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emacs-gdscript-mode/gdscript-godot.el
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

184 lines
7.4 KiB
EmacsLisp

;;; gdscript-godot.el --- Open and run projects in Godot -*- lexical-binding: t; -*-
;;
;; Copyright (C) 2020 GDQuest and contributors
;;
;; Author: Franco Eusébio Garcia <francoegarcia@outlook.com>, Nathan Lovato <nathan@gdquest.com>
;; URL: https://github.com/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 <https://www.gnu.org/licenses/>.
;;
;;; Commentary:
;;
;; Open files, projects, and run commands in the Godot engine or editor.
;; This package contains commands that runs Godot processes.
;;
;;; Code:
(require 'gdscript-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 - <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))))
(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] <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