mirror of
https://github.com/godotengine/godot-vscode-plugin.git
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Merge pull request #80 from fractile81/update-readme
Further README refinements. Updates to strings for consistency.
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57
README.md
57
README.md
@@ -2,60 +2,63 @@ A complete set of tools to code games with the [Godot game engine](http://www.go
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## Features
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The extension comes with a wealth of features to make your programming experience as comfortable as possible:
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The extension comes with a wealth of features to make your Godot programming experience as comfortable as possible:
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- Syntax highlighting for the GDscript language
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- Syntax highlighting for the tscn and tres scene formats
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- Function definitions and documentation on hover
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- Rich auto completion
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- Syntax highlighting for the GDscript (`.gd`) language
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- Syntax highlighting for the `.tscn` and `.tres` scene formats
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- Function definitions and documentation display on hover (see image below)
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- Rich auto-completion
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- Static code validation
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- Open projects and scenes in Godot from VScode
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- Open projects and scenes in Godot from VS Code
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- Ctrl-click on a variable or method call to jump to its definition
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- Full documentation of the Godot engine API supported
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- Full documentation of the Godot engine's API supported
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## Available Commands
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The extension adds a few entries to the command palette:
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The extension adds a few entries to the VS Code Command Palette under "GodotTools":
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- Update Workspace Symbols
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- Update workspace symbols
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- Run workspace as Godot project
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- Open workspace with Godot editor
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- Run current scene
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## Settings
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If you like this extension you can set VSCode as your default script editor with following steps:
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### Godot
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If you like this extension, you can set VS Code as your default script editor for Godot by following these steps:
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1. Open editor settings
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2. Select `Text Editor / External`
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3. Check the `Use External Editor` box with mouse click
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4. Fill `Exec Path` to the path of your Visual Studio Code
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3. Make sure the `Use External Editor` box is checked
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4. Fill `Exec Path` with the path to your VS Code executable
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5. Fill `Exec Flags` with `{project} --goto {file}:{line}:{col}`
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### VS Code
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You can use the following settings to configure Godot Tools:
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- **GodotTools.godotVersion** - The Godot version of your project
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- **GodotTools.editorPath** - An absolute path pointing at the Godot Editor executable file. Required to run the project and test scenes from VScode
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- **GodotTools.workspaceDocumentWithMarkdown** - Control the documentations of workspace symbols should be rendered as plain text or html from markdown
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- **GodotTools.workspaceDocumentWithMarkdown** - Control the documentations of workspace symbols should be rendered as plain text or html from markdown
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- **GodotTools.ignoreIndentedVars** - Parse variables defined after indent of not
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- **GodotTools.parseTextScene** - Parse scene files with extension ends with tscn
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- **GodotTools.completeNodePath** - Show node paths of of workspace in the code completion
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- **GodotTools.godotProjectRoot** - The Godot project directory wich contains project.godot or engine.cfg
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- **GodotTools.godotVersion** - The Godot version of your project.
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- **GodotTools.editorPath** - The absolute path to the Godot executable. Required to run the project and test scenes directly from VS Code.
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- **GodotTools.workspaceDocumentWithMarkdown** - Control how the documentation of workspace symbols should be rendered: as plain text or as HTML from Markdown.
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- **GodotTools.ignoreIndentedVars** - Only parse variables defined on lines without an indentation.
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- **GodotTools.parseTextScene** - Parse a file as a Godot scene when the file name ends with `.tscn`.
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- **GodotTools.completeNodePath** - Show node paths within a workspace as part of code completion.
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- **GodotTools.godotProjectRoot** - Your Godot project's directory, which contains `project.godot` or `engine.cfg`.
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## Issues and Contributions
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The [Godot Tools](https://github.com/GodotExplorer/godot-tools) extension and [engine modules](https://github.com/GodotExplorer/editor-server) are all hosted on GitHub. Feel free to open issues there and create pull requests anytime.
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The [Godot Tools](https://github.com/GodotExplorer/godot-tools) extension and [engine modules](https://github.com/GodotExplorer/editor-server) are both hosted on GitHub. Feel free to open issues there and create pull requests anytime.
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See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md) for the latest changes.
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## FAQ
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### Intellisense isn't showing up for me
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### Why isn't Intellisense showing up for me?
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Make sure you save your .gd file, then run "GodotTools: Update Workspace Symbols" from the command palate
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Make sure you save your `.gd` file, then run "GodotTools: Update Workspace Symbols" from the Command Palette.
