189 Commits

Author SHA1 Message Date
Jen-Chieh Shen
79739fc80f Merge pull request #175 from godotengine/dependabot/github_actions/actions/checkout-6 2025-11-22 01:07:30 +08:00
dependabot[bot]
9822c8a921 Bump actions/checkout from 5 to 6
Bumps [actions/checkout](https://github.com/actions/checkout) from 5 to 6.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v5...v6)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-version: '6'
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-11-21 14:17:02 +00:00
Jen-Chieh Shen
e94dfd9dc7 Merge pull request #173 from Passky/master 2025-11-04 22:37:10 +08:00
passky
e3b47496a3 fix: add default value for eglot lsp port extraction as fallback
See #169:
"network/language_server/remote_port" only presents in settings file when it has been modified from the default value from later version of godot.
So it always fail to extraction and return nothing,we can fix that by add a default value.
Also: bump gdscript-eglot-version to 4.5
2025-10-05 00:37:41 +08:00
Jen-Chieh Shen
bd0a741066 ci: Bump Emacs 30 minor version to 2 (#172) 2025-09-18 12:58:05 +02:00
Jen-Chieh Shen
a0d25b46d8 Merge pull request #171 from godotengine/dependabot/github_actions/actions/checkout-5 2025-08-12 20:16:39 -07:00
dependabot[bot]
2afbcecdd2 Bump actions/checkout from 4 to 5
Bumps [actions/checkout](https://github.com/actions/checkout) from 4 to 5.
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v4...v5)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-version: '5'
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-08-12 21:05:22 +00:00
Jen-Chieh Shen
5136be407a fix: Warning missing lexical-binding cookie (#167) 2025-04-23 11:21:59 +02:00
Alexandr Semenov
1938aa7e2d Improve gdscript-ts-mode highlighting with (#165)
* Added class_name highlighting
* Simplified keyword highlighting
* Added missing for/in keywords
* Added builtin types support
* Fixed class_definition face; treat preload() as builtin
* Fixed int/bool/float/void not being treated as builtin types
* Fixed escape sequences highlighting
2025-04-20 16:18:34 +02:00
Jen-Chieh Shen
3f3739dd88 Merge pull request #164 from nyxkn/patch-1 2025-03-31 23:33:38 -07:00
nyxkn
17c270190b Update README.md
Fix extra c in `scanner.c`
It also seems I need to add `-I./` to avoid:
```
scanner.c:5:10: fatal error: tree_sitter/parser.h: No such file or directory
    5 | #include <tree_sitter/parser.h>
      |          ^~~~~~~~~~~~~~~~~~~~~~
compilation terminated.
```
2025-04-01 07:16:48 +01:00
Jen-Chieh Shen
e18cf2cea3 Merge pull request #163 from godotengine/dependabot/github_actions/actions/checkout-4 2025-02-25 13:20:38 -08:00
dependabot[bot]
f195ca86f8 Bump actions/checkout from 3 to 4
Bumps [actions/checkout](https://github.com/actions/checkout) from 3 to 4.
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v3...v4)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
2025-02-25 20:42:03 +00:00
Nathan Lovato
703c776260 Merge pull request #160 from jcs-PR/ci/depbot
ci: Add dependabot.yml
2025-02-25 21:41:26 +01:00
Nathan Lovato
d83b971e20 Merge pull request #162 from godotengine/ci/30.1
ci: Test Emacs 30.1
2025-02-25 21:33:33 +01:00
Jen-Chieh Shen
208e231138 ci: Test Emacs 30.1 2025-02-24 15:05:33 -08:00
Jen-Chieh Shen
707e77ded3 ci: Add dependabot.yml 2025-01-09 12:43:32 -08:00
xiliuya
c3d9988984 Merge pull request #158 from katomuso/refactor-gdscript-eglot-contact
Refactor gdscript-eglot-contact
2024-12-07 14:10:35 +08:00
Kato Muso
f320e02427 Add docstring for gdscript-eglot--extract-port function 2024-12-06 23:40:53 +00:00
Kato Muso
88f6bca508 Add docstring for gdscript-eglot--get-config-dir function 2024-12-06 23:40:11 +00:00
Kato Muso
686feebf2d Add gdscript-eglot--extract-port function 2024-11-05 07:15:28 +00:00
Kato Muso
f8fce3ad1a Add gdscript-eglot--get-config-dir function 2024-11-05 07:15:21 +00:00
Kato Muso
3052839d71 Refactor gdscript-eglot-contact 2024-11-04 09:28:33 +00:00
Nathan Lovato
bee7f99c6f Merge pull request #156 from katomuso/fix-config-dir
Fix config directory in gdscript-eglot-contact
2024-11-04 09:21:14 +01:00
Kato Muso
d1076e1b59 Fix config directory in gdscript-eglot-contact 2024-11-03 21:44:41 +00:00
Nathan Lovato
52b3637df8 Merge pull request #155 from katomuso/tweak-gdscript-eglot-version
Change gdscript-eglot-version type to be string instead of integer
2024-11-02 11:10:57 +01:00
Kato Muso
21be7cd6d3 Bump gdscript-eglot-version to 4.3 2024-11-02 06:59:41 +00:00
Kato Muso
b03647b62e Change gdscript-eglot-version type to be string instead of integer 2024-11-02 06:57:58 +00:00
Nathan Lovato
e0c8700d25 Merge pull request #153 from godotengine/jcs090218-patch-1
ci: Test Emacs 29.4
2024-09-17 08:58:08 +02:00
Jen-Chieh Shen
a89ae451d9 ci: Test Emacs 29.4 2024-09-15 02:30:50 -07:00
Nathan Lovato
32086df833 Merge pull request #138 from xiliuya/add-macos-config-support
Set darwin's eglot config dir
2024-05-09 17:23:16 +02:00
Nathan Lovato
4ae8760e19 Merge pull request #148 from godotengine/ci/exl
ci: Exclude macos tests below 27.x
2024-05-09 17:21:47 +02:00
Jen-Chieh Shen
ab6aae89aa ci: Exclude macos tests below 27.x 2024-05-07 23:38:50 -07:00
Jen-Chieh Shen
2737f1c68c Merge pull request #145 from NicolasPetton/master 2024-04-24 14:57:35 -07:00
Jen-Chieh Shen
cd92e12084 Merge pull request #146 from NicolasPetton/fix-142
Fix #142: Add missing function `gdscript-mark-defun'
2024-04-19 13:59:22 -07:00
Nicolas Petton
becce1a4ba Fix #142: Add missing function `gdscript-mark-defun' 2024-04-18 01:14:58 +02:00
Nicolas Petton
718267511f Fix file path completion when projectile is used
When projectile is being used, `projectile-project-files' already returns file
paths relative to the project root directory.
2024-04-17 15:28:06 +02:00
Nicolas Petton
d25f778f02 Use when-let in gdscript-completion-insert-file-path-at-point 2024-04-17 15:26:05 +02:00
Jen-Chieh Shen
b8a840448a Merge pull request #143 from jcs-PR/ci/29.3 2024-03-28 10:39:37 -07:00
Jen-Chieh Shen
e0a8dc9f0b ci: Test Emacs 29.3 2024-03-27 14:53:39 -07:00
Samuel D
8a28276daa fix: Follow indent cleaning (#141)
`(line-beginning-position)` and `(point)` work with character (tab = 1
character)
but `(current-indenantion)` give the column number of the
indenantion (tab = 4 columns)
Using `(current-indentation)` and `(current-indentation)` is cleaner
and use the same convention of "column numbering"

Co-authored-by: Samuel D <samueld@mailo.com>
2023-10-24 13:50:57 +02:00
xiliuya
a6efb8713d - Using unless to change eglot-server-program 2023-09-24 11:56:49 +08:00
xiliuya
9b26d25aa3 - Make sure `eglot-server-programs only have one 'gdscript-mode key 2023-09-23 12:21:05 +08:00
xiliuya
bcb50cfe2c - add Windows-nt eglot config dir 2023-09-22 00:30:30 +08:00
xiliuya
0938403561 - set darwin's eglot config dir 2023-09-22 00:02:31 +08:00
xiliuya
3e2ae19f03 Merge pull request #133 from xiliuya/add-gdscript-ts-mode
Add treesit Major mode `gdscript-ts-mode
2023-05-28 07:44:33 +08:00
xiliuya
812da6aa3c - fix toc indent 2023-05-25 16:34:36 +08:00
xiliuya
4946aff35a - remove trailing lines 2023-05-25 14:51:00 +08:00
xiliuya
0692056e95 - README.md : remove the root level. 2023-05-25 14:45:09 +08:00
xiliuya
b7188197a5 - fix imenu local variable 2023-05-25 13:23:04 +08:00
xiliuya
44fc361bd7 - trims extra spaces 2023-05-25 13:07:52 +08:00
xiliuya
268abf778b - fix 'No such file or directory, treesit' 2023-05-25 12:43:03 +08:00
xiliuya
13a3e00e6c - Add imenu support 2023-05-25 12:35:37 +08:00
xiliuya
45e05fd58b - gdscript-ts-mode: Add treesit support for emacs 29+ 2023-05-23 18:20:13 +08:00
Jen-Chieh Shen
cee6d61591 Merge pull request #131 from xiliuya/eglot-tmp-buffer-fix 2023-05-15 04:39:34 +08:00
xiliuya
3995a7b2ae gdscript-eglot: Add goto-char to 0 ,and kill the res file buffer 2023-05-14 19:21:18 +08:00
xiliuya
70a243278a Merge pull request #130 from MenacingMecha/patch-1
Update LSP section of README.md. Fixes #129.
2023-05-11 09:23:38 +08:00
MenacingMecha
a5a25f07ac Update LSP section of README.md
- Includes `eglot`
- Lists `elgot` first, as it is (soon to be) in-built, and requires less config to set up
- Includes steps to get `eglot` working with Godot 3
2023-05-11 00:16:38 +01:00
xiliuya
a48ad04502 gdscript-comint.el: add `gdscript-godot-executable' support flatpak (#127)
* gdscript-comint.el: add `gdscript-godot-executable' support flatpak command

* can use when and remove trailing space after arguments

* (+ space) more accurate
2023-04-26 21:23:56 +02:00
xiliuya
73dac51758 docs: add Godot 4 debugger description (#126)
* docs: add Godot 4 debugger description

* Apply suggestions from code review

---------

Co-authored-by: Nathan Lovato <12694995+NathanLovato@users.noreply.github.com>
2023-04-23 10:13:46 +02:00
xiliuya
68f18932a4 Merge pull request #125 from jcs-PR/docs/eask
docs: Use Eask for contributing
2023-04-23 12:22:23 +08:00
JenChieh
586d957650 docs: Use Eask for contributing 2023-04-22 13:20:24 -07:00
Jen-Chieh Shen
72ddbec953 tests: Avoid actions' warnings (#118)
* chore(Eask): Add package metadata

* tests: Avoid actions' warnings

* chore(Eask): Update eask's commands

* Remove extra package-file DSL
2023-04-22 10:06:11 +02:00
Jen-Chieh Shen
c8c22a6884 ci: Add experimental flag (#124) 2023-04-22 10:05:36 +02:00
Ruijie Yu
30c4d48f81 Added integration with eglot (#122)
Fixes #121.

* gdscript-eglot.el gdscript-eglot-version: added customizable option for
the godot version in use.
(gdscript-eglot-contact): added function to allow `eglot' to find the godot LSP
port.
* gdscript-mode.el Commmentary: double space after period.
(require 'gdscript-eglot): require this new file.
(with-eval-after-load 'eglot): tell eglot how to find godot LSP.
2023-04-21 08:20:10 +02:00
Jen-Chieh Shen
f071667776 tests: Setup node is no longer required (#117)
* tests: Setup node is no longer required

* chore(Eask): Add package's metadata
2023-04-20 13:34:31 +02:00
Benjamin
d392e8aa7e Fix docs open wrong number of args err (#116) 2022-07-21 07:47:42 +02:00
Jen-Chieh Shen
d9e1f7f766 Add CI 2022-05-10 11:44:47 +02:00
Nathan Lovato
4badcf6a0c Remove outdated command from the README
fix #110
2021-10-04 06:19:37 -06:00
Hugo Locurcio
b7bfa6a3b2 Merge pull request #106 from bkaestner/patch-1
Replace old repository path
2021-03-28 22:37:43 +02:00
Benjamin Kästner
9043e1a6b6 Replace old repository path
The repository was moved from GDQuest to godotengine on GitHub.
2021-03-28 20:59:54 +02:00
Nathan Lovato
16c631cd6f Merge pull request #104 from VlachJosef/master
Create hydra only when requested so we can detect missing hydra.el
2021-01-31 09:51:18 -06:00
Josef Vlach
4a1175f467 Create hydra only when requested so we can detect missing hydra.el
Also this avoids explicit reference to `gdscript-hydra--menu/body` which
is not know on compile time, which results in warning.
2021-01-31 14:41:14 +00:00
Nathan Lovato
bdce2da794 Add ability to toggle breakpoints on current line 2021-01-24 22:14:35 -06:00
Nathan Lovato
fe59b77c3f Add keybindings to run the game, add breakpoints, and continue execution 2021-01-24 22:14:35 -06:00
Nathan Lovato
e54edf94b8 Merge pull request #102 from VlachJosef/master
Change code snippets in README.md from lisp to elisp
2021-01-23 17:22:15 -06:00
Josef Vlach
d751ce6249 Change code snippets in README.md from lisp to elisp 2021-01-23 21:38:36 +00:00
Nathan Lovato
fa9ec1fead Correct typos in the README 2021-01-23 15:08:42 -06:00
Nathan Lovato
287acb7c76 Add screenshots of the editor when working in gdscript mode 2021-01-22 07:52:51 -06:00
Nathan Lovato
b53d56e467 Update changelog 2021-01-04 13:21:13 -06:00
Nathan Lovato
4e5bb877e3 Merge pull request #100 from clangdo/feature_double_hanging_indent
Add double hanging indent
2021-01-04 13:19:08 -06:00
Caelan
4edc27ee7c Change default scale for backwards compatibility 2020-12-28 19:11:00 -08:00
Caelan
9b1e313e2c Add configurable extra line continuation indentation 2020-12-28 16:15:37 -08:00
Caelan
f6c7bb5bb4 Add hanging indent width customization
* Clean up customization file
2020-12-28 15:58:19 -08:00
Nathan Lovato
20fc7e4381 Update Doom Emacs install instructions, format README 2020-12-13 12:46:25 -06:00
Nathan Lovato
75fe658ab8 Merge pull request #97 from VlachJosef/master
Simplify gdscript-project--get-all-scripts by using call-process
2020-10-26 07:19:19 -06:00
Josef Vlach
0aa2e8f52f Simplify gdscript-project--get-all-scripts by using call-process
rather than ag-project-regexp from ag.el
2020-10-24 21:19:43 +01:00
Nathan Lovato
95fdf3aa23 Merge pull request #96 from VlachJosef/master
gdscript-docs-browse-api - online browsing fix
2020-10-24 08:26:15 -06:00
Josef Vlach
163a1340e5 gdscript-docs-browse-api - online browsing fix 2020-10-24 14:50:47 +01:00
Nathan Lovato
1d6d707144 Update TOC, document auto-completion with LSP in README
Closes #42
2020-10-15 09:37:02 -06:00
Nathan Lovato
f87cc3e1c2 Update changelog for 1.4.0 2020-10-15 09:34:06 -06:00
Nathan Lovato
ef7a7f2789 Update the debugger's documentation, add a table of contents 2020-10-11 20:08:25 -06:00
Nathan Lovato
55a6637424 Merge pull request #94 from VlachJosef/master
Debugger support
2020-10-11 18:22:24 -06:00
Josef Vlach
58ef86f8d3 Pin/Unpin ObjectId, error message stackcall processed correctly 2020-10-11 16:39:03 +01:00
Josef Vlach
7375291bca Mark unused variables 2020-10-08 22:09:37 +01:00
Josef Vlach
a26c1d3bda README update 2020-10-08 21:59:48 +01:00
Josef Vlach
c5d34c22d5 Display buffer handling, fetching details rework 2020-10-08 21:00:21 +01:00
Josef Vlach
a9263e30ae Signed 64-bit integer support 2020-10-03 20:15:00 +01:00
Josef Vlach
d9b7c26c89 Signed 32-bit integer support, Emacs gets focus on enter debug command 2020-09-26 23:06:24 +01:00
Josef Vlach
c5da04810d Multiline property support for Stack frame vars / Inspector buffers 2020-09-26 13:13:03 +01:00
Josef Vlach
341495023a Scene Tree <-> Inspector integration. Stack Frame Vars improvements 2020-09-22 21:39:29 +01:00
Josef Vlach
5c17d7b4b9 Improved Inspector integration with Scene Tree and use of macros from subr-x 2020-09-21 21:51:16 +01:00
Josef Vlach
e457b05d2a Scene tree - basic rendering and Inspector integration 2020-09-20 22:00:25 +01:00
Josef Vlach
406bc58d77 Breadcrumbs in Inspector buffer (navigation deeper into the tree) 2020-09-19 22:40:54 +01:00
Josef Vlach
6621b71a1a *Stack frame vars* and *Inspector* buffers are table based + types for ObjectId 2020-09-19 16:03:59 +01:00
Josef Vlach
152e1b8cea Debug Hydra 2020-09-15 21:40:20 +01:00
Josef Vlach
ea94ba5360 Support all packet types and theirs (initial) to-string implementation 2020-09-15 20:40:31 +01:00
Josef Vlach
34a88c5cb2 * Stack frame vars * buffer now displays types of ObjectID variables 2020-09-12 22:47:10 +01:00
Josef Vlach
80b08e0afd Debugger - initial support 2020-09-12 11:25:36 +01:00
RichieHH
dde7ffa735 Fix scene and script selection not aborting when pressing C-g (#90)
* abort run if user cancels (C-g) a scene/script selection.

