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7
.editorconfig
Normal file
@@ -0,0 +1,7 @@
|
||||
root = true
|
||||
|
||||
[*]
|
||||
charset = utf-8
|
||||
end_of_line = lf
|
||||
indent_style = tab
|
||||
insert_final_newline = true
|
||||
55
.eslintrc.json
Normal file
@@ -0,0 +1,55 @@
|
||||
{
|
||||
"env": {
|
||||
"node": true
|
||||
},
|
||||
"extends": [
|
||||
"eslint:recommended",
|
||||
"plugin:@typescript-eslint/recommended"
|
||||
],
|
||||
"ignorePatterns": [
|
||||
"out/**",
|
||||
"node_modules/**",
|
||||
"prism.js"
|
||||
],
|
||||
"overrides": [
|
||||
],
|
||||
"parser": "@typescript-eslint/parser",
|
||||
"parserOptions": {
|
||||
"ecmaVersion