-key map (kbd "C-c C-r s") 'gdscript-godot-run-current-scene)
(define-key map (kbd "C-c C-r q") 'gdscript-godot-run-current-scene-debug)
(define-key map (kbd "C-c C-r e") 'gdscript-godot-edit-current-scene)
(define-key map (kbd "C-c C-r x") 'gdscript-godot-run-current-script)
;; Docs.
(define-key map (kbd "C-c C-b a") 'gdscript-docs-browse-api)
(define-key map (kbd "C-c C-b o") 'gdscript-docs-browse-symbol-at-point)
map)
"Keymap for `gdscript-mode'.")
;;; GDScript regex
(defmacro gdscript-rx (&rest regexps)
"Gdscript mode specialized rx macro.
This variant of `rx' supports common Gdscript named REGEXPS."
`(rx-let ((block-start (seq symbol-start
(or "func" "static" "class" "if" "elif" "else"
"for" "while" "match")
symbol-end))
(dedenter (seq symbol-start
(or "elif" "else")
symbol-end))
(block-ender (seq symbol-start
(or "break" "continue" "pass" "return")
symbol-end))
(defun (seq symbol-start
(or "func" "class" "static func")
symbol-end))
(symbol-name (seq (any letter ?_) (* (any word ?_))))
(open-paren (or "{" "[" "("))
(close-paren (or "}" "]" ")"))
(simple-operator (any ?+ ?- ?/ ?& ?^ ?~ ?| ?* ?< ?> ?= ?%))
(not-simple-operator (not simple-operator))
;; TODO: clean up operators that don't exist in GDScript
(operator (or "==" ">=" "is" "not"
"**" "//" "<<" ">>" "<=" "!="
"+" "-" "/" "&" "^" "~" "|" "*" "<" ">"
"=" "%"))
(assignment-operator (or "+=" "-=" "*=" "/=" "//=" "%=" "**="
">>=" "<<=" "&=" "^=" "|="
"="))
(string-delimiter (seq
;; Match even number of backslashes.
(or (not (any ?\\ ?\' ?\")) point
;; Quotes might be preceded by an
;; escaped quote.
(and (or (not (any ?\\)) point) ?\\
(* ?\\ ?\\) (any ?\' ?\")))
(* ?\\ ?\\)
;; Match single or triple quotes of any kind.
(group (or "\"\"\"" "\"" "'''" "'")))))
(rx ,@regexps)))
(defun gdscript-hideshow-forward-sexp-function (_arg)
"Gdscript specific `forward-sexp' function for `hs-minor-mode'.
"Gdscript specific `forward-sexp' function for function `hs-minor-mode'.
Argument ARG is ignored."
(gdscript-nav-end-of-defun)
(unless (gdscript-info-current-line-empty-p)
@@ -189,20 +163,17 @@ the last command event was a string delimiter."
#'gdscript-info-current-defun)
(add-hook 'which-func-functions #'gdscript-info-current-defun nil t)
(with-eval-after-load 'hideshow (add-to-list
'hs-special-modes-alist
'(gdscript-mode
"\\s-*\\_<\\(?:func\\|class\\)\\_>"
;; use the empty string as end regexp so it doesn't default to
;; "\\s)". this way parens at end of defun are properly hidden.
""
"#"
gdscript-hideshow-forward-sexp-function
(setq-local hs-special-modes-alist ''(gdscript-mode
"\\s-*\\_<\\(?:func\\|class\\)\\_>"
;; use the empty string as end regexp so it doesn't default to
;; "\\s)". this way parens at end of defun are properly hidden.
""
"#"
gdscript-hideshow-forward-sexp-function
nil))
(setq-local outline-regexp
(gdscript-rx (* space) block-start))
(gdscript-rx (* space) block-start))
(setq-local outline-level
#'(lambda ()