* removed todo
2020-09-09 09:14:27 -06:00
Nathan Lovato
1031e6f87e Update banner image in README 2020-09-07 22:36:40 -06:00
Nathan Lovato
099ca4471f Update the changelog for release 1.3.0 2020-09-07 22:33:16 -06:00
Nathan Lovato
828ff63da1 Address lint-indent errors in gdscript-docs and gdscript-keywords 2020-09-07 22:33:16 -06:00
Nathan Lovato
110d36da96 Remove gdscript-indent-guess-indent-offset
The function would guess indents wrong and often find an offset value of
8 instead of 4. It's also getting in the way and adding configuration
for little benefit.
2020-09-07 22:19:13 -06:00
Nathan Lovato
1a31e42273 Replace f-executable-p with file-executable-p
f-executable-p is a third-party function that only calls the standard
lib's file-executable-p
2020-09-02 11:12:02 -06:00
Nathan Lovato
13812f4a17 Merge pull request #84 from rileyrg/godotexecutable-fix
if no godot executable found then error
2020-09-01 17:17:55 -06:00
Richard G. Riley
08654b4e38 if no godot executable found then error 2020-09-02 00:46:49 +02:00
Nathan Lovato
01a0c56bb4 Update banner image
It now has the Godot logo so it's easier to recognize
2020-09-01 15:46:40 -06:00
Nathan Lovato
4db7ed6369 Merge pull request #82 from rileyrg/run-scene-enhance
Select scene to run from a gdscript buffer, enable projectile (helm) for scene selection.
2020-08-30 09:54:29 -06:00
Richard G. Riley
a1ff8e2801 use the universal prefix when running a scene to force scene selection and also enable projectile completion so can use helm if so configured. 2020-08-30 06:36:14 +02:00
Nathan Lovato
949ac8c47a Merge pull request #81 from rileyrg/customise-godot-exe-with-full-path
enable gdscript-godot-executable as defined path+exe
2020-08-28 08:45:29 -06:00
Richard G. Riley
2e9f6fbe2a Enable gdscript-godot-executable as a full uri to the godot exe 2020-08-28 09:05:35 +02:00
Nathan Lovato
3f33cb6611 Merge pull request #80 from rileyrg/allow-browse-url-default
Option to default opening docs using browse-url
2020-08-27 20:23:11 -06:00
Richard G. Riley
4ff18e6755 add option gdscript-docs-use-eww (default t) to allow use of browse-url instead of eww 2020-08-27 22:59:40 +02:00
RichieHH
4a95d69034 Add command to search the online API, add customisable variables (#79)
* add option to "force-online" API lookups with a parameter or using prefix-arg (C-u). Added function to search online Godot API with symbol at point OR using prefix arg to enter a search term.

* implemented review suggestions #79

* fixed no symbol at point bug. pop existing API buffer for local docs too. Minor docstring changes.

* be a bit more helpful when local docs are missing

Co-authored-by: Richard G. Riley <rileyrg@gmail>
2020-08-27 00:16:59 -06:00
RichieHH
16a4bc6c46 fixed eww-after-render-hook always calling gdscript doc formatter (#78)
* fixed eww after render hook calling gdscript stuff in non gdscript scenarios,

* check we are viewing docs.godotengine before tidying up

Co-authored-by: Richard G. Riley <rileyrg@gmail>

Fix #77
2020-08-25 07:02:27 -06:00
Nathan Lovato
7adaf201c1 Merge pull request #76 from VlachJosef/master
Run editor in separated comint-buffer
2020-08-23 14:02:40 -06:00
Josef Vlach
6744e3b74d Run editor in separated comint-buffer 2020-08-23 20:05:02 +01:00
Nathan Lovato
7aea87bd7b Merge pull request #75 from VlachJosef/master
block-start rx improvements for "if" "elif" "while" "func" blocks
2020-07-26 11:21:20 -06:00
Josef Vlach
123c0df70d block-start rx improvements for "if" "elif" "while" "func" blocks 2020-07-25 17:01:37 +01:00
Nathan Lovato
4bf308023b Merge pull request #74 from VlachJosef/master
Use gdscript-mode-syntax-table instead of gdscript-syntax-table
2020-07-25 09:11:23 -06:00
Josef Vlach
e8f56823eb Use gdscript-mode-syntax-table instead of gdscript-syntax-table
Highlight '$' operator constant similar to Godot editor
2020-07-25 14:22:17 +01:00
Nathan Lovato
86dcaa2430 Merge pull request #72 from VlachJosef/master
Hydra gdformat current/all buffers, save/gdformat all modified buffers
2020-07-24 08:38:09 -06:00
Josef Vlach
e31da43351 gdformat current/all buffers, save/gdformat all modified buffers 2020-07-18 20:14:35 +01:00
Nathan Lovato
fd6754d36b Merge pull request #70 from VlachJosef/master
Allow `internal-default-process-sentinel` to insert status message.
2020-06-21 07:23:34 -06:00
Josef Vlach
c57e2a88f3 Allow internal-default-process-sentinel to insert status message.
When closing Godot process `internal-default-process-sentinel` wants to
insert status message into comint buffer. Problem is that
`inhibit-read-only` may be nil, due to `comint-prompt-read-only` set
to `t` and thus it will prevent the status message to be inserted.
2020-06-21 09:02:01 +01:00
Nathan Lovato
3fc2e92ce7 Merge pull request #69 from VlachJosef/master
comint mode - highlight file names containing '-' and '_'
2020-06-20 19:25:18 -06:00
Josef Vlach
04732e7e46 comint mode - highlight file names containing '-' and '_' 2020-06-20 20:22:28 +01:00
Nathan Lovato
ce95576aa8 README: Update Spacemacs installation
Closes #68
2020-06-07 09:38:24 -06:00
Nathan Lovato
fe17656b4e Merge pull request #67 from VlachJosef/master
Use absolute path for current scene detection.
2020-06-07 06:37:59 -06:00
Josef Vlach
506480939f Use absolute path for current scene detection. 2020-06-07 10:26:25 +01:00
Nathan Lovato
7eb2a3156d Merge pull request #66 from VlachJosef/master
Added history of commands and scene/script selectors
2020-06-04 12:23:31 -06:00
Josef Vlach
dbe43ebb0d Added history of commands and scene/script selectors 2020-06-03 21:30:34 +01:00
Nathan Lovato
c772b6e3af Update CHANGELOG 2020-06-02 08:42:09 -06:00
Nathan Lovato
651622c860 Merge pull request #65 from VlachJosef/master
Multiple projects support - comint-mode buffer for stdout/stderr
2020-06-02 08:39:38 -06:00
Josef Vlach
cfeba7e72b Multiple projects support - comint-mode buffer for stdout/stderr 2020-06-01 21:41:09 +01:00
Nathan Lovato
35fe376cc3 Update README 2020-05-31 20:54:52 -06:00
Nathan Lovato
4fcfc61c0e Add an option to open a local build of the gdscript docs 2020-05-31 20:41:38 -06:00
Nathan Lovato
18c86dbb6c Merge pull request #62 from VlachJosef/master
Fix the match block indentation so indent of elif, else still works
2020-05-31 09:07:25 -06:00
Josef Vlach
b768f80498 Fix the match block indentation so indent of elif, else still works 2020-05-31 14:34:28 +01:00
Nathan Lovato
d55471dd02 Update changelog, simplify README 2020-05-29 14:04:56 -06:00
Nathan Lovato
8e61cf6faf Merge pull request #60 from VlachJosef/master
Hydra implementation
2020-05-29 07:50:55 -06:00
Josef Vlach
3ad2680edf Hydra implementation 2020-05-29 13:08:51 +01:00
Nathan Lovato
8d8b710ca9 Merge pull request #61 from VlachJosef/no-godot-on-path
Signal an error if godot executable can't be found
2020-05-28 15:13:27 -06:00
Josef Vlach
f94b8d209c Signal an error if godot executable can't be found 2020-05-28 21:52:49 +01:00
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
35 changed files with 5051 additions and 1470 deletions

6
.github/dependabot.yml vendored Normal file
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@@ -0,0 +1,6 @@
version: 2
updates:
- package-ecosystem: github-actions
directory: /
schedule:
interval: daily

57
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@@ -0,0 +1,57 @@
name: CI
on:
push:
branches:
- master
pull_request:
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
jobs:
test:
runs-on: ${{ matrix.os }}
continue-on-error: ${{ matrix.experimental }}
strategy:
fail-fast: false
matrix:
os: [ubuntu-latest, macos-latest, windows-latest]
emacs-version:
- 26.3
- 27.2
- 28.2
- 29.4
- 30.2
experimental: [false]
include:
- os: ubuntu-latest
emacs-version: snapshot
experimental: true
- os: macos-latest
emacs-version: snapshot
experimental: true
- os: windows-latest
emacs-version: snapshot
experimental: true
exclude:
- os: macos-latest
emacs-version: 26.3
- os: macos-latest
emacs-version: 27.2
steps:
- uses: actions/checkout@v6
- uses: jcs090218/setup-emacs@master
with:
version: ${{ matrix.emacs-version }}
- uses: emacs-eask/setup-eask@master
with:
version: 'snapshot'
- name: Run tests
run:
make ci

6
.gitignore vendored
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@@ -2,10 +2,14 @@
*.elc
# Packaging
.cask
.eask
dist/
# Backup files
*~
# Undo-tree save-files
*.~undo-tree
#emacs projectile
.projectile

View File

@@ -2,6 +2,105 @@
This document lists new features, improvements, changes, and bug fixes in each release of the package.
## GDScript mode 1.5.0
- Added the ability to toggle breakpoint on the current line instead of either adding or removing them.
- Added keybindings matching Godot to run the project (<kbd>f5</kbd>), current scene (<kbd>f6</kbd>), continue execution (<kbd>f7</kbd>), and toggle breakpoints <kbd>F9</kbd>.
## GDScript mode 1.4.1
Thanks to @clangdo for the contribution!
- Fixed indent functions preventing double hanging indent in parentheses or after a `\`.
## GDScript mode 1.4.0
Big thanks to @VlachJosef and @rileyrg for their work on this release.
### New features
- Debugger support with breakpoints, code stepping, stack frames, remote scene tree, and more. See the [README](https://github.com/godotengine/emacs-gdscript-mode/blob/master/README.md) for more information.
### Bug fixes
- Fix scene and script selection not aborting when pressing <kbd>C-g</kbd>.
## GDScript mode 1.3.0
This release brings many quality-of-life improvements to work more productively with Godot and Emacs.
Big thanks to @VlachJosef and @rileyrg for contributing to this release.
### Features
- Support for running the project and scenes with [hydra](https://github.com/abo-abo/hydra) with `gdscript-hydra-show`.
- Command interpreter (`comint` support) for Godot processes: get and navigate errors within Emacs, and jump to files and GDScript code causing errors.
- The command buffer pops up automatically when you run a scene or the project in the editor.
- Added command `gdscript-format-all` to format all gdscript buffers.
- Added commands `gdscript-format-all` and `gdscript-format-buffer` to gdscript-mode's hydra window (`gdscript-hydra-show`).
- Added command interpreter support for `gdscript-format-*` commands
- Add the ability to open a local copy of the Godot docs with `gdscript-docs-*` commands.
- Multiple projects support. Every project's `godot` process runs in its own buffer.
- Godot's standard output and standard error are fed to a `comint` buffer. This allows you to navigate errors and jump to the corresponding source files, using `compilation-*` commands.
- Hydra provides a history of commands for quick re-execution of godot commands. It also provides a quick way to rerun the last command.
- The `gdscript-godot-run-current-scene` command now offers to run any scene file if the current buffer is not a scene file.
- The `gdscript-godot-run-current-script` command now offers to run any script file if the current buffer is not a script file.
- Syntax highlighting for the `$` operator.
### Improvements
- Added unit tests (see `gdscript-tests.el`).
- Added check for missing `godot` executable and a corresponding error message.
- You can force selecting a scene when calling `gdscript-godot-run-current-scene` by using the universal argument (<kbd>C-u</kbd>).
- `gdscript-godot-run-current-scene` will use `projectile` by default if available, otherwise `ivy` or `ido`.
- You can now customize the URL for the Godot API reference: `gdscript-docs-online-search-api-url`.
- Also, use the universal argument (<kbd>C-u</kbd>) before calling `gdscript-docs-browse-api` to force it to use the online docs, even if a local build of the docs is available.
### Changes
- Removed guessing indentation size, which could guess indent sizes wrong.
- Removed the customizable variables `gdscript-indent-guess-indent-offset` and `gdscript-indent-guess-indent-offset-verbose`.
### Bug fixes
- Fixed auto-indentation not working with match blocks.
- Fixed auto-indentation of new blocks sometimes over-indenting.
- Fixed `eww-after-render-hook` always calling gdscript docs formatter, even outside of `gdscript-mode` buffers.
- Removed call to nonexisting function `f-executable-p`.
## 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!