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[Full change log](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
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## TODOS:
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* Convert official BBCode documentation into Markdown and render it to HTML with documentation previewer pages
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## TODO:
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* Convert official BBCode documentation into Markdown and render it into HTML with documentation previewer pages
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* Add mermaid support with documentation
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* Undefined variable checking
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22
package.json
22
package.json
@@ -23,15 +23,15 @@
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"commands": [
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{
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"command": "godot.updateWorkspaceSymbols",
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"title": "GodotTools: Update Workspace Symbols"
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"title": "GodotTools: Update workspace symbols"
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},
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{
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"command": "godot.runWorkspace",
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"title": "GodotTools: Run workspace as godot project"
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"title": "GodotTools: Run workspace as Godot project"
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},
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{
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"command": "godot.openWithEditor",
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"title": "GodotTools: Open workspace with godot editor"
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"title": "GodotTools: Open workspace with Godot editor"
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},
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{
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"command": "godot.runCurrentScene",
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@@ -40,7 +40,7 @@
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],
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"configuration": {
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"type": "object",
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"title": "Godot tools configuration",
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"title": "Godot Tools configuration",
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"properties": {
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"GodotTools.maxNumberOfProblems": {
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"type": "number",
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@@ -50,12 +50,12 @@
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"GodotTools.editorPath": {
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"type": "string",
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"default": "",
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"description": "The absolute path of your godot editor"
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"description": "The absolute path to the Godot executable"
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},
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"GodotTools.workspaceDocumentWithMarkdown": {
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"type": "boolean",
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"default": false,
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"description": "Render workspace documentations as markdown content"
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"description": "Render workspace documentations as Markdown content"
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},
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"GodotTools.ignoreIndentedVars": {
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"type": "boolean",
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@@ -65,27 +65,27 @@
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"GodotTools.godotVersion": {
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"type": "number",
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"default": 3.0,
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"description": "The godot version of your project"
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"description": "The Godot version of your project"
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},
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"GodotTools.parseTextScene": {
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"type": "boolean",
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"default": true,
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"description": "Parse scene files with extention ends with tscn"
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"description": "Parse a file as a Godot scene when the file name ends with tscn"
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},
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"GodotTools.completeNodePath": {
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"type": "boolean",
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"default": false,
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"description": "Show node pathes of of workspace in the code completion"
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"description": "Show node paths within a workspace as part of code completion"
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},
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"GodotTools.godotProjectRoot": {
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"type": "string",
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"default": "${workspaceRoot}",
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"description": "Relate path to the godot project"
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"description": "Your Godot project's directory"
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},
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"GodotTools.enableSyntaxChecking": {
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"type": "boolean",
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"default": true,
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"description": "Turn on/off the syntax checking for GDScript"
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"description": "Turn on/off syntax checking for GDScript"
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},
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"GodotTools.lint": {
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"type":"object",
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@@ -78,12 +78,12 @@ class ToolManager {
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if (path && path.length > 0 && path.endsWith("/"))
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path = path.substring(0, path.length - 1)
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if (path.toLowerCase() == self.workspaceDir.toLowerCase())
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vscode.window.showInformationMessage("Connected to godot editor server");
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vscode.window.showInformationMessage("Connected to the Godot editor server");
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else {
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vscode.window.showWarningMessage("The opened project is not same with godot editor");
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vscode.window.showWarningMessage("The opened project is not the same within the Godot editor");
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}
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}).catch(e => {
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vscode.window.showErrorMessage("Failed connect to godot editor server");
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vscode.window.showErrorMessage("Failed connecting to the Godot editor server");
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});
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}
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@@ -124,7 +124,7 @@ class ToolManager {
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gdpath = path.join(this._rootDir, gdpath);
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let showgdpath = vscode.workspace.asRelativePath(gdpath);
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let doc = "Auto loaded instance of " + `[${showgdpath}](${vscode.Uri.file(gdpath).toString()})`;
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let doc = "Autoloaded instance of " + `[${showgdpath}](${vscode.Uri.file(gdpath).toString()})`;
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doc = doc.replace(/"/g, " ");
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script.constants[name] = new vscode.Range(0, 0, 0, 0);
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@@ -186,7 +186,7 @@ class ToolManager {
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this.runEditor(`${pathFlag} "${this._rootDir}" ${params}`);
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}
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else
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vscode.window.showErrorMessage("Current workspace is not a godot project");
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vscode.window.showErrorMessage("Current workspace is not a Godot project");
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}
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private runEditor(params = "") {
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@@ -242,7 +242,7 @@ class ToolManager {
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if (!done)
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done = config.loadClasses(path.join(this._context.extensionPath, this._biuitinDocFile));
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if (!done)
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vscode.window.showErrorMessage("Load GDScript documentations failed");
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vscode.window.showErrorMessage("Loading GDScript documentation failed");
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}
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dispose() {
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