mirror of
https://github.com/godotengine/emacs-gdscript-mode.git
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184 lines
7.4 KiB
EmacsLisp
184 lines
7.4 KiB
EmacsLisp
;;; gdscript-godot.el --- Open and run projects in Godot -*- lexical-binding: t; -*-
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;;
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;; Copyright (C) 2020 GDQuest and contributors
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;;
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;; Author: Franco Eusébio Garcia <francoegarcia@outlook.com>, Nathan Lovato <nathan@gdquest.com>
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;; URL: https://github.com/godotengine/emacs-gdscript-mode/
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;; Version: 1.0.0
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;; Package-Requires: ((emacs "26.3"))
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;; Maintainer: nathan@gdquest.com
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;; Created: Mar 2020
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;; Keywords: languages
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;;
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;; This file is not part of GNU Emacs.
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;;
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;; This program is free software; you can redistribute it and/or modify
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;; it under the terms of the GNU General Public License as published by
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;; the Free Software Foundation, either version 3 of the License, or
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;; (at your option) any later version.
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;; This program is distributed in the hope that it will be useful,
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;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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;; GNU General Public License for more details.
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;; You should have received a copy of the GNU General Public License
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;; along with this program. If not, see <https://www.gnu.org/licenses/>.
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;;
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;;; Commentary:
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;;
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;; Open files, projects, and run commands in the Godot engine or editor.
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;; This package contains commands that runs Godot processes.
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;;
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;;; Code:
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(require 'gdscript-comint)
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(require 'gdscript-customization)
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(require 'gdscript-debug)
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(require 'gdscript-history)
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(require 'gdscript-project)
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(require 'gdscript-utils)
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;;;###autoload
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(defvar gdscript-godot--debug-options-hydra :not-list)
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(defvar gdscript-godot--debug-selected-option 1)
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(defvar gdscript-godot--debug-options-alist
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'((1 . ())
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(2 . ("--debug-collisions"))
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(3 . ("--debug-navigation"))
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(4 . ("--debug-collisions" "--debug-navigation"))))
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(defmacro gdscript-godot--debug-options-handler (debug-options &rest body)
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"Execute the forms in BODY with DEBUG-OPTIONS being set.
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DEBUG-OPTIONS will be set either by Hydra, or by prefix argument selection."
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(declare (indent 1) (debug t))
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`(let* ((debug-option-index
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(if current-prefix-arg
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(gdscript-godot--change-debug-options)
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gdscript-godot--debug-selected-option))
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(prefix-options (cdr (assoc debug-option-index gdscript-godot--debug-options-alist)))
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(use-hydra-options (listp gdscript-godot--debug-options-hydra)) ;; gdscript-godot--debug-options-hydra is a list when run from hydra
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(,debug-options (if use-hydra-options gdscript-godot--debug-options-hydra prefix-options)))
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,@body))
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(defun gdscript-godot--run-command (&rest arguments)
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"Run a Godot process with ARGUMENTS.
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The output of the process will be provided in a buffer named
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`*godot - <project-name>*'."
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(let ((args (gdscript-util--flatten arguments)))
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(gdscript-history--add-to-history args)
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(when (and gdscript-debug--breakpoints (not (member "-e" arguments)))
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;; Start debugger server if it is not running already
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(unless (get-process (gdscript-debug-process-name (gdscript-util--find-project-configuration-file)))
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(gdscript-debug-make-server))
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(push (mapconcat (lambda (breakpoint)
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(let ((file (gdscript-breakpoint->file breakpoint))
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(line (gdscript-breakpoint->line breakpoint)))
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(format "%s:%s" file line))) gdscript-debug--breakpoints ",") args)
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(push "--breakpoints" args)
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(push (format "127.0.0.1:%s" gdscript-debug-port) args)
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(push "--remote-debug" args))
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(gdscript-comint--run (append (gdscript-godot--build-shell-command) args))
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(setq gdscript-godot--debug-options-hydra :not-list)))
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(defun gdscript-godot--build-shell-command (&optional path)
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"Build a shell command to with the Godot executable.