19
Eask Normal file
View File

@@ -0,0 +1,19 @@
;; -*- mode: eask; lexical-binding: t -*-
(package "gdscript-mode"
"0.1.0"
"Major mode for Godot's GDScript language")
(website-url "https://github.com/godotengine/emacs-gdscript-mode/")
(keywords "languages")
(package-file "gdscript-mode.el")
(files "*.el")
(script "test" "echo \"Error: no test specified\" && exit 1")
(source "gnu")
(depends-on "emacs" "26.3")
(setq network-security-level 'low) ; see https://github.com/jcs090218/setup-emacs-windows/issues/156#issuecomment-932956432

36
Makefile Normal file
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@@ -0,0 +1,36 @@
SHELL := /usr/bin/env bash
EMACS ?= emacs
EASK ?= eask
.PHONY: clean checkdoc lint package install compile test
# TODO: add `lint` if we can?
ci: clean package install compile checkdoc
package:
@echo "Packaging..."
$(EASK) package
install:
@echo "Installing..."
$(EASK) install
compile:
@echo "Compiling..."
$(EASK) compile
test:
@echo "Testing..."
$(EASK) ert ./test/*.el
checkdoc:
@echo "Run checkdoc..."
$(EASK) lint checkdoc
lint:
@echo "Run package-lint..."
$(EASK) lint package
clean:
$(EASK) clean all

379
README.md
View File

@@ -1,18 +1,59 @@
# GDScript mode for Emacs
![banner showing the "GDScript mode" title with GDScript code in the
background](assets/banner.svg)
background](assets/banner.png)
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!
![](assets/emacs-gdscript-imenu.png)
<!-- markdown-toc start - Don't edit this section. Run M-x markdown-toc-refresh-toc -->
**Table of Contents**
- [Features](#features)
- [Contributing](#contributing)
- [How to install](#how-to-install)
- [Installing in Spacemacs](#installing-in-spacemacs)
- [Installing in Doom Emacs](#installing-in-doom-emacs)
- [Installing with `use-package` + `straight.el`](#installing-with-use-package--straightel)
- [Installing manually](#installing-manually)
- [Auto-completion with the Language Server Protocol (LSP)](#auto-completion-with-the-language-server-protocol-lsp)
- [Known issues](#known-issues)
- [Major mode with Treesit](#major-mode-with-treesit)
- [Install treesit](#install-treesit)
- [Install grammar](#install-grammar)
- [How to use](#how-to-use)
- [Opening the project in the editor](#opening-the-project-in-the-editor)
- [Running Godot with visual debug options](#running-godot-with-visual-debug-options)
- [Using Hydra](#using-hydra)
- [Formatting code with gdformat](#formatting-code-with-gdformat)
- [Browsing the Godot API with eww](#browsing-the-godot-api-with-eww)
- [Using a local copy of the Godot docs](#using-a-local-copy-of-the-godot-docs)
- [Keyboard shortcuts](#keyboard-shortcuts)
- [Customization](#customization)
- [Using the debugger](#using-the-debugger)
- [Adding and removing breakpoints](#adding-and-removing-breakpoints)
- [Running the project with the debugger active](#running-the-project-with-the-debugger-active)
- [Multi-line display](#multi-line-display)
- [Fetching an object's details](#fetching-an-objects-details)
- [Debug Hydra](#debug-hydra)
- [The `* Stack frame vars *` buffer](#the--stack-frame-vars--buffer)
- [`* Inspector *` buffer](#-inspector--buffer)
- [`* Stack dump *` buffer](#-stack-dump--buffer)
- [`* Breakpoints *` buffer](#-breakpoints--buffer)
- [`* Scene tree *` buffer](#-scene-tree--buffer)
<!-- markdown-toc end -->
## Features
This mode already features all the essentials:
This mode features all the essentials:
- Syntax highlighting.
- Code folding.
- Debugger support.
- [Imenu](https://www.gnu.org/software/emacs/manual/html_node/emacs/Imenu.html).
- Support for scenes (`.tscn`) and script (`.gd`) files.
- Comment wrapping when using `fill-paragraph`.
@@ -22,12 +63,18 @@ This mode already features all the essentials:
[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.
- Add treesit major mode support `gdscript-ts-mode` .
![](assets/emacs-gdscript-code-folding.png)
_Code folding in action._
## Contributing
Contributors are welcome! Check the [issues tab](issues) for tasks to work on and open a PR anytime.
If you find a bug, or would like to suggest an improvement, [open a new
If you find a bug or would like to suggest an improvement, [open a new
issue](issues/new).
For code style, we follow the [Emacs lisp style
@@ -36,109 +83,207 @@ 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:
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 `Eask` provided with the repository:
This assumes you have [Eask](https://github.com/emacs-eask/cli) installed.
```sh
./makem.sh lint-compile
eask 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
eask lint checkdoc && eask lint package
```
## 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
```elisp
M-x package-install gdscript-mode
```
Then, in your init.el file, you can require the package:
```lisp
```elisp
(require 'gdscript-mode)
```
### 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. Add the package to the `dotspacemacs-additional-packages`. You can find it under the dotspacemacs/layers function:
```lisp
dotspacemacs-additional-packages '((gdscript-mode :location local))
```elisp
(defun dotspacemacs/layers ()
"Configuration Layers declaration..."
(setq-default
;; ...
dotspacemacs-additional-packages '(gdscript-mode)
;; ...
))
```
3. In your `dotspacemacs/user-config` function, require the package.
2. In your `dotspacemacs/user-config` function, require the package.
```lisp
```elisp
(defun dotspacemacs/user-config ()
(require 'gdscript-mode))
```
### Installing in Doom Emacs
Add the following package definition to your `.doom.d/packages.el` file:
Doom Emacs comes with a Godot GDScript module.
```lisp
(package! gdscript-mode
:recipe (:host github
:repo "GDQuest/emacs-gdscript-mode"))
You just need to add the "lang: gdscript" keyword to your `.doom.d/init.el` file.
```elisp
:lang
(gdscript +lsp) ; the language you waited for
```
Require the package in your `.doom.d/config.el` file:
The `+lsp` flag adds language server support for game development with Godot.
```lisp
(require 'gdscript-mode)
```
To see the module's documentation in Emacs, place your cursor over the word `gdscript` and press <kbd>k</kbd>.
### Installing with `use-package` + `straight.el`
Add the call to use-package to your Emacs configuration:
```lisp
```elisp
(use-package gdscript-mode
:straight (gdscript-mode
:type git
:host github
:repo "GDQuest/emacs-gdscript-mode"))
:repo "godotengine/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. Clone the repository or download a [stable release](https://github.com/godotengine/emacs-gdscript-mode/releases) to your computer.
1. In your init.el file, add a call to load and require the package.
```lisp
```elisp
(add-to-list 'load-path "/path/to/gdscript-mode")
(require 'gdscript-mode)
```
## Auto-completion with the Language Server Protocol (LSP)
For auto-completion, we rely on either the [eglot](https://github.com/joaotavora/eglot) or [lsp-mode](https://emacs-lsp.github.io/lsp-mode/) packages, and the GDScript language server which is built into Godot.
To use the LSP with `eglot`, you need to install `eglot` on top of `gdscript-mode`, if using an Emacs version earlier than 29.
After installation, `eglot` can be connected on startup by adding `eglot-ensure` as a hook on `gdscript-mode-hook`.
Note that, due to language server changes made in Godot 4, usage with Godot 3 requires `gdscript-eglot-version` to be customized to 3.
An example configuration for Godot 3 usage with `use-package`:
```elisp
(use-package gdscript-mode
:hook (gdscript-mode . eglot-ensure)
:custom (gdscript-eglot-version 3))
```
To use the LSP with `lsp-mode`, you need to install `lsp-mode` on top of `gdscript-mode` and configure it. To install and configure `lsp-mode`, see the [lsp-mode documentation](https://emacs-lsp.github.io/lsp-mode/page/installation/).
### Known issues
There are some known issues with the GDScript language server in Godot 3.2 due to the server being a bit young and not following the specification strictly. This mainly causes some `unknown notification` errors in lsp-mode at the moment. You can suppress them by adding the following code to your Emacs configuration (thanks to Franco Garcia for sharing this workaround):
```elisp
(defun lsp--gdscript-ignore-errors (original-function &rest args)
"Ignore the error message resulting from Godot not replying to the `JSONRPC' request."
(if (string-equal major-mode "gdscript-mode")
(let ((json-data (nth 0 args)))
(if (and (string= (gethash "jsonrpc" json-data "") "2.0")
(not (gethash "id" json-data nil))
(not (gethash "method" json-data nil)))
nil ; (message "Method not found")
(apply original-function args)))
(apply original-function args)))
;; Runs the function `lsp--gdscript-ignore-errors` around `lsp--get-message-type` to suppress unknown notification errors.
(advice-add #'lsp--get-message-type :around #'lsp--gdscript-ignore-errors)
```
## Major mode with Treesit
[Treesit](https://github.com/tree-sitter/tree-sitter) is an incremental parsing system for programming tools.
This package has a major mode (gdscript-ts-mode). That supports the use tree-sitter for font-lock, imenu, indentation, and navigation of `gdscript` files.
Emacs version 29 or higher is required to use this mode.
### Install treesit
We need to install tree-sitter library, When under Arch Linux :
```sh
sudo pacman -S tree-sitter
```
### Install grammar
To support Gdscript, we must install [gdscript-grammar](https://github.com/PrestonKnopp/tree-sitter-gdscript.git):
```sh
git clone https://github.com/PrestonKnopp/tree-sitter-gdscript.git
cd tree-sitter-gdscript/src
cc -std=c99 -c parser.c
cc -c scanner.c -I./
cc -shared parser.o scanner.o -o libtree-sitter-gdscript.so
```
Additional directories to look for tree-sitter language definitions. ( DIR is your working path )
```emacs-lisp
(setq treesit-extra-load-path '("DIR/tree-sitter-gdscript/src/"))
```
enjoy.
## 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.
You can open 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
```elisp
(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 turn off debug options, you need to call the command with the universal argument again.
### Using Hydra
Running `gdscript-hydra-show` (<kbd>C-c r</kbd>) opens a [hydra](https://github.com/abo-abo/hydra) popup with options to open the editor or run the project, a scene, or a script, including with visual debug options.
![](assets/emacs-gdscript-hydra.png)
_Hydra interactive menu to run the project and set debug options on the fly._
### 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
`gdformat`. Alternatively, `gdscript-format-all` will reformat all GDScript files in
the project. 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
@@ -148,14 +293,180 @@ command in your shell to install it:
pip3 install gdtoolkit
```
### Browsing the Godot API with eww
With the point on a built-in class, you can press `C-c C-b 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-b a`.
#### Using a local copy of the Godot docs
You can browse the API reference offline with `eww`. To do so:
1. Get a build of the official documentation. You can build it from the [godot docs repository](https://github.com/godotengine/godot-docs/) or [download a build](https://hugo.pro/projects/godot-builds/) from Hugo Lourcio's website.
2. Set `gdscript-docs-local-path` to the docs' directory, that contains the docs' `index.html` file.
For example:
```elisp
(setq gdscript-docs-local-path "/home/gdquest/Documents/docs/godot")
```
## 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`
- Open hydra:
- <kbd>C-c r</kbd> `gdscript-hydra-show` (require hydra package to be installed)
- <kbd>C-c n</kbd> `gdscript-debug-hydra` (require hydra package to be installed)
## Customization
To find all GDScript-mode settings, press `M-x customize` and search for "gdscript".
Code example:
```lisp
```elisp
(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.
(setq gdscript-gdformat-save-and-format t) ;; Save all buffers and format them with gdformat anytime Godot executable is run.
```
## Using the debugger
Emacs GDScript mode includes support for the GDScript debugger.
*The debugger in this package is only for Godot 3. Godot 4 supports the Debugger Adapter Procol (DAP), which you can use with the [dap-mode](https://github.com/emacs-lsp/dap-mode) package.*
You can use the debugger tools to manage breakpoints, step through code, and more.
To get started with this feature, you need to add a least one breakpoint.
### Adding and removing breakpoints
Like in Godot's editor, you can toggle a breakpoint on the current line with `gdscript-debug-toggle-breakpoint` (<kbd>F9</kbd>).
After adding at least one breakpoint to the project, a buffer named `* Breakpoints *` is created. This buffer displays all existing breakpoints in a project. In that buffer, pressing <kbd>D</kbd> on a breakpoint line deletes the breakpoint. Pressing <kbd>RET</kbd> opens the corresponding GDScript file in another buffer.
### Running the project with the debugger active
When any breakpoint exists, running the project with `gdscript-godot-run-project` will automatically start the debugger's server if one isn't already running and connect to it.
The debugger's server runs on `localhost` through port `6010` by default. You can customize the port with the `gdscript-debug-port` variable.
Once Godot hits a breakpoint, Emacs displays two new buffers:
- `* Stack frame vars *` displays the locals, members, and globals variables for the current stack point. It shows the variable name, its type, and its value.
- `* Inspector *` displays detailed information about the selected object. By default, it shows the properties of `self`.
You can inspect any object in those two buffers by pressing <kbd>RET</kbd> on the corresponding line.
#### Multi-line display
You can toggle between one-line and multi-line display for values of type `Dictionary`, `PoolRealArray`, `PoolStringArray`, `PoolVector2Array`, `PoolVector3Array` and `PoolColorArray`. To do so, press `TAB` on the corresponding line.
### Fetching an object's details
Pressing <kbd>d</kbd> in `* Stack frame vars *` or `* Inspector *` buffers (or in the debug hydra) will fetch on the background data for all objects present in those two buffers and redisplay once done. Doing that adds two extra bits of information about the objects:
- Their real type, for example, `KinematicBody2D` instead of `ObjectId`.
- Their node path.
### Debug Hydra
If `hydra` is available, the debug hydra displays below `* Stack frame vars *` and `* Inspector *` buffers upon hitting a breakpoint.
You can also call it by pressing <kbd>C-c n</kbd>.
```
n next c continue m step b breakpoints s stack v vars i inspector t scene-tree d details
o pin u unpin q quit
```
- <kbd>n</kbd> - Steps to the next line of code.
- <kbd>c</kbd> - Continue program execution until the next breakpoint.
- <kbd>m</kbd> - Steps into the code.
- <kbd>s</kbd> - Shows the `* Stack dump *` buffer.
- <kbd>v</kbd> - Shows the `* Stack frame vars *` buffer.
- <kbd>i</kbd> - Shows the `* Inspector *` buffer.
- <kbd>t</kbd> - Shows the `* Scene tree *` buffer.
- <kbd>d</kbd> - Fetches details for all object present in the `* Stack frame vars *` and `* Inspector *` buffers and redisplay the buffers.
- <kbd>o</kbd> - Pins `self` in the `* Inspector *` buffer. It stays displayed until Godot frees the instance or you unpin it.
- <kbd>u</kbd> - Unpins the currently pinned object.
- <kbd>q</kbd> - Closes the debug hydra.
### The `* Stack frame vars *` buffer
The stack frame buffer displays the locals, members, and global variables for the current stack point. Here are available keyboard shortcuts:
- <kbd>TAB</kbd> toggles multi-line display for selected types.
- <kbd>RET</kbd> on an object line to display its details in the `* Inspector *`buffer.
- <kbd>l</kbd> displays the `* Stack dump *` buffer.
- <kbd>d</kbd> displays additional details for `ObjectId` variables.
- <kbd>p</kbd> goes to the previous line.
- <kbd>n</kbd> goes to the next line.
- <kbd>o</kbd> pins the current object in the `* Inspector *` buffer.
- <kbd>u</kbd> unpins the currently pinned object.
- <kbd>q</kbd> closes the buffer.
### `* Inspector *` buffer
Contains information about inspected object. By default `self` variable from `* Stack frame vars *` is displayed. The inspected object is kept in focus until you inspect another object or until the active object ceases to exists, in which case the current `self` is displayed instead.
- Press <kbd>TAB</kbd> to toggle multi-line display for selected typess.
- Press <kbd>RET</kbd> on object line to display its detailss.
- Press <kbd>RET</kbd> on `Node/path` line (second line from the top) to show given object in `* Scene Tree *` buffers.
- Press <kbd>l</kbd> deep in nested object to navigate one level up in the structure (ie. back). Pressing `l` while on top-level object displays `* Stack frame vars *` buffers.
- Press <kbd>d</kbd> to display additional details for object variabless.
- Press <kbd>p</kbd> to go to the previous lines.
- Press <kbd>n</kbd> to go to the next lines.
- Press <kbd>o</kbd> to pin current object in `* Inspector *` buffers.
- Press <kbd>u</kbd> to unpin currently pinned objects.
- Press <kbd>q</kbd> to close the buffers.
### `* Stack dump *` buffer
Contains stack dump information.
- Press <kbd>SPC</kbd> to jump to gdscript file where stack frame points to.
- Press <kbd>RET</kbd> to jump to the gdscript file and show `* Stack frame vars *`, `* Inspector *` buffers, and a debug hydra.
- Press <kbd>l</kbd> to display the `* Stack frame vars *` buffer.
- Press <kbd>p</kbd> to go to the previous line.
- Press <kbd>n</kbd> to go to the next line.
- Press <kbd>q</kbd> to close the buffer.
### `* Breakpoints *` buffer
Lists all existing breakpoints in the project.
- Press <kbd>SPC</kbd> to enable or disable all breakpoints.
- Press <kbd>RET</kbd> to jump to the file and line corresponding to the breakpoint..
- Press <kbd>TAB</kbd> to display the `* Stack dump *` buffer.
- Press <kbd>D</kbd> to delete the breakpoint.
- Press <kbd>q</kbd> to close the buffer.
### `* Scene tree *` buffer
Contains a tree visualisation of all objects in the running program.
- Press <kbd>RET</kbd> to open the corresponding object in the `* Inspector *` buffer.
- Press <kbd>p</kbd> to go to the previous line.
- Press <kbd>n</kbd> to go to the next line.
- Press <kbd>q</kbd> to close the buffer.