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@@ -1,11 +1,11 @@
;;; gdscript-syntax.el --- Syntax highlighting for GDScript -*- lexical-binding: t; -*-
;; Copyright (C) 2020 GDQuest, Free Software Foundation, Inc.
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.0"))
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Feb 2020
;; Keywords: languages
@@ -30,34 +30,10 @@
;;; Code:
(defun gdscript--get-package-file-content-as-string (file-path-relative)
"Returns the content of a file in this package as a list of
strings. Used to retrieve lists of keywords for syntax
highlighting.
(require 'cl-lib)
(require 'gdscript-keywords)
If the file isn't available, the function tries to access the
file without the directory path. This is for compatibility with
the Doom Emacs distribution, which flattens the package's
structure."
(with-temp-buffer
(setq this-directory (file-name-directory (or load-file-name buffer-file-name)))
(setq requested-path (concat this-directory file-path-relative))
(setq file-path (if (file-readable-p requested-path)
requested-path
(concat this-directory
(file-name-nondirectory file-path-relative))))
(insert-file-contents file-path)
(split-string (buffer-string)
"\n"
t)))
;; Only contains types that are not classes and that the Godot editor highlights
;; like built-in keywords
(defconst gdscript-built-in-types (gdscript--get-package-file-content-as-string "data/built-in-types.txt"))
(defconst gdscript-built-in-functions (gdscript--get-package-file-content-as-string "data/built-in-functions.txt"))
;; Contains all engine classes and node types, including vectors, transforms, etc.
(defconst gdscript-built-in-classes (gdscript--get-package-file-content-as-string "data/built-in-classes.txt"))
(defun regex-maker (words)
(defun gdscript-syntax-regex-maker (words)
(regexp-opt words 'symbols))
;;; Font-lock and syntax
@@ -80,14 +56,14 @@ structure."
(_ form))))
;; Controls font-face mappings or colors to highlight groups of keywords
(defvar gdscript-font-lock `((,(regex-maker gdscript-keywords)
(defvar gdscript-font-lock `((,(gdscript-syntax-regex-maker gdscript-keywords)
1
font-lock-keyword-face)
(,(regex-maker (concatenate 'list gdscript-built-in-constants
gdscript-built-in-types gdscript-built-in-functions))
(,(gdscript-syntax-regex-maker (append gdscript-built-in-constants
gdscript-built-in-types gdscript-built-in-functions))
1
font-lock-builtin-face)
(,(regex-maker gdscript-built-in-classes)
(,(gdscript-syntax-regex-maker gdscript-built-in-classes)
1
font-lock-type-face)
(,(rx symbol-start
@@ -99,7 +75,12 @@ structure."
(or "var" "const")
(1+ space)
(group (1+ (or word ?_))))
(1 font-lock-variable-name-face))))
(1 font-lock-variable-name-face))
;; Function call
(,(rx (group (1+ (or word ?_)))
(0+ space)
"(")
(1 font-lock-function-name-face))))
(defvar gdscript-syntax-table (make-syntax-table))
@@ -137,7 +118,7 @@ The type returned can be `comment', `string' or `paren'."
((rx (or "\"\"\"" "'''"))
(0 (ignore (gdscript-syntax-stringify))))))
(define-inline gdscript-syntax-count-quotes (quote-char &optional point limit)
(defun gdscript-syntax-count-quotes (quote-char &optional point limit)
"Count number of quotes around point (max is 3).
QUOTE-CHAR is the quote char to count. Optional argument POINT is
the point where scan starts (defaults to current point), and LIMIT

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@@ -1,11 +1,11 @@
;;; gdscript-utils.el --- Utility functions for gdscript-mode -*- lexical-binding: t; -*-
;; Copyright (C) 2020 GDQuest, Free Software Foundation, Inc.
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.0"))
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Jan 2020
;; Keywords: languages
@@ -30,6 +30,9 @@
;;; Code:
(require 'gdscript-syntax)
(require 'gdscript-customization)
(defun gdscript--util-goto-line (line-number)
"Move point to LINE-NUMBER."
(goto-char (point-min))
@@ -88,6 +91,34 @@ allowed files."
(list full-file-name))))
(directory-files dir-name)))))
(defun gdscript-util--find-project-configuration-file (&optional start-path)
"Return the path to the file \"project.godot\".
Start the search from START-PATH if provided. Otherwise, the search
starts from the current buffer path.
WARNING: the Godot project must exist for this function to work."
(let ((base-path (or start-path default-directory)))
(locate-dominating-file base-path
(lambda (parent)
(directory-files parent t "project.godot")))))
(defun gdscript-util--get-godot-project-name ()
"Retrieve the project name from Godot's configuration file."
(with-temp-buffer
(insert-file-contents (concat (gdscript-util--find-project-configuration-file) "project.godot"))
(goto-char (point-min))
(if (re-search-forward "config/name=\"\\([^\"]*\\)\"" nil t)
(match-string 1)
(error "Could not find the name of the project"))))
(defun gdscript-util--get-godot-project-file-path-relative (file-path)
"Return the relative path of `FILE-PATH' to Godot's configuration file."
(concat (file-name-sans-extension
(file-relative-name file-path
(gdscript-util--find-project-configuration-file)))))
(provide 'gdscript-utils)
;;; gdscript-utils.el ends here

1090
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