Files
emacs-gdscript-mode/gdscript-completion.el
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

89 lines
3.1 KiB
EmacsLisp

;;; gdscript-completion.el --- Autocompletion for GDScript -*- lexical-binding: t -*-
;; Copyright (C) 2020 GDQuest
;; Author: Nathan Lovato <nathan@gdquest.com>, Fabián E. Gallina <fgallina@gnu.org>
;; URL: https://github.com/godotengine/emacs-gdscript-mode/
;; Version: 0.1.0
;; Package-Requires: ((emacs "26.3"))
;; Maintainer: nathan@gdquest.com
;; Created: Feb 2020
;; Keywords: languages
;; This file is not part of GNU Emacs
;; This file 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, 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.
;; For a full copy of the GNU General Public License
;; see <https://www.gnu.org/licenses/>.
;;; Commentary:
;; Provides keywords for 'completion-at-point'.
;;; 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
gdscript-built-in-constants gdscript-built-in-functions
gdscript-built-in-types)))
(defun gdscript-completion-at-point ()
"This is the function to be used for the hook `completion-at-point-functions'."
(interactive)
(let* ((bounds (bounds-of-thing-at-point 'symbol))
(start (car bounds))
(end (cdr bounds)))
(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