mirror of
https://github.com/godotengine/emacs-gdscript-mode.git
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105 lines
4.0 KiB
EmacsLisp
105 lines
4.0 KiB
EmacsLisp
;;; gdscript-completion.el --- Autocompletion for GDScript -*- lexical-binding: t -*-
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;; Copyright (C) 2020-2026 GDQuest and contributors
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;; Author: Nathan Lovato <nathan@gdquest.com>
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;; Fabián E. Gallina <fgallina@gnu.org>
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;; Maintainer: Jen-Chieh Shen <jcs090218@gmail.com>
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;; This file is not part of GNU Emacs
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;; This file 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, or (at your option)
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;; 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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;; For a full copy of the GNU General Public License
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;; see <https://www.gnu.org/licenses/>.
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;;; Commentary:
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;;
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;; Provides keywords for 'completion-at-point'.
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;;
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;;; Code:
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(require 'gdscript-syntax)
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(require 'gdscript-utils)
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(require 'projectile nil t)
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(declare-function projectile-project-files nil "ext:projectile.el")
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(declare-function projectile-completing-read nil "ext:projectile.el")
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(declare-function projectile-project-root nil "ext:projectile.el")
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(declare-function projectile-ensure-project nil "ext:projectile.el")
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(declare-function projectile-maybe-invalidate-cache nil "ext:projectile.el")
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(declare-function project-current nil "project")
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(declare-function project-root nil "project")
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(declare-function project-files nil "project")
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(defvar-local gdscript-completion--all-keywords
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(eval-when-compile (append gdscript-keywords gdscript-built-in-classes
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gdscript-built-in-constants gdscript-built-in-functions
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gdscript-built-in-types)))
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(defun gdscript-completion-at-point ()
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"This is the function to be used for the hook `completion-at-point-functions'."
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(interactive)
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(let* ((bounds (bounds-of-thing-at-point 'symbol))
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(start (car bounds))
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(end (cdr bounds)))
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(list start end gdscript-completion--all-keywords
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. nil)))
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(defun gdscript-completion-insert-file-path-at-point (&optional arg)
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"Insert a file path at point using Godot's relative path (\"res:\").
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If Projectile is available, list only the files in the current
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project. If project.el detects a project, use that instead.
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Otherwise, fallback to the built-in function `read-file-name'.
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If using Projectile, with a prefix ARG invalidates the cache
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first."
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(interactive "P")
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(let* ((has-projectile (featurep 'projectile))
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(has-project-el (and (featurep 'project) (project-current)))
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(project-root
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(cond (has-projectile
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(projectile-maybe-invalidate-cache arg)
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(projectile-ensure-project (projectile-project-root)))
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(has-project-el
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(project-root (project-current)))
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(t
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(gdscript-util--find-project-configuration-file))))
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(file
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(when project-root
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(cond (has-projectile
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(projectile-completing-read
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"Find file: "
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(projectile-project-files project-root)))
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(has-project-el
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(completing-read
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"Find file: "
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(mapcar (lambda (f)
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(file-relative-name f project-root))
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(project-files (project-current)))))
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(t
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(read-file-name "Find file: " project-root)))))
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(resource-path
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(when file
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(cond ((or has-projectile has-project-el)
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file)
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(t
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(concat (gdscript-util--get-godot-project-file-path-relative file)
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"." (file-name-extension file)))))))
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(when resource-path
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(insert (concat "\"res://" resource-path "\"")))))
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(provide 'gdscript-completion)
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;;; gdscript-completion.el ends here
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