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If PATH is not provided, try to find it using the current
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file's directory as starting point."
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(let ((project-path (or path (gdscript-util--find-project-configuration-file))))
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(list "--path" project-path)))
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(defun gdscript-godot-open-project-in-editor ()
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"Run Godot Engine Editor."
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(interactive)
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(gdscript-godot--run-command "-e"))
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(defun gdscript-godot-run-project ()
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"Run the current project in Godot Engine."
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(interactive)
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(gdscript-godot--run-command))
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(defun gdscript-godot-run-project-debug ()
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"Run the current project in Godot Engine.
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When run with prefix argument, it offers extra debug options to choose from."
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(interactive)
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(gdscript-godot--debug-options-handler debug-options
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(gdscript-godot--run-command "-d" debug-options)))
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(defun gdscript-godot-run-current-scene ()
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"Run the current script file in Godot Engine. Use the universal prefix (C-u) to force a scene select."
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(interactive)
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(let ((scene (gdscript-godot--select-scene current-prefix-arg)))
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(when scene
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(gdscript-godot--run-command scene))))
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(defun gdscript-godot-run-current-scene-debug ()
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"Run the current script file in Godot Engine.
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When run with prefix argument, it offers extra debug options to choose from."
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(interactive)
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(let ((scene (gdscript-godot--select-scene current-prefix-arg)))
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(when scene
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(gdscript-godot--debug-options-handler debug-options
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(gdscript-godot--run-command "-d" debug-options scene)))))
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(defun gdscript-godot-edit-current-scene ()
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"Run the current script file in Godot Engine."
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(interactive)
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(let ((scene (gdscript-godot--select-scene current-prefix-arg)))
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(when scene
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(gdscript-godot--run-command "-e" scene))))
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(defun gdscript-godot--select-scene (&optional select-scene)
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"Select scene to run"
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(if select-scene
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(gdscript-project--select-scene)
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(let ((scene-name (gdscript-project--current-buffer-scene)))
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(if scene-name scene-name
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(gdscript-project--select-scene)))))
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(defun gdscript-godot-run-current-script ()
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"Run the current script file in Godot Engine.
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For this to work, the script must inherit either from
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\"SceneTree\" or \"MainLoop\"."
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(interactive)
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(let ((script-name (gdscript-project--current-buffer-script)))
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(if script-name
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(gdscript-godot--run-script script-name)
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(gdscript-project--get-all-scripts))))
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(defun gdscript-godot--run-script (script-name)
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"Run SCRIPT-NAME script in Godot Engine."
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(gdscript-godot--run-command "-s" script-name))
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(defun gdscript-godot--debug-options-to-string (index)
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"Return debug options from `gdscript-godot--debug-options-alist' for given INDEX as a string."
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(mapconcat 'identity (cdr (assoc index gdscript-godot--debug-options-alist)) " "))
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(defun gdscript-godot--debug-options-collection ()
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"Output a list of debug options to choose from by *-read function."
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(list
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(format "1) [%s] <no options>" (if (eq gdscript-godot--debug-selected-option 1) "X" " "))
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(format "2) [%s] %s" (if (eq gdscript-godot--debug-selected-option 2) "X" " ") (gdscript-godot--debug-options-to-string 2))
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(format "3) [%s] %s" (if (eq gdscript-godot--debug-selected-option 3) "X" " ") (gdscript-godot--debug-options-to-string 3))
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(format "4) [%s] %s" (if (eq gdscript-godot--debug-selected-option 4) "X" " ") (gdscript-godot--debug-options-to-string 4))))
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(defun gdscript-godot--change-debug-options ()
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"Read debug option and parse it as a number.
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Once read it is saved in `gdscript-godot--debug-selected-option'
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variable for later use."
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(let* ((option (gdscript-util--read (gdscript-godot--debug-options-collection)))
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(index (string-to-number option)))
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(setq gdscript-godot--debug-selected-option index)))
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(provide 'gdscript-godot)
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;;; gdscript-godot.el ends here
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