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;;; gdscript-comint-gdformat.el --- gdformat mode based on comint mode -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest and contributors
;;
;; Author: Josef Vlach <vlach.josef@gmail.com>
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: June 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:
;;
;; gdformat-mode for handling stdout and stderr from gdformat executable.
;;
;; It supports quick navigation from errors to file location.
;;
;;; Code:
(require 'ansi-color)
(require 'comint)
(require 'compile)
(require 'gdscript-customization)
(require 'gdscript-utils)
(defvar gdscript-comint-gdformat--mode-map
(let ((map (make-sparse-keymap)))
(set-keymap-parent map
(make-composed-keymap compilation-shell-minor-mode-map
comint-mode-map))
(define-key map (kbd "C-c r") 'gdscript-hydra-show)
map)
"Basic mode map for `gdformat-mode'.")
(defun gdscript-comint-gdformat--sentinel (process event)
"Display result of formatting if gdformat PROCESS exited abnormal EVENT."
(when (string-match "exited abnormally" event)
(pop-to-buffer (process-buffer process))))
(defun gdscript-comint-gdformat--run (arguments)
"Run gdformat in comint mode.
ARGUMENTS are command line arguments for gdformat executable.
When run it will kill existing process if one exists."
(let ((buffer-name (gdscript-util--get-gdformat-buffer-name))
(inhibit-read-only t))
(when (not (executable-find gdscript-gdformat-executable))
(error "Error: Could not find %s on PATH. Please customize the gdscript-gdformat-executable variable" gdscript-gdformat-executable))
(with-current-buffer (get-buffer-create buffer-name)
(unless (derived-mode-p 'gdformat-mode)
(gdformat-mode)
(buffer-disable-undo))
(erase-buffer)
(let* ((line-length (list (format "--line-length=%s" gdscript-gdformat-line-length)))
(buffer (comint-exec (current-buffer) buffer-name gdscript-gdformat-executable nil (append line-length arguments))))
(set-process-sentinel (get-buffer-process buffer) 'gdscript-comint-gdformat--sentinel)
buffer))))
(define-derived-mode gdformat-mode comint-mode "gdformat"
"Major mode for gdformat.
\\{gdscript-comint-gdformat--mode-map}"
(use-local-map gdscript-comint-gdformat--mode-map)
(add-hook 'gdformat-mode-hook 'gdscript-comint-gdformat--initialize-for-comint-mode)
(add-hook 'gdformat-mode-hook 'gdscript-comint-gdformat--initialize-for-compilation-mode))
(defun gdscript-comint-gdformat--initialize-for-comint-mode ()
"Initialize buffer for comint mode support."
(when (derived-mode-p 'comint-mode)
(setq comint-process-echoes nil)
(setq-local comint-buffer-maximum-size 4096)
(setq-local comint-output-filter-functions '(ansi-color-process-output comint-postoutput-scroll-to-bottom))
(setq ansi-color-for-comint-mode t)))
(defun gdscript-comint-gdformat--failed-file-name()
"Find corresponding buffer name for error message: 'at line x col y'."
(save-excursion
(save-match-data
(re-search-backward "exception during formatting of \\(.*\\)")
(match-string-no-properties 1))))
(defun gdscript-comint-gdformat--initialize-for-compilation-mode ()
"Initialize buffer for compilation mode support."
(setq-local
compilation-error-regexp-alist
'(("at line \\([[:digit:]]+\\) col \\([[:digit:]]+\\)" gdscript-comint-gdformat--failed-file-name 1 2 nil nil)
("exception during formatting of \\(.*\\)$" 1 nil nil nil 1)
("reformatted \\(.*\\)$" 1 nil nil nil 1)))
(setq-local compilation-mode-font-lock-keywords nil)
(compilation-setup t))
(provide 'gdscript-comint-gdformat)
;;; gdscript-comint-gdformat.el ends here

128
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@@ -0,0 +1,128 @@
;;; gdscript-comint.el --- Support for comint mode -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest and contributors
;;
;; Author: Josef Vlach <vlach.josef@gmail.com>
;; URL: https://github.com/godotengine/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:
;;
;; godot-mode for handling stdout and stderr from godot executable.
;;
;; It supports quick navigation from errors to file location.
;;
;;; Code:
(require 'ansi-color)
(require 'comint)
(require 'compile)
(require 'gdscript-customization)
(require 'gdscript-debug)
(require 'gdscript-format)
(require 'gdscript-utils)
(defvar gdscript-comint--mode-map
(let ((map (make-sparse-keymap)))
(set-keymap-parent map
(make-composed-keymap compilation-shell-minor-mode-map
comint-mode-map))
(define-key map (kbd "C-a") 'comint-bol)
(define-key map (kbd "C-c r") 'gdscript-hydra-show)
(define-key map (kbd "C-c n") 'gdscript-debug-hydra)
map)
"Basic mode map for `godot-mode'.")
(defun gdscript-comint--run (arguments)
"Run godot in comint mode.
ARGUMENTS are command line arguments for godot executable.
When run it will kill existing process if one exists."
(let ((buffer-name (gdscript-util--get-godot-buffer-name (member "-e" arguments)))
(inhibit-read-only t)
(godot-command gdscript-godot-executable))
;; support flatpak
(when (string-match-p (rx "run" (+ space) "org.godotengine.Godot") godot-command)
(let ((exec-split (split-string godot-command)))
(setq godot-command (car exec-split))
(setq arguments (append (cdr exec-split) arguments))))
(if (not (or (file-executable-p godot-command)
(executable-find godot-command)))
(error "Error: Could not execute '%s'. Please customize the `gdscript-godot-executable variable'" gdscript-godot-executable)
(with-current-buffer (get-buffer-create buffer-name)
(when gdscript-gdformat-save-and-format
(gdscript-comint-gdformat--modified-buffers))
(unless (derived-mode-p 'godot-mode)
(godot-mode)
(buffer-disable-undo))
(erase-buffer)
(comint-exec (current-buffer) buffer-name godot-command nil arguments)
(set-process-sentinel (get-buffer-process (current-buffer)) 'gdscript-comint--sentinel)
(pop-to-buffer (current-buffer))))))
(defun gdscript-comint--sentinel (process event)
"Custom sentinel for PROCESS and EVENT.
Set process's buffer `inhibit-read-only' temporalily to value t,
so that `internal-default-process-sentinel' can insert status
message into the processs buffer."
(cond
((string-match "hangup: 1\n" event)
nil)
(t
(with-current-buffer (process-buffer process)
(let ((inhibit-read-only t))
(internal-default-process-sentinel process event))))))
(define-derived-mode godot-mode comint-mode "godot"
"Major mode for godot.
\\{gdscript-comint--mode-map}"
(use-local-map gdscript-comint--mode-map)
(add-hook 'godot-mode-hook 'gdscript-comint--initialize-for-comint-mode)
(add-hook 'godot-mode-hook 'gdscript-comint--initialize-for-compilation-mode))
(defun gdscript-comint--initialize-for-comint-mode ()
"Initialize buffer for comint mode support."
(when (derived-mode-p 'comint-mode)
(setq comint-process-echoes nil)
(setq comint-prompt-regexp "^debug> ")
(setq-local comint-use-prompt-regexp t)
(setq-local comint-prompt-read-only t)
(setq-local comint-buffer-maximum-size 4096)
(setq-local comint-output-filter-functions '(ansi-color-process-output comint-postoutput-scroll-to-bottom))
(setq ansi-color-for-comint-mode t)))
(defun gdscript-comint--initialize-for-compilation-mode ()
"Initialize buffer for compilation mode support."
(setq-local
compilation-error-regexp-alist
'(
("^ At: res://\\([-_[:word:]\/]+.gd\\):\\([[:digit:]]+\\)." 1 2 nil 2 1)
("^*Frame [[:digit:]]+ - res://\\([-_[:word:]\/]+.gd\\):\\([[:digit:]]+\\)." 1 2 nil 2 1)))
(setq-local compilation-mode-font-lock-keywords nil)
(compilation-setup t))
(provide 'gdscript-comint)
;;; gdscript-comint.el ends here

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -33,6 +33,8 @@
;;; Code:
(require 'gdscript-syntax)
(require 'gdscript-utils)
(require 'projectile nil t)
(defvar-local gdscript-completion--all-keywords
(eval-when-compile (append gdscript-keywords gdscript-built-in-classes
@@ -48,6 +50,39 @@
(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))
(when-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)))
(resource-path
(if has-projectile
file
(concat (gdscript-util--get-godot-project-file-path-relative file)
"." (file-name-extension file)))))
(insert (concat "\"res://" resource-path "\"")))))
(provide 'gdscript-completion)
;;; gdscript-completion.el ends here

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -41,8 +41,8 @@
(defcustom gdscript-use-type-hints t
"If t, inserted snippets contain type hints."
:group 'gdscript
:type 'boolean)
:type 'boolean
:group 'gdscript)
;; gdscript-indent
(defcustom gdscript-use-tab-indents t "Use tabs (t) or spaces (nil)."
@@ -54,43 +54,31 @@
:group 'gdscript)
(defcustom gdscript-indent-offset 4 "Default indentation offset for Gdscript."
:group 'gdscript
:type 'integer
:safe 'integerp)
(defcustom gdscript-indent-guess-indent-offset
t "If t, tells GDScript mode to guess `gdscript-indent-offset' value."
:type 'boolean
:group 'gdscript
:safe 'booleanp)
(defcustom gdscript-indent-guess-indent-offset-verbose
t "If t, emit a warning when guessing indentation fails."
:version "25.1"
:type 'boolean
:group 'gdscript
:safe 'booleanp)
:safe 'integerp
:group 'gdscript)
(defcustom gdscript-indent-trigger-commands '(indent-for-tab-command yas-expand yas/expand)
"Commands that might trigger a `gdscript-indent-line' call."
:type '(repeat symbol):group'gdscript)
:type '(repeat symbol)
:group'gdscript)
;; gdscript-fill-paragraph.el
(defcustom gdscript-fill-comment-function 'gdscript-fill-paragraph-fill-comment
(defcustom gdscript-fill-comment-function 'gdscript-fill-paragraph-fill-comment
"Function to fill comments.
This is the function used by `gdscript-fill-paragraph' to
fill comments."
:type 'symbol
:group 'gdscript)
(defcustom gdscript-fill-string-function 'gdscript-fill-paragraph-fill-string
"Function to fill strings.
This is the function used by `gdscript-fill-paragraph' to
fill strings."
:type 'symbol
:group 'gdscript)
:group 'gdscript)
(defcustom gdscript-fill-paren-function 'gdscript-fill-paragraph-fill-paren
"Function to fill parens.
This is the function used by `gdscript-fill-paragraph' to
fill parens."
@@ -101,14 +89,75 @@ fill parens."
"Multiplier applied to indentation inside multi-line def blocks."
:version "26.1"
:type 'integer
"Multiplier applied to indentation inside multi-line def blocks."
:safe 'natnump
:group 'gdscript)
(defcustom gdscript-indent-line-continuation-scale 1
"Multiplier applied to indentation of line continuation in
general (inside parentheses and after backslash)."
:type 'integer
:options '(1 2)
:group 'gdscript)
(defcustom gdscript-godot-executable "godot"
:safe 'natnump)
"The godot executable which is either a full path such as '~/bin/godot2.2'
or the name of an executable on the system PATH (usually 'godot')"
: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)
(defcustom gdscript-gdformat-line-length 100
"How many characters per line to allow when formatting gdscript by gdformat."
:type 'integer
:group 'gdscript)
(defcustom gdscript-gdformat-save-and-format nil
"If t, save all modified buffers and format them with gdformat.
It happens anytime Godot executable is run. Formatting runs on background,
so it is not slowing down Godot execution."
:type 'boolean
:group 'gdscript)
(defcustom gdscript-docs-force-online-lookup nil
"If true, calling commands like gdscript-docs-browse-api
browses the online API reference, even if a local copy is
available."
:type 'boolean
:group 'gdscript)
(defcustom gdscript-docs-use-eww t
"If set to false use the emacs configurable `browse-url'
function rather than `eww' directly. `browse-url' can be
configured to open the desktop default GUI browser, for example,
via the variable `browse-url-browser-function'"
:type 'boolean
:group 'gdscript)
(defcustom gdscript-docs-local-path ""
"Optional path to a local build of the Godot documentation.
If not set to an empty string, the commands `gdscript-docs-browse-api'
and `gdscript-docs-browse-symbol-at-point' allow you to browse the local files.
Must be the root directory of the website, that is to say, a
directory path containing the file `index.html'."
:type 'string
:group 'gdscript)
(defcustom gdscript-docs-online-search-api-url "https://docs.godotengine.org/en/stable/search.html?q=%s&check_keywords=yes&area=default"
"Online Godot API search url"
:type 'string
:group 'gdscript)
(defcustom gdscript-debug-port 6010
"Debugger server port."
:type 'integer
:group 'gdscript)
(provide 'gdscript-customization)
;;; gdscript-customization.el ends here

