;;; gdscript-godot.el --- Open and run projects in Godot -*- lexical-binding: t; -*- ;; ;; Copyright (C) 2020 GDQuest and contributors ;; ;; Author: Franco Eusébio Garcia , Nathan Lovato ;; URL: https://github.com/godotengine/emacs-gdscript-mode/ ;; Version: 1.0.0 ;; Package-Requires: ((emacs "26.3")) ;; Maintainer: nathan@gdquest.com ;; Created: Mar 2020 ;; Keywords: languages ;; ;; This file is not part of GNU Emacs. ;; ;; This program is free software; you can redistribute it and/or modify ;; it under the terms of the GNU General Public License as published by ;; the Free Software Foundation, either version 3 of the License, or ;; (at your option) any later version. ;; This program is distributed in the hope that it will be useful, ;; but WITHOUT ANY WARRANTY; without even the implied warranty of ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ;; GNU General Public License for more details. ;; You should have received a copy of the GNU General Public License ;; along with this program. If not, see . ;; ;;; Commentary: ;; ;; Open files, projects, and run commands in the Godot engine or editor. ;; This package contains commands that runs Godot processes. ;; ;;; Code: (require 'gdscript-comint) (require 'gdscript-customization) (require 'gdscript-debug) (require 'gdscript-history) (require 'gdscript-project) (require 'gdscript-utils) ;;;###autoload (defvar gdscript-godot--debug-options-hydra :not-list) (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 - *'." (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)))) (list "--path" project-path))) (defun gdscript-godot-open-project-in-editor () "Run Godot Engine Editor." (interactive) (gdscript-godot--run-command "-e")) (defun gdscript-godot-run-project () "Run the current project in Godot Engine." (interactive) (gdscript-godot--run-command)) (defun gdscript-godot-run-project-debug () "Run the current project in Godot Engine. When run with prefix argument, it offers extra debug options to choose from." (interactive) (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. Use the universal prefix (C-u) to force a scene select." (interactive) (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. When run with prefix argument, it offers extra debug options to choose from." (interactive) (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) (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. For this to work, the script must inherit either from \"SceneTree\" or \"MainLoop\"." (interactive) (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] " (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