Add LSP/DAP configuration section on external editors (#7948)

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
This commit is contained in:
Ricardo Subtil
2023-11-09 12:33:05 +00:00
committed by Max Hilbrunner
parent 5d4f1ab337
commit f19db72a4a
3 changed files with 43 additions and 0 deletions

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@@ -4,3 +4,4 @@ lod
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@@ -73,3 +73,45 @@ We have official plugins for the following code editors:
- `Visual Studio Code <https://github.com/godotengine/godot-vscode-plugin>`_
- `Emacs <https://github.com/godotengine/emacs-gdscript-mode>`_
LSP/DAP support
---------------
Godot supports the `Language Server Protocol <https://microsoft.github.io/language-server-protocol/>`_ (**LSP**) for code completion and the `Debug Adapter Protocol <https://microsoft.github.io/debug-adapter-protocol/>`_ (**DAP**) for debugging. You can check the `LSP client list <https://microsoft.github.io/language-server-protocol/implementors/tools/>`_ and `DAP client list <https://microsoft.github.io/debug-adapter-protocol/implementors/tools/>`_ to find if your editor supports them. If this is the case, you should be able to take advantage of these features without the need of a custom plugin.
To use these protocols, a Godot instance must be running on your current project. You should then configure your editor to communicate to the running adapter ports in Godot, which by default are ``6005`` for **LSP**, and ``6006`` for **DAP**. You can change these ports and other settings in the **Editor Settings**, under the **Network > Language Server** and **Network > Debug Adapter** sections respectively.
Below are some configuration steps for specific editors:
Visual Studio Code
^^^^^^^^^^^^^^^^^^
You need to install the official `Visual Studio Code plugin <https://github.com/godotengine/godot-vscode-plugin>`_.
For **LSP**, follow `these instructions <https://github.com/godotengine/godot-vscode-plugin#gdscript_lsp_server_port>`_ to change the default LSP port. The connection status can be checked on the status bar:
.. image:: img/lsp_vscode_status.png
For **DAP**, specify the ``debugServer`` property in your ``launch.json`` file:
.. code-block:: json
{
"version": "0.2.0",
"configurations": [
{
"name": "GDScript Godot",
"type": "godot",
"request": "launch",
"project": "${workspaceFolder}",
"port": 6007,
"debugServer": 6006,
}
]
}
Emacs
^^^^^
Check the official instructions to configure `LSP <https://github.com/godotengine/emacs-gdscript-mode#auto-completion-with-the-language-server-protocol-lsp>`_, and `DAP <https://github.com/godotengine/emacs-gdscript-mode#using-the-debugger>`_.

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