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@@ -0,0 +1,138 @@
;;; 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/godotengine/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)
(require 'gdscript-customization)
(defun gdscript-docs-open (url &rest _)
"when `gdscript-docs-use-eww' is true use `eww' else use `browse-url'"
(if gdscript-docs-use-eww
(if (file-exists-p url) (eww-open-file url) (eww-browse-url url t))
(browse-url url)))
;;;###autoload
(defun gdscript-docs-browse-api (&optional force-online)
"Open the main page of Godot API. Use the universal prefix (C-u) to force browsing the online API."
(interactive)
(if (and (or gdscript-docs-force-online-lookup current-prefix-arg force-online) (string= gdscript-docs-local-path ""))
(gdscript-docs-open "https://docs.godotengine.org/en/stable/classes/index.html?#godot-api")
(let ((file (concat (file-name-as-directory gdscript-docs-local-path) "classes/index.html")))
(if (file-exists-p file)
(gdscript-docs-open file)
(message "\"%s\" not found" file)))))
(defun gdscript-docs-browse-symbol-at-point (&optional force-online)
"Open the API reference for the symbol at point in the browser eww.
If a page is already open, switch to its buffer. Use local docs if gdscripts-docs-local-path set. Use the universal prefix (C-u) to force browsing the online API."
(interactive)
(let* ((symbol-at-point (thing-at-point 'symbol t))
(symbol (if symbol-at-point (downcase symbol-at-point) ""))
(buffer (if (not gdscript-docs-use-eww) nil
(seq-find
(lambda (current-buffer)
(with-current-buffer current-buffer
(when (derived-mode-p 'eww-mode)
(string-suffix-p symbol (string-remove-suffix ".html" (plist-get eww-data :url)) t))))
(buffer-list)))))
(if buffer (pop-to-buffer-same-window buffer)
(if (string= "" symbol)
(message "No symbol at point or open API reference buffers.")
(if (and (not gdscript-docs-force-online-lookup) (not (or current-prefix-arg force-online)) (not (string= gdscript-docs-local-path "")))
(let ((file (concat (file-name-as-directory gdscript-docs-local-path) (file-name-as-directory "classes") "class_" symbol ".html")))
(if (file-exists-p file)
(gdscript-docs-open file)
(message "No local API help for \"%s\"." symbol)))
(let ((url (format "https://docs.godotengine.org/en/stable/classes/class_%s.html#%s" symbol symbol)))
(gdscript-docs-open url)))))))
(defun gdscript-docs-online-search-api (&optional sym)
"Search Godot docs online. Use the universal prefix (C-u) to prompt for search term."
(interactive)
(let ((symbol (if current-prefix-arg (read-string "API Search: ") (or sym (thing-at-point 'symbol t) ""))))
(browse-url (format gdscript-docs-online-search-api-url (downcase symbol)))))
(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."
(when (string-match "docs.godotengine" (plist-get eww-data :url))
(setq multi-isearch-next-buffer-function nil)
(gdscript-docs--rename-eww-buffer)
(gdscript-docs--filter-content-to-main-div)))
(advice-add 'eww-follow-link :around #'gdscript-docs--eww-follow-link)
(add-hook 'eww-after-render-hook #'gdscript-docs--eww-setup)
(provide 'gdscript-docs)
;;; gdscript-docs.el ends here

95
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@@ -0,0 +1,95 @@
;;; gdscript-eglot.el --- Integration with eglot -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2023 GDQuest and contributors
;;
;; Author: Ruijie Yu <ruijie@netyu.xyz>
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: June 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:
;;
;; Handles the configuraiton of eglot.
;; This supports `gdscript-mode' using `eglot'.
;;
;;; Code:
;;;###autoload
(defgroup gdscript-eglot nil
"Configurations in gdscript related to `eglot'."
:group 'gdscript)
;;;###autoload
(defcustom gdscript-eglot-version "4.5"
"The version of godot in use."
:type 'string)
;;;###autoload
(defcustom gdscript-eglot-default-lsp-port 6005
"The default port for eglot to connect when extraction fails."
:type 'integer
:group 'gdscript-eglot)
(defun gdscript-eglot--get-config-dir ()
"Get system-specific directory with Godot configuration files."
(pcase system-type
('darwin (expand-file-name "~/Library/Application Support/Godot/"))
('windows-nt (file-name-concat (getenv "APPDATA") "Godot"))
('gnu/linux (file-name-concat
(or (getenv "XDG_CONFIG_HOME") (expand-file-name "~/.config"))
"godot"))))
(defun gdscript-eglot--extract-port (editor-settings-file)
"Extract LSP port from Godot EDITOR-SETTINGS-FILE.
If extraction fails, return `gdscript-eglot-default-port'.
NOTE: remote_port value only presents if it has been modified from the default value,
So this extract shall fail by default."
(or
(when (file-exists-p editor-settings-file)
(with-temp-buffer
(insert-file-contents editor-settings-file)
(when (re-search-forward
(rx "network/language_server/remote_port"
(* space) ?= (* space)
(group (+ digit)))
nil t)
(string-to-number (match-string 1)))))
gdscript-eglot-default-lsp-port))
;;;###autoload
(defun gdscript-eglot-contact (_interactive)
"Attempt to help `eglot' contact the running gdscript LSP.
Returns a list (HOST PORT) if successful, nil otherwise. See the
last definition of CONTACT in `eglot-server-programs' for
definitions of HOST, PORT, and INTERACTIVE.
For more context, see
https://lists.gnu.org/archive/html/bug-gnu-emacs/2023-04/msg01070.html."
(save-excursion
(let* ((config-dir (gdscript-eglot--get-config-dir))
(settings-file (file-name-concat
config-dir
(format "editor_settings-%s.tres" gdscript-eglot-version))))
(when-let* ((port (gdscript-eglot--extract-port settings-file)))
(list "localhost" port)))))
(provide 'gdscript-eglot)
;;; gdscript-eglot.el ends here.

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest, Pawel Lampe
;; Author: Pawel Lampe <pawel.lampe@gmail.com>, Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -31,65 +31,72 @@
;;; Code:
(defun gdscript-format--run-gdformat (buffer-input buffer-output buffer-error)
"Call gdformat process.
Argument BUFFER-INPUT reference to the input buffer to format.
Argument BUFFER-OUTPUT the buffer to write the output of the gdformat call.
Argument BUFFER-ERROR the buffer to write errors to."
(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))))
(require 'gdscript-comint-gdformat)
(defun gdscript-format-buffer ()
"Formats current buffer using 'gdformat'."
(defmacro gdscript-format--save-buffer (&rest body)
"Execute the forms in BODY if current buffer is gdscript.
It also activates `auto-revert-mode' and saves the buffer if is it modified."
(declare (indent 1) (debug t))
`(when (and (buffer-file-name)
(string-match ".*.gd$" (buffer-file-name)))
(unless (bound-and-true-p auto-revert-mode)
(auto-revert-mode))
(when (buffer-modified-p)
(save-buffer))
,@body))
(defmacro gdscript-format--with-gdscripts (gdscript-buffers &rest body)
"Execute the forms in BODY with GDSCRIPT-BUFFERS containing all gdscript buffers currently open."
(declare (indent 1) (debug t))
`(progn
(dolist (buffer (buffer-list))
(with-current-buffer buffer
(gdscript-format--save-buffer
(push (buffer-file-name) ,gdscript-buffers))))
,@body))
(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-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 current buffer using `gdformat'."
(interactive)
(gdscript-format--save-buffer
(gdscript-comint-gdformat--run (list (buffer-file-name)))))
(defun gdscript-comint-gdformat--modified-buffers ()
"Save and format all modified buffers using `gdformat'."
(let ((gdscript-buffers))
(gdscript-format--with-gdscripts gdscript-buffers
(when gdscript-buffers
(gdscript-comint-gdformat--run gdscript-buffers)))))
(defun gdscript-format-all()
"Save modified buffers and then format all gdscripts in the project."
(interactive)
(let ((gdscript-buffers))
(gdscript-format--with-gdscripts gdscript-buffers
(let* ((rl (gdscript-util--find-project-configuration-file))
(gdscript-file-list (directory-files-recursively rl ".*.gd$" t)))
(let ((all-gdscripts (delete-dups (append gdscript-file-list gdscript-buffers))))
(when all-gdscripts
(pop-to-buffer (gdscript-comint-gdformat--run all-gdscripts))))))))
(provide 'gdscript-format)

View File

@@ -3,7 +3,7 @@
;; 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/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -32,76 +32,116 @@
;;
;;; Code:
(require 'gdscript-comint)
(require 'gdscript-customization)
(require 'gdscript-debug)
(require 'gdscript-history)
(require 'gdscript-project)
(require 'gdscript-utils)
;;;###autoload
(defun gdscript-run-command (cmd &optional show)
"Run a Godot process.
Input and output via buffer named after `*godot*'. If there is a process
already running in that buffer, just switch to it.
(defvar gdscript-godot--debug-options-hydra :not-list)
With argument, allows you to define CMD so you can edit the
command used to call the interpreter.
When numeric prefix arg is other than 0 or 4 do not SHOW."
(interactive
(if current-prefix-arg
(list
(read-string "Run Godot: " (gdscript-godot--build-shell-command))
(y-or-n-p "Make dedicated process? ")
(= (prefix-numeric-value current-prefix-arg) 4))
(list (gdscript-godot--build-shell-command) nil t)))
(start-process-shell-command "Godot Process" (if show
"*godot*" nil) cmd))
(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"))))
(defmacro gdscript-godot--debug-options-handler (debug-options &rest body)
"Execute the forms in BODY with DEBUG-OPTIONS being set.
DEBUG-OPTIONS will be set either by Hydra, or by prefix argument selection."
(declare (indent 1) (debug t))
`(let* ((debug-option-index
(if current-prefix-arg
(gdscript-godot--change-debug-options)
gdscript-godot--debug-selected-option))
(prefix-options (cdr (assoc debug-option-index gdscript-godot--debug-options-alist)))
(use-hydra-options (listp gdscript-godot--debug-options-hydra)) ;; gdscript-godot--debug-options-hydra is a list when run from hydra
(,debug-options (if use-hydra-options gdscript-godot--debug-options-hydra prefix-options)))
,@body))
(defun gdscript-godot--run-command (&rest arguments)
"Run a Godot process with ARGUMENTS.
The output of the process will be provided in a buffer named
`*godot - <project-name>*'."
(let ((args (gdscript-util--flatten arguments)))
(gdscript-history--add-to-history args)
(when (and gdscript-debug--breakpoints (not (member "-e" arguments)))
;; Start debugger server if it is not running already
(unless (get-process (gdscript-debug-process-name (gdscript-util--find-project-configuration-file)))
(gdscript-debug-make-server))
(push (mapconcat (lambda (breakpoint)
(let ((file (gdscript-breakpoint->file breakpoint))
(line (gdscript-breakpoint->line breakpoint)))
(format "%s:%s" file line))) gdscript-debug--breakpoints ",") args)
(push "--breakpoints" args)
(push (format "127.0.0.1:%s" gdscript-debug-port) args)
(push "--remote-debug" args))
(gdscript-comint--run (append (gdscript-godot--build-shell-command) args))
(setq gdscript-godot--debug-options-hydra :not-list)))
(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)))
(let ((project-path (or path (gdscript-util--find-project-configuration-file))))
(list "--path" project-path)))
(defun gdscript-godot-open-project-in-editor ()
"Run Godot Engine Editor."
(interactive)
(gdscript-run-command
(concat (gdscript-godot--build-shell-command) " -e")))
(gdscript-godot--run-command "-e"))
(defun gdscript-godot-run-project ()
"Run the current project in Godot Engine."
(interactive)
(let* ()
(gdscript-run-command
(gdscript-godot--build-shell-command))))
(gdscript-godot--run-command))
(defun gdscript-godot-run-project-debug ()
"Run the current project in Godot Engine."
"Run the current project in Godot Engine.
When run with prefix argument, it offers extra debug options to choose from."
(interactive)
(let* ()
(gdscript-run-command
(concat (gdscript-godot--build-shell-command) " -d"))))
(gdscript-godot--debug-options-handler debug-options
(gdscript-godot--run-command "-d" debug-options)))
(defun gdscript-godot-run-current-scene ()
"Run the current script file in Godot Engine."
"Run the current script file in Godot Engine. Use the universal prefix (C-u) to force a scene select."
(interactive)
(gdscript-run-command
(concat (gdscript-godot--build-shell-command) " "
(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")))
(let ((scene (gdscript-godot--select-scene current-prefix-arg)))
(when scene
(gdscript-godot--run-command scene))))
(defun gdscript-godot-run-current-scene-debug ()
"Run the current script file in Godot Engine."
"Run the current script file in Godot Engine.
When run with prefix argument, it offers extra debug options to choose from."
(interactive)
(gdscript-run-command
(concat (gdscript-godot--build-shell-command) " -d "
(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")))
(let ((scene (gdscript-godot--select-scene current-prefix-arg)))
(when scene
(gdscript-godot--debug-options-handler debug-options
(gdscript-godot--run-command "-d" debug-options scene)))))
(defun gdscript-godot-edit-current-scene ()
"Run the current script file in Godot Engine."
(interactive)
(gdscript-run-command
(concat (gdscript-godot--build-shell-command) " -e "
(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")))
(let ((scene (gdscript-godot--select-scene current-prefix-arg)))
(when scene
(gdscript-godot--run-command "-e" scene))))
(defun gdscript-godot--select-scene (&optional select-scene)
"Select scene to run"
(if select-scene
(gdscript-project--select-scene)
(let ((scene-name (gdscript-project--current-buffer-scene)))
(if scene-name scene-name
(gdscript-project--select-scene)))))
(defun gdscript-godot-run-current-script ()
"Run the current script file in Godot Engine.
@@ -109,8 +149,35 @@ file's directory as starting point."
For this to work, the script must inherit either from
\"SceneTree\" or \"MainLoop\"."
(interactive)
(gdscript-run-command
(concat (gdscript-godot--build-shell-command) " -s " (file-relative-name buffer-file-name))))
(let ((script-name (gdscript-project--current-buffer-script)))
(if script-name
(gdscript-godot--run-script script-name)
(gdscript-project--get-all-scripts))))
(defun gdscript-godot--run-script (script-name)
"Run SCRIPT-NAME script in Godot Engine."
(gdscript-godot--run-command "-s" script-name))
(defun gdscript-godot--debug-options-to-string (index)
"Return debug options from `gdscript-godot--debug-options-alist' for given INDEX as a string."
(mapconcat 'identity (cdr (assoc index gdscript-godot--debug-options-alist)) " "))
(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" " ") (gdscript-godot--debug-options-to-string 2))
(format "3) [%s] %s" (if (eq gdscript-godot--debug-selected-option 3) "X" " ") (gdscript-godot--debug-options-to-string 3))
(format "4) [%s] %s" (if (eq gdscript-godot--debug-selected-option 4) "X" " ") (gdscript-godot--debug-options-to-string 4))))
(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-util--read (gdscript-godot--debug-options-collection)))
(index (string-to-number option)))
(setq gdscript-godot--debug-selected-option index)))
(provide 'gdscript-godot)
;;; gdscript-godot.el ends here

94
gdscript-history.el Normal file
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@@ -0,0 +1,94 @@
;;; gdscript-history.el --- History -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest and contributors
;;
;; Author: Josef Vlach <vlach.josef@gmail.com>
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: June 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:
;;
;; Keep history of commands for later quick execution.
;;
;;; Code:
(require 'gdscript-utils)
(defvar gdscript-history--previous-arguments-plist nil
"Holds history of commands per project.")
(defmacro gdscript-history--with-project-history (project-history &rest body)
"Execute the forms in BODY with PROJECT-HISTORY being set.
PROJECT-HISTORY will be history of current project."
(declare (indent 1) (debug t))
`(let* ((property (gdscript-util--find-project-configuration-file))
(,project-history (lax-plist-get gdscript-history--previous-arguments-plist property)))
,@body))
(defun gdscript-history--add-to-history (arguments)
"Add ARGUMENTS to history for current project."
(gdscript-history--with-project-history history
(push arguments history)
(delete-dups history)
(setq gdscript-history--previous-arguments-plist
(lax-plist-put gdscript-history--previous-arguments-plist property history))))
(defun gdscript-history--last-command ()
"Return last command from history."
(gdscript-history--with-project-history history
(car history)))
(defun gdscript-history--line-data (command)
"Pretty print COMMAND."
(let* ((flat (gdscript-util--flatten command))
(l (car (last flat))))
(cond ((string-suffix-p ".tscn" l)
(progn
(string-match "\\(.*/\\)?\\(.*\\).tscn$" l)
(list (format "Scene %s.tscn: %s " (match-string-no-properties 2 l) l) (butlast command))))
((string-suffix-p ".gd" l)
(progn
(string-match "\\(.*/\\)?\\(.*\\).gd$" l)
(list (format "Script %s.gd: %s " (match-string-no-properties 2 l) l) (butlast command))))
(t
(list (format "Project %s: " (gdscript-util--get-godot-project-name)) command)))))
(defun gdscript-history--line (command idx)
"Render COMMAND as string starting with index IDX."
(let* ((index (number-to-string (1+ idx)))
(data (gdscript-history--line-data command))
(name (car data))
(args (cadr data)))
(string-trim (concat index ") " name (mapconcat 'identity args " ")))))
(defun gdscript-history--select-from-history ()
"Choose command from history."
(gdscript-history--with-project-history history
(let* ((history-data (seq-map-indexed #'gdscript-history--line history))
(selected (gdscript-util--read history-data "Run again"))
(index (string-to-number selected)))
(nth (1- index) history))))
(provide 'gdscript-history)
;;; gdscript-history.el ends here

157
gdscript-hydra.el Normal file
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@@ -0,0 +1,157 @@
;;; gdscript-hydra.el --- Hydra for launching Godot -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest and contributors
;;
;; Author: Josef Vlach <vlach.josef@gmail.com>
;; URL: https://github.com/godotengine/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:
;;
;; Hydra for launching Godot. It offers options to launch Godot in debug mode or open editor or run the script.
;;
;; When running in debug mode it offers two additional flags to pass to Godot:
;; --debug-collisions
;; --debug-navigation
;;
;;; Code:
(require 'hydra nil t)
(require 'gdscript-format)
(require 'gdscript-godot)
(require 'gdscript-history)
(require 'gdscript-utils)
;;;###autoload
(defvar gdscript-hydra--open nil)
(defvar gdscript-hydra--debug nil)
(defvar gdscript-hydra--editor nil)
(defvar gdscript-hydra--debug-collisions nil)
(defvar gdscript-hydra--debug-navigation nil)
(defvar gdscript-hydra--hydra nil)
(defun gdscript-hydra-show ()
"Show gdcript hydra."
(interactive)
(gdscript-util--with-available-hydra
(unless gdscript-hydra--hydra
(setq gdscript-hydra--hydra (gdscript-hydra--create)))
(funcall gdscript-hydra--hydra)))
(defun gdscript-hydra--selected (selected)
"Visual representation for (non)SELECTED checkboxes."
(if selected "x" " "))
(defun gdscript-hydra--dispatch (run-default run-debug run-editor)
"Run Godot with selected flag.
RUN-DEFAULT is a function to call when neither debug or scene flag
is selected in hydra.
RUN-DEBUG is a function to call when debug flag is selected in hydra.
RUN-EDITOR is a function to call when editor flag is selected in hydra."
(cond
((and (not gdscript-hydra--debug)
(not gdscript-hydra--editor)) (funcall run-default))
(gdscript-hydra--debug (funcall run-debug))
(gdscript-hydra--editor (funcall run-editor))))
(defun gdscript-hydra--run (project-or-scene)
"Dispatcher from hydra heads to gdscript-godot-* commands.
PROJECT-OR-SCENE is symbol representing scene, project or script.
It is setting variable `gdscript-godot--debug-options-hydra' based
on hydra checkboxes."
(setq gdscript-godot--debug-options-hydra
(remove nil
(list
(when gdscript-hydra--debug-collisions "--debug-collisions")
(when gdscript-hydra--debug-navigation "--debug-navigation"))))
(pcase project-or-scene
(:project (gdscript-hydra--dispatch 'gdscript-godot-run-project
'gdscript-godot-run-project-debug
'gdscript-godot-open-project-in-editor))
(:scene (gdscript-hydra--dispatch 'gdscript-godot-run-current-scene
'gdscript-godot-run-current-scene-debug
'gdscript-godot-edit-current-scene))
(:script (gdscript-godot-run-current-script))))
(defun gdscript-hydra--open-godot-buffer ()
"Find buffer named *godot - <project-name>* and if it exists open it in other window."
(let* ((current-name (buffer-name (current-buffer)))
(godot-buffer-name (gdscript-util--get-godot-buffer-name)))
(unless (string= godot-buffer-name current-name)
(let ((godot-buffer (seq-find
(lambda (current-buffer)
(with-current-buffer current-buffer
(equal (buffer-name) godot-buffer-name))) (buffer-list))))
(when godot-buffer (switch-to-buffer-other-window godot-buffer))))))
(defun gdscript-hydra--run-last ()
"Run last command from history."
(gdscript-godot--run-command (gdscript-history--last-command)))
(defun gdscript-hydra--select-from-history ()
"Choose command to run from history of commands."
(gdscript-godot--run-command (gdscript-history--select-from-history)))
(defun gdscript-hydra--create ()
(defhydra gdscript-hydra--menu (:hint none
:body-pre (setq gdscript-hydra--open t)
:before-exit (setq gdscript-hydra--open nil))
"
_d_ (?d?) Debug _p_ run project _t_ run script _h_ run from history _a_ format all _q_ quit
_e_ (?e?) Editor _s_ run scene _r_ run last _g_ switch to *godot* _b_ format buffer
_c_ [?c?] Visible collisions shapes
_n_ [?n?] Visible navigation
"
("d" (progn
(setq gdscript-hydra--debug (not gdscript-hydra--debug)
gdscript-hydra--editor nil)
(unless gdscript-hydra--debug
(setq
gdscript-hydra--debug-collisions nil
gdscript-hydra--debug-navigation nil))) (gdscript-hydra--selected gdscript-hydra--debug))
("e" (setq gdscript-hydra--editor (not gdscript-hydra--editor)
gdscript-hydra--debug nil
gdscript-hydra--debug-collisions nil
gdscript-hydra--debug-navigation nil) (gdscript-hydra--selected gdscript-hydra--editor))
("p" (gdscript-hydra--run :project))
("s" (gdscript-hydra--run :scene))
("t" (gdscript-hydra--run :script))
("r" (gdscript-hydra--run-last))
("h" (gdscript-hydra--select-from-history))
("c" (setq gdscript-hydra--debug-collisions (not gdscript-hydra--debug-collisions)
gdscript-hydra--debug t
gdscript-hydra--editor nil) (gdscript-hydra--selected gdscript-hydra--debug-collisions))
("n" (setq gdscript-hydra--debug-navigation (not gdscript-hydra--debug-navigation)
gdscript-hydra--debug t
gdscript-hydra--editor nil) (gdscript-hydra--selected gdscript-hydra--debug-navigation))
("g" (gdscript-hydra--open-godot-buffer) :color blue)
("a" (gdscript-format-all))
("b" (gdscript-format-buffer))
("q" nil)))
(provide 'gdscript-hydra)
;;; gdscript-hydra.el ends here

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -45,45 +45,6 @@
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)
(save-excursion
(save-restriction
(widen)
(goto-char (point-min))
(let ((block-end))
(while (and (not block-end)
(re-search-forward
(gdscript-rx line-start block-start) nil t))
(when (and
(not (gdscript-syntax-context-type))
(progn
(goto-char (line-end-position))
(gdscript--util-forward-comment -1)
(if (equal (char-before) ?:)
t
(forward-line 1)
(when (gdscript-info-block-continuation-line-p)
(while (and (gdscript-info-continuation-line-p)
(not (eobp)))
(forward-line 1))
(gdscript--util-forward-comment -1)
(when (equal (char-before) ?:)
t)))))
(setq block-end (point-marker))))
(let ((indentation
(when block-end
(goto-char block-end)
(gdscript--util-forward-comment)
(current-indentation))))
(if (and indentation (not (zerop indentation)))
(set (make-local-variable 'gdscript-indent-offset) indentation)
(when gdscript-indent-guess-indent-offset-verbose
(message "Can't guess gdscript-indent-offset, using defaults: %s"
gdscript-indent-offset))))))))
(defun gdscript-indent-context ()
"Get information about the current indentation context.
Context is returned in a cons with the form (STATUS . START).
@@ -312,17 +273,19 @@ possibilities can be narrowed to specific indentation points."
(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.
:after-backslash-dotted-continuation
:after-backslash-assignment-continuation) . ,start)
;; Use (possibly extra) indentation given by the configuration
(goto-char start)
(current-column))
(+ (current-indentation)
(* gdscript-indent-offset
gdscript-indent-line-continuation-scale)))
(`(:after-block-end . ,start)
;; Subtract one indentation level.
(goto-char start)
@@ -384,11 +347,7 @@ to the maximum available level. When indentation is the minimum
possible and PREVIOUS is non-nil, cycle back to the maximum
level."
(let ((follow-indentation-p
;; Check if point is within indentation.
(and (<= (line-beginning-position) (point))
(>= (+ (line-beginning-position)
(current-indentation))
(point)))))
(<= (current-column) (current-indentation))))
(save-excursion
(indent-line-to
(gdscript-indent-calculate-indentation previous))
@@ -697,6 +656,19 @@ likely an invalid gdscript file."
(setq positions (cdr positions)))))
position))
(defun gdscript-indent--nav-block ()
"Search backward for block start."
(re-search-backward (gdscript-rx block-start) nil t)
;; At this point `(match-string-no-properties 0)' doesn't match whole gdscript's block expression,
;; due to how `re-search-backward' works.
;; To make `(match-string-no-properties 0)' match whole gdscript's block expression
;; let's use `re-search-forward' from beginning of a statement.
(gdscript-nav-beginning-of-statement)
(prog1
(re-search-forward (gdscript-rx block-start) nil t)
;; And let's put point at the beginning of the statement.
(gdscript-nav-beginning-of-statement)))
(defun gdscript-info-dedenter-opening-block-positions ()
"Return points of blocks the current line may close sorted by closer.
Returns nil if point is not on a dedenter statement or no opening
@@ -708,18 +680,13 @@ likely an invalid gdscript file."
(goto-char dedenter-pos)
(let* ((cur-line (line-beginning-position))
(pairs '(("elif" "elif" "if")
("else" "if" "elif" "except" "for" "while")
("except" "except" "try")
("finally" "else" "except" "try")))
("else" "if" "elif")))
(dedenter (match-string-no-properties 0))
(possible-opening-blocks (cdr (assoc-string dedenter pairs)))
(collected-indentations)
(opening-blocks))
(catch 'exit
(while (gdscript-nav--syntactically
(lambda ()
(re-search-backward (gdscript-rx block-start) nil t))
#'<)
(while (gdscript-nav--syntactically #'gdscript-indent--nav-block #'<)
(let ((indentation (current-indentation)))
(when (and (not (memq indentation collected-indentations))
(or (not collected-indentations)
@@ -736,13 +703,17 @@ likely an invalid gdscript file."
(while (and (< (point) cur-line)
(setq no-back-indent
(or (> (current-indentation) indentation)
(gdscript-info-current-line-empty-p))))
(gdscript-info-current-line-empty-p)
(gdscript-info-current-line-comment-p)
(not (equal :after-line (car (gdscript-indent-context)))))))
(forward-line)))
no-back-indent)))
(setq collected-indentations
(cons indentation collected-indentations))
(when (member (match-string-no-properties 0)
possible-opening-blocks)
(when
(seq-contains possible-opening-blocks
(string-trim (match-string-no-properties 0))
(lambda (elt e) (string-prefix-p e elt)))
(setq opening-blocks (cons (point) opening-blocks))))
(when (zerop indentation)
(throw 'exit nil)))))
@@ -882,7 +853,7 @@ operator."
(defun gdscript-info-current-line-comment-p ()
"Return non-nil if current line is a comment line."
(char-equal
(or (char-after (+ (line-beginning-position) (current-indentation))) ?_)
(or (char-after (+ (line-beginning-position) (/ (current-indentation) gdscript-indent-offset))) ?_)
?#))
(defun gdscript-info-current-line-empty-p ()

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -32,133 +32,136 @@
;;; 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" "remote" "return" "self" "setget" "signal"
"slave" "static" "switch" "sync" "tool" "true" "var" "while" "yield"))
"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" "abs" "acos" "asin" "assert" "atan" "atan2"
"bytes2var" "ceil" "char" "clamp" "convert" "cos" "cosh" "db2linear" "decimals" "dectime" "deg2rad"
"dict2inst" "ease" "exp" "floor" "fmod" "fposmod" "funcref" "hash" "inst2dict" "instance_from_id"
"is_inf" "is_nan" "lerp" "linear2db" "load" "log" "max" "min" "name" "nearest_po2" "pow" "preload"
"print" "print_stack" "printerr" "printraw" "prints" "printt" "rad2deg" "rand_range" "rand_seed"
"randf" "randi" "randomize" "range" "round" "seed" "sign" "sin" "sinh" "sqrt" "stepify" "str"
"str2var" "tan" "tanh" "type_exists" "typeof" "var2bytes" "var2str" "weakref" "yield"))
(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"))
"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

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -26,11 +26,12 @@
;;; Commentary:
;; Adds support for the GDScript programming language from the Godot game
;; engine. This is a domain-specific language dedicated to game programming.
;; engine. This is a domain-specific language dedicated to game programming.
;;; Code:
(require 'gdscript-customization)
(require 'gdscript-docs)
(require 'gdscript-syntax)
(require 'gdscript-indent-and-nav)
(require 'gdscript-imenu)
@@ -38,6 +39,13 @@
(require 'gdscript-completion)
(require 'gdscript-format)
(require 'gdscript-rx)
(require 'gdscript-godot)
(require 'gdscript-hydra)
(require 'gdscript-debug)
(require 'gdscript-eglot)
(when (version< "29" emacs-version)
(require 'gdscript-ts-mode))
;;;###autoload
(add-to-list 'auto-mode-alist '("\\.gd\\'" . gdscript-mode))
@@ -45,6 +53,13 @@
(add-to-list 'auto-mode-alist '("\\.tscn\\'" . conf-toml-mode))
;;;###autoload
(add-to-list 'auto-mode-alist '("\\.tres\\'" . conf-toml-mode))
;;;###autoload
(with-eval-after-load 'eglot
(defvar eglot-server-programs)
(unless (equal (alist-get 'gdscript-mode eglot-server-programs)
#'gdscript-eglot-contact)
(push (cons 'gdscript-mode #'gdscript-eglot-contact)
eglot-server-programs)))
(defvar gdscript-mode-map (let ((map (make-sparse-keymap)))
;; Movement
@@ -52,19 +67,45 @@
(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 "\C-c\C-g" 'gdscript--run-godot-editor)
(define-key map "\C-c\C-p" 'gdscript--run-project-in-godot)
(define-key map "\C-c\C-s" 'gdscript--run-current-scene-in-godot)
(define-key map "\C-c\C-e" 'gdscript-godot-edit-current-scene)
(define-key map "\C-c\C-r" 'gdscript--run-current-script-in-godot)
(define-key map "\C-c\C-dp" 'gdscript--run-project-in-godot-debug-mode)
(define-key map "\C-c\C-ds" 'gdscript--run-current-scene-in-godot-debug-mode)
(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 "<f5>") '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 "<f6>") '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)
(define-key map (kbd "C-c C-b s") 'gdscript-docs-online-search-api)
;; Hydra
(define-key map (kbd "C-c r") 'gdscript-hydra-show)
;; Debugger
(define-key map (kbd "C-c C-d C-d s") 'gdscript-debug-display-stack-frame-vars-buffer)
(define-key map (kbd "C-c C-d C-d d") 'gdscript-debug-display-stack-dump-buffer)
(define-key map (kbd "C-c C-d C-d b") 'gdscript-debug-display-breakpoint-buffer)
(define-key map (kbd "C-c C-d C-d i") 'gdscript-debug-display-inspector-buffer)
(define-key map (kbd "<f9>") 'gdscript-debug-toggle-breakpoint)
(define-key map (kbd "C-c C-d q") 'gdscript-debug-make-server)
(define-key map (kbd "C-c C-d n") 'gdscript-debug-next)
(define-key map (kbd "C-c C-d c") 'gdscript-debug-continue)
(define-key map (kbd "<f7>") 'gdscript-debug-continue)
(define-key map (kbd "C-c C-d s") 'gdscript-debug-step)
;; Debugger Hydra
(define-key map (kbd "C-c n") 'gdscript-debug-hydra)
map)
"Keymap for `gdscript-mode'.")
@@ -91,15 +132,31 @@ the last command event was a string delimiter."
(save-excursion
(insert (make-string 2 last-command-event)))))
(defun gdscript-mark-defun ()
"GDScript-specific version of `mark-defun'.
Put mark at end of this defun, point at beginning.
The defun marked is the one that contains point or follows point.
If the mark is active, it marks the next defun after the one
already marked."
(interactive)
(if (use-region-p)
(gdscript-nav-forward-defun)
(save-excursion
(gdscript-nav-backward-defun)
(set-mark (point))))
(gdscript-nav-end-of-defun))
;;;###autoload
(define-derived-mode gdscript-mode prog-mode "gdscript"
"Major mode for editing Godot GDScript files."
(setq-local tab-width gdscript-tab-width)
(setq-local indent-tabs-mode gdscript-use-tab-indents)
(set-syntax-table gdscript-syntax-table)
(modify-syntax-entry ?\# "\<" gdscript-syntax-table)
(modify-syntax-entry ?\n ">" gdscript-syntax-table)
(set-syntax-table gdscript-mode-syntax-table)
(modify-syntax-entry ?\# "\<" gdscript-mode-syntax-table)
(modify-syntax-entry ?\n ">" gdscript-mode-syntax-table)
(setq-local comment-start "# ")
(setq-local comment-start-skip "#+\\s-*")
@@ -167,10 +224,7 @@ the last command event was a string delimiter."
(gdscript-rx (* space) block-start))
(setq-local outline-level
#'(lambda ()
"`outline-level' function for gdscript mode."
(1+ (/ (current-indentation) gdscript-indent-offset))))
(when gdscript-indent-guess-indent-offset
"`outline-level' function for gdscript mode."
(1+ (/ (current-indentation) gdscript-indent-offset)))))
(provide 'gdscript-mode)

94
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@@ -0,0 +1,94 @@
;;; gdscript-project.el --- Project -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest and contributors
;;
;; Author: Josef Vlach <vlach.josef@gmail.com>
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: June 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:
;;
;; Find all scenes/scripts functions.
;;
;;; Code:
(require 'gdscript-utils)
(defun gdscript-project--current-buffer-scene ()
"Return the name of current scene.
If current buffer is not visiting scene file return nil."
(when buffer-file-name
(let ((scene-name (concat
(gdscript-util--find-project-configuration-file)
(gdscript-util--get-godot-project-file-path-relative buffer-file-name) ".tscn")))
(when (file-exists-p scene-name) scene-name))))
(defun gdscript-project--select-scene ()
"Find all scenes files and let user choose one. Return `nil' if user cancels selection."
(message "selecting scene")
(let* ((rl (gdscript-util--find-project-configuration-file))
(scene-list (mapcar (lambda (x) (file-relative-name x rl)) (directory-files-recursively rl ".*.tscn" t)))
(prompt (format "Select scene to run" (buffer-name)))
(selected-scene (gdscript-util--read scene-list prompt)))
selected-scene))
(defun gdscript-project--current-buffer-script ()
"Return the name of current script.
If current buffer is not visiting script file return nil."
(when buffer-file-name
(save-excursion
(goto-char (point-min))
(when (re-search-forward "^extends SceneTree\\|^extends MainLoop" nil t)
(file-relative-name buffer-file-name (gdscript-util--find-project-configuration-file))))))
(defun gdscript-project--select-script (script-list)
"Find all script files and let user choose one."
(let ((hydra-open gdscript-hydra--open))
(when hydra-open (gdscript-hydra--menu/nil))
(unwind-protect
(let* ((prompt (format "Buffer %s is not script file, select script to run" (buffer-name)))
(script-name (gdscript-util--read script-list prompt)))
(when script-name
(string-match "^\\(.*.gd\\):" script-name)
(gdscript-godot--run-script (match-string 1 script-name))))
(when hydra-open (gdscript-hydra--menu/body)))))
(defun gdscript-project--get-all-scripts ()
"Find all script files and let user choose one.
Since detection of script files require inspection of file contents,
this use ag for performance."
(if (executable-find "ag")
(let ((default-directory (vc-git-root default-directory)))
(with-temp-buffer
(call-process "ag" nil (current-buffer) nil "--vimgrep" "-s" "^extends SceneTree|^extends MainLoop")
(let ((available-standalone-scripts (split-string (buffer-string) "\n" t)))
(if (null available-standalone-scripts)
(message "No standalone script found. Look at https://docs.godotengine.org/en/stable/getting_started/editor/command_line_tutorial.html#running-a-script for details.")
(gdscript-project--select-script available-standalone-scripts)))))
(error (format "Buffer %s is no script file. To see all available scripts install 'ag' executable." (buffer-name)))))
(provide 'gdscript-project)
;;; gdscript-project.el ends here

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -1445,10 +1445,13 @@ following constructs:
(defmacro gdscript-rx (&rest regexps)
"Gdscript mode specialized rx macro.
This variant of `rx' supports common Gdscript named REGEXPS."
`(gdscript-rx-let ((block-start (seq (zero-or-more nonl)
":"
(or (seq (zero-or-more " ") eol)
(seq (zero-or-more " ") "#" (zero-or-more nonl) eol))))
`(gdscript-rx-let (
(block-start
(or (seq (or "if" "elif" "while" "func") (+? (not ":")) ":")
(seq (zero-or-more nonl)
":"
(or (seq (zero-or-more " ") eol)
(seq (zero-or-more " ") "#" (zero-or-more nonl) eol)))))
(dedenter (seq symbol-start
(or "elif" "else")
symbol-end))

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -56,7 +56,11 @@
(_ form))))
;; Controls font-face mappings or colors to highlight groups of keywords
(defvar gdscript-font-lock `((,(gdscript-syntax-regex-maker gdscript-keywords)
(defvar gdscript-font-lock `((,(rx (and "$" (one-or-more (or "/" (one-or-more word)))))
(0 font-lock-constant-face))
(,(rx (and (group "$") "\"" (zero-or-more nonl) "\""))
(1 font-lock-constant-face))
(,(gdscript-syntax-regex-maker gdscript-keywords)
1
font-lock-keyword-face)
(,(gdscript-syntax-regex-maker (append gdscript-built-in-constants
@@ -75,9 +79,12 @@
(or "var" "const")
(1+ space)
(group (1+ (or word ?_))))
(1 font-lock-variable-name-face))))
(defvar gdscript-syntax-table (make-syntax-table))
(1 font-lock-variable-name-face))
;; Function call
(,(rx (group (1+ (or word ?_)))
(0+ space)
"(")
(1 font-lock-function-name-face))))
(defun gdscript-syntax-context (type &optional syntax-ppss)
"Return non-nil if point is on TYPE using SYNTAX-PPSS.

341
gdscript-tests.el Normal file
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@@ -0,0 +1,341 @@
;;; gdscript-tests.el --- tests for gdscript mode -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest and contributors
;;
;; Author: Josef Vlach <vlach.josef@gmail.com>
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 1.0.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: June 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:
;;
;; To run the tests in terminal:
;; > ./makem.sh test
;;
;;; Code:
(require 'ert)
(require 'gdscript-mode)
;; NOTE: `gdscript-tests--with-temp-buffer' and `gdscript-tests-look-at' are
;; originally from the Python package
(defmacro gdscript-tests--with-temp-buffer (contents &rest body)
"Create a `gdscript-mode' enabled temp buffer with CONTENTS.
BODY is code to be executed within the temp buffer. Point is
always located at the beginning of buffer."
(declare (indent 1) (debug t))
`(with-temp-buffer
(let ()
(gdscript-mode)
(insert ,contents)
(goto-char (point-min))
,@body)))
(defun gdscript-tests-look-at (string &optional num restore-point)
"Move point at beginning of STRING in the current buffer.
Optional argument NUM defaults to 1 and is an integer indicating
how many occurrences must be found, when positive the search is
done forwards, otherwise backwards. When RESTORE-POINT is
non-nil the point is not moved but the position found is still
returned. When searching forward and point is already looking at
STRING, it is skipped so the next STRING occurrence is selected."
(let* ((num (or num 1))
(starting-point (point))
(string (regexp-quote string))
(search-fn (if (> num 0) #'re-search-forward #'re-search-backward))
(deinc-fn (if (> num 0) #'1- #'1+))
(found-point))
(prog2
(catch 'exit
(while (not (= num 0))
(when (and (> num 0)
(looking-at string))
;; Moving forward and already looking at STRING, skip it.
(forward-char (length (match-string-no-properties 0))))
(and (not (funcall search-fn string nil t))
(throw 'exit t))
(when (> num 0)
;; `re-search-forward' leaves point at the end of the
;; occurrence, move back so point is at the beginning
;; instead.
(forward-char (- (length (match-string-no-properties 0)))))
(setq
num (funcall deinc-fn num)
found-point (point))))
found-point
(and restore-point (goto-char starting-point)))))
(defun gdscript-tests-self-insert (char-or-str)
"Call `self-insert-command' for chars in CHAR-OR-STR."
(let ((chars
(cond
((characterp char-or-str)
(list char-or-str))
((stringp char-or-str)
(string-to-list char-or-str))
((not
(cl-remove-if #'characterp char-or-str))
char-or-str)
(t (error "CHAR-OR-STR must be a char, string, or list of char")))))
(mapc
(lambda (char)
(let ((last-command-event char))
(call-interactively 'self-insert-command)))
chars)))
(ert-deftest gdscript-indent--comment-line ()
"Test if current line is comment."
(gdscript-tests--with-temp-buffer
"
func f():
# aaa
bbb
"
(gdscript-tests-look-at "aaa")
(should (gdscript-info-current-line-comment-p))
(gdscript-tests-look-at "bbb")
(should (not (gdscript-info-current-line-comment-p)))))
(ert-deftest gdscript-indent--electric-colon-4 ()
"Test indentation case where there is one more-indented previous open block."
(gdscript-tests--with-temp-buffer
"
func f():
if true or true:
a = 5
if true and true:
a = 10
b = 3
else
"
(gdscript-tests-look-at "else")
(goto-char (line-end-position))
(gdscript-tests-self-insert ":")
(gdscript-tests-look-at "else" -1)
(should (= (current-indentation) 4))))
(ert-deftest gdscript-tests--indent-electric-colon-8 ()
"Test indentation case where there is one more-indented previous open block, but it is comment."
(gdscript-tests--with-temp-buffer
"
func f():
if true or true:
a = 5
if true and true:
a = 10
# b = 3
else
"
(gdscript-tests-look-at "else")
(goto-char (line-end-position))
(gdscript-tests-self-insert ":")
(gdscript-tests-look-at "else" -1)
(should (= (current-indentation) 8))))
(ert-deftest gdscript-tests--dedent-if-else ()
"Test dedentation case where else is dedented from inner if to outer if."
(gdscript-tests--with-temp-buffer
"
func f():
if true:
if true:
a = 5
else:
"
(gdscript-tests-look-at "else")
(let ((last-command 'indent-for-tab-command)
(this-command 'indent-for-tab-command))
(should (= (current-indentation) 8))
(indent-for-tab-command)
(should (= (current-indentation) 4)))))
(ert-deftest gdscript-tests--dedent-if-elif ()
"Test dedentation case where elif is dedented from inner if to outer if."
(gdscript-tests--with-temp-buffer
"
func f():
if true:
if true:
a = 5
elif true:
"
(gdscript-tests-look-at "elif")
(let ((last-command 'indent-for-tab-command)
(this-command 'indent-for-tab-command))
(should (= (current-indentation) 8))
(indent-for-tab-command)
(should (= (current-indentation) 4)))))
(ert-deftest gdscript-tests--dedent-elif-else ()
"Test dedentation case where else is dedented from inner elif to outer if."
(gdscript-tests--with-temp-buffer
"
func f():
if true:
if true:
a = 5
elif true:
a = 6
else:
"
(gdscript-tests-look-at "else")
(let ((last-command 'indent-for-tab-command)
(this-command 'indent-for-tab-command))
(should (= (current-indentation) 8))
(indent-for-tab-command)
(should (= (current-indentation) 4)))))
(ert-deftest gdscript-tests--indent-if-with-parens ()
"Test indentation where if is followed by expression in parens."
(gdscript-tests--with-temp-buffer
"
func f():
if (
true
):
aaa = 5
"
(gdscript-tests-look-at "aaa")
(let ((last-command 'indent-for-tab-command)
(this-command 'indent-for-tab-command))
(should (= (current-indentation) 0))
(indent-for-tab-command)
(should (= (current-indentation) 8))
(indent-for-tab-command)
(should (= (current-indentation) 4)))))
(ert-deftest gdscript-tests--indent-elif-with-parens ()
"Test indentation where elif is followed by expression in parens."
(gdscript-tests--with-temp-buffer
"
func f():
if (
true
):
aaa = 5
elif(
true
):
aaa = 6
"
(gdscript-tests-look-at "aaa = 6")
(let ((last-command 'indent-for-tab-command)
(this-command 'indent-for-tab-command))
(should (= (current-indentation) 0))
(indent-for-tab-command)
(should (= (current-indentation) 8))
(indent-for-tab-command)
(should (= (current-indentation) 4)))))
(ert-deftest gdscript-tests--indent-while-with-parens ()
"Test indentation case where while is followed by expression in parens."
(gdscript-tests--with-temp-buffer
"
func f():
while (
true
):
aaa = 5
"
(gdscript-tests-look-at "aaa")
(let ((last-command 'indent-for-tab-command)
(this-command 'indent-for-tab-command))
(should (= (current-indentation) 0))
(indent-for-tab-command)
(should (= (current-indentation) 8))
(indent-for-tab-command)
(should (= (current-indentation) 4)))))
(ert-deftest gdscript-tests--indent-func-with-parens ()
"Test indentation case where function params span multiple lines."
(gdscript-tests--with-temp-buffer
"
func f(
i: int
):
pass
"
(gdscript-tests-look-at "pass")
(let ((last-command 'indent-for-tab-command)
(this-command 'indent-for-tab-command))
(should (= (current-indentation) 0))
(indent-for-tab-command)
(should (= (current-indentation) 4)))))
(ert-deftest gdscript-tests--indent-nested-ifs-with-parens ()
"Test indentation where if is nested."
(gdscript-tests--with-temp-buffer
"
func f():
if (
true
):
if (
true
):
aaa
"
(gdscript-tests-look-at "aaa")
(let ((last-command 'indent-for-tab-command)
(this-command 'indent-for-tab-command))
(should (= (current-indentation) 0))
(indent-for-tab-command)
(should (= (current-indentation) 12))
(indent-for-tab-command)
(should (= (current-indentation) 8))
(indent-for-tab-command)
(should (= (current-indentation) 4))
(indent-for-tab-command)
(should (= (current-indentation) 0))
(indent-for-tab-command)
(should (= (current-indentation) 12)))))
(ert-deftest gdscript-tests--dedent-nested-ifs-with-parens ()
"Test dedentation where if is nested."
(gdscript-tests--with-temp-buffer
"
func f():
if (
true
):
if (
true
):
aaa
else:
"
(gdscript-tests-look-at "else")
(let ((last-command 'indent-for-tab-command)
(this-command 'indent-for-tab-command))
(should (= (current-indentation) 0))
(indent-for-tab-command)
(should (= (current-indentation) 8))
(indent-for-tab-command)
(should (= (current-indentation) 4))
(indent-for-tab-command)
(should (= (current-indentation) 8)))))

298
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@@ -0,0 +1,298 @@
;;; gdscript-ts-mode.el --- Summary -*- lexical-binding: t -*-
;; Copyright (C) 2023 GDQuest and contributors
;; Author: xiliuya <xiliuya@aliyun.com>
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 0.1.0
;; Maintainer: xiliuya <xiliuya@aliyun.com>
;; Created: 2023-05-22 19:14:43
;; Keywords: languages
;; Package-Requires: ((emacs "26.3"))
;; 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 <http://www.gnu.org/licenses/>.
;;; Commentary:
;;
;; Tree-sitter mode for Gdscript.(Refer to python-ts-mode)
;; That supports the use tree-sitter for font-lock, imenu, indentation,
;; and navigation of Gdscript files.
;;
;;; Code:
(when (version< "29" emacs-version)
(require 'treesit))
;;; Imenu
(defvar gdscript-ts-imenu-format-item-label-function
'gdscript-ts-imenu-format-item-label
"Imenu function used to format an item label.
It must be a function with two arguments: TYPE and NAME.")
(defvar gdscript-ts-imenu-format-parent-item-label-function
'gdscript-ts-imenu-format-parent-item-label
"Imenu function used to format a parent item label.
It must be a function with two arguments: TYPE and NAME.")
(defvar gdscript-ts-imenu-format-parent-item-jump-label-function
'gdscript-ts-imenu-format-parent-item-jump-label
"Imenu function used to format a parent jump item label.
It must be a function with two arguments: TYPE and NAME.")
(defun gdscript-ts-imenu-format-item-label (type name)
"Return Imenu label for single node using TYPE and NAME."
(format "%s (%s)" name type))
(defun gdscript-ts-imenu-format-parent-item-label (type name)
"Return Imenu label for parent node using TYPE and NAME."
(format "%s..." (gdscript-ts-imenu-format-item-label type name)))
(defun gdscript-ts-imenu-format-parent-item-jump-label (type _name)
"Return Imenu label for parent node jump using TYPE and NAME."
(if (string= type "class")
"*class definition*"
"*function definition*"))
;;; Keywords
(defvar gdscript-ts--keyword-regex
(rx bot (| "func" "var" "const" "set" "get" "setget" "signal" "extends"
"match" "if" "elif" "else" "for" "in" "while" "break" "continue"
"pass" "return" "when" "yield" "await"
"class" "class_name" "abstract" "is" "onready" "tool" "static"
"export" "as" "void" "enum" "assert" "breakpoint"
"sync" "remote" "master" "puppet"
"remotesync" "mastersync" "puppetsync"
"trait" "namespace" "super"
"and" "or" "not"
"await" "yield" "self") eot))
;;; Types
(defvar gdscript-ts--builtin-type-regex
"\\`\\(int\\|bool\\|float\\|void\\|Vector2\\|Vector2i\\|Vector3\\|Vector3i\\|Vector4\\|Vector4i\\|Color\\|Rect2\\|Rect2i\\|Array\\|Basis\\|Dictionary\\|Plane\\|Quat\\|RID\\|Rect3\\|Transform\\|Transform2D\\|Transform3D\\|AABB\\|String\\|Color\\|NodePath\\|PoolByteArray\\|PoolIntArray\\|PoolRealArray\\|PoolStringArray\\|PoolVector2Array\\|PoolVector3Array\\|PoolColorArray\\|bool\\|int\\|float\\|Signal\\|Callable\\|StringName\\|Quaternion\\|Projection\\|PackedByteArray\\|PackedInt32Array\\|PackedInt64Array\\|PackedFloat32Array\\|PackedFloat64Array\\|PackedStringArray\\|PackedVector2Array\\|PackedVector2iArray\\|PackedVector3Array\\|PackedVector3iArray\\|PackedVector4Array\\|PackedColorArray\\|JSON\\|UPNP\\|OS\\|IP\\|JSONRPC\\|XRVRS\\)\\'")
(defvar gdscript-ts--type-regex
"\\`[A-Z][a-zA-Z0-9_]*[a-z][a-zA-Z0-9_]*\\'")
;;; Constants
(defvar gdscript-ts--constant-regex "\\`[A-Z_][A-Z0-9_]+\\'")
;;; Setting
(defvar gdscript-ts--feature-list
'(( comment definition)
( keyword string type annotation)
( number constant escape-sequence)
( bracket delimiter function operator property)))
(defvar gdscript-ts--treesit-settings
(treesit-font-lock-rules
:language 'gdscript
:feature 'comment
'((comment) @font-lock-comment-face)
:language 'gdscript
:feature 'constant
`(([(null) (false) (true)] @font-lock-constant-face)
(const_statement name: (name) @font-lock-constant-face)
(enumerator left: (identifier) @font-lock-constant-face)
((identifier) @font-lock-constant-face
(:match ,gdscript-ts--constant-regex @font-lock-constant-face))
(variable_statement
name: (name) @font-lock-constant-face
(:match ,gdscript-ts--constant-regex @font-lock-constant-face)))
:language 'gdscript
:feature 'bracket
`(["[" "]" "(" ")" "{" "}"] @font-lock-bracket-face)
:language 'gdscript
:feature 'delimiter
`(["," ":" "."] @font-lock-delimiter-face)
:language 'gdscript
:feature 'type
`(((identifier) @font-lock-builtin-face
(:match ,gdscript-ts--builtin-type-regex @font-lock-builtin-face))
(get_node) @font-lock-builtin-face
((identifier) @font-lock-type-face
(:match ,gdscript-ts--type-regex @font-lock-type-face))
(enum_definition name: (_) @font-lock-type-face)
(class_name_statement (name) @font-lock-type-face)
(class_definition (name) @font-lock-type-face))
:language 'gdscript
:feature 'definition
'((function_definition (name) @font-lock-function-name-face))
:language 'gdscript
:feature 'annotation
'((annotation "@" @font-lock-preprocessor-face
(identifier) @font-lock-preprocessor-face))
:language 'gdscript
:feature 'keyword
`((ERROR _ @font-lock-keyword-face (:match ,gdscript-ts--keyword-regex @font-lock-keyword-face))
(_ _ @font-lock-keyword-face (:match ,gdscript-ts--keyword-regex @font-lock-keyword-face)))
:language 'gdscript
:feature 'string
'((string) @font-lock-string-face)
:language 'gdscript
:feature 'function
'((call (identifier) @font-lock-builtin-face (:match "preload" @font-lock-builtin-face))
(call (identifier) @font-lock-function-call-face)
(attribute_call (identifier) @font-lock-function-call-face))
:language 'gdscript
:feature 'number
'(([(integer) (float)] @font-lock-number-face))
:language 'gdscript
:feature 'property
'((attribute (identifier) (identifier) @font-lock-property-use-face))
:feature 'operator
:language 'gdscript
`(["+" "+=" "-" "-=" "*" "*=" "/" "/=" "^" "^=" ">" ">="
"<" "<=" "|" "|=" "%" "%=" "&" "&=" ">>" ">>=" "<<" "<<="
"||" "&&" "==" "!=" "->" "~" "=" ":="]
@font-lock-operator-face)
:language 'gdscript
:override t
:feature 'escape-sequence
'((escape_sequence) @font-lock-escape-face)))
;;; Funtion
(defun gdscript-ts--treesit-defun-name (node)
"Return the defun name of NODE."
(treesit-node-text (treesit-search-subtree node "^name$" nil t) t))
(defun gdscript-ts--imenu-treesit-create-index-1 (node)
"Given a sparse tree, create an imenu alist.
NODE is the root node of the tree returned by
`treesit-induce-sparse-tree' (not a tree-sitter node, its car is
a tree-sitter node). Walk that tree and return an imenu alist.
Return a list of ENTRY where
ENTRY := (NAME . MARKER)
| (NAME . ((JUMP-LABEL . MARKER)
ENTRY
...)
NAME is the function/class's name, JUMP-LABEL is like \"*function
definition*\"."
(let* ((ts-node (car node))
(children (cdr node))
(subtrees (mapcan #'gdscript-ts--imenu-treesit-create-index-1
children))
(type (pcase (treesit-node-type ts-node)
("function_definition" 'def)
("export_variable_statement" 'e-var)
("onready_variable_statement" 'o-var)
("variable_statement" 'var)
("class_definition" 'class)))
;; The root of the tree could have a nil ts-node.
(name (when ts-node
(or (treesit-defun-name ts-node)
"Anonymous")))
(marker (when ts-node
(set-marker (make-marker)
(treesit-node-start ts-node)))))
(cond
((null ts-node)
subtrees)
(subtrees
(let ((parent-label
(funcall gdscript-ts-imenu-format-parent-item-label-function
type name))
(jump-label
(funcall
gdscript-ts-imenu-format-parent-item-jump-label-function
type name)))
`((,parent-label
,(cons jump-label marker)
,@subtrees))))
(t (let ((label
(funcall gdscript-ts-imenu-format-item-label-function
type name)))
(list (cons label marker)))))))
(defun gdscript-ts-imenu-treesit-create-index (&optional node)
"Return tree Imenu alist for the current Gdscript buffer.
Change `gdscript-ts-imenu-format-item-label-function',
`gdscript-ts-imenu-format-parent-item-label-function',
`gdscript-ts-imenu-format-parent-item-jump-label-function' to
customize how labels are formatted.
NODE is the root node of the subtree you want to build an index
of. If nil, use the root node of the whole parse tree.
Similar to `gdscript-imenu-create-index' but use tree-sitter."
(let* ((node (or node (treesit-buffer-root-node 'gdscript)))
(tree (treesit-induce-sparse-tree
node
(rx (or (seq bol
(or "onready_" "export_" "")
"variable_statement"
eol)
(seq bol
(or "function" "class")
"_definition"
eol)))
nil 1000)))
(gdscript-ts--imenu-treesit-create-index-1 tree)))
;;;###autoload
(define-derived-mode gdscript-ts-mode gdscript-mode "Gdscript"
"Major mode for editing gdscript files, using tree-sitter library.
\\{gdscript-ts-mode-map}"
:syntax-table gdscript-mode-syntax-table
(when (treesit-ready-p 'gdscript)
(treesit-parser-create 'gdscript)
(setq-local treesit-font-lock-feature-list gdscript-ts--feature-list)
(setq-local treesit-font-lock-settings gdscript-ts--treesit-settings)
;;; TODO: create-imenu
(setq-local imenu-create-index-function
#'gdscript-ts-imenu-treesit-create-index)
(setq-local treesit-defun-type-regexp (rx (seq bol
(or "function" "class")
"_definition"
eol)))
(setq-local treesit-defun-name-function
#'gdscript-ts--treesit-defun-name)
(treesit-major-mode-setup)
(add-to-list 'auto-mode-alist '("\\.gd\\'" . gdscript-ts-mode))
(add-to-list 'interpreter-mode-alist '("gdscript[0-9.]*" . gdscript-ts-mode))))
(provide 'gdscript-ts-mode)
;;; gdscript-ts-mode.el ends here

View File

@@ -3,7 +3,7 @@
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/GDQuest/emacs-gdscript-mode/
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
@@ -99,10 +99,12 @@ 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")))))
(let* ((base-path (or start-path default-directory))
(dominating-file
(locate-dominating-file base-path
(lambda (parent)
(directory-files parent t "project.godot")))))
(when dominating-file (expand-file-name dominating-file))))
(defun gdscript-util--get-godot-project-name ()
"Retrieve the project name from Godot's configuration file."
@@ -113,12 +115,53 @@ WARNING: the Godot project must exist for this function to work."
(match-string 1)
(error "Could not find the name of the project"))))
(defun gdscript-util--get-godot-buffer-name (&optional editor)
"Return buffer name for godot's stdout/stderr output."
(format (if editor "*godot - %s - Editor*" "*godot - %s*") (gdscript-util--get-godot-project-name)))
(defun gdscript-util--get-gdformat-buffer-name ()
"Return buffer name for godot's stdout/stderr output."
(format "*gdformat - %s*" (gdscript-util--get-godot-project-name)))
(defun gdscript-util--get-godot-project-file-path-relative (file-path)
"Return the relative path of `FILE-PATH' to Godot's configuration file."
(concat (gdscript-godot--build-shell-command) " -d "
(file-name-sans-extension
(file-relative-name file-path
(gdscript-util--find-project-configuration-file)))))
(let ((project-configuration-file (gdscript-util--find-project-configuration-file)))
(when project-configuration-file
(concat (file-name-sans-extension
(file-relative-name file-path project-configuration-file))))))
(defun gdscript-util--flatten (xs)
"Flatten deeply nested list.
For example:
> (gdscript-util--flatten (list 1 2 (list 3 (list 4 5)) nil))
> (1 2 3 4 5)
"
(cond
((null xs) nil)
((listp xs) (append (gdscript-util--flatten (car xs)) (gdscript-util--flatten (cdr xs))))
(t (list xs))))
(defun gdscript-util--read (items &optional prompt)
"Let's choose single item from ITEMS from mini-buffer.
PROMPT is prompt for read command. Return `nil' if user aborts."
(let* ((p (if prompt prompt "Options"))
(result (cond ((and (featurep 'projectile) )
(projectile-completing-read (format "%s: " p) items))
((fboundp 'ivy-read)
(ivy-read (format "%s: " p) items))
((fboundp 'ido-completing-read)
(ido-completing-read (format "%s: " p) items))
(t
(completing-read (format "%s (hit TAB to auto-complete): " p) items nil t)))))
(if quit-flag nil result)))
(defmacro gdscript-util--with-available-hydra (&rest body)
""
`(progn
(when (not (featurep 'hydra))
(error "No `hydra.el' available. To execute `gdscript-hydra-show' command you need to install hydra.el"))
,@body))
(provide 'gdscript-utils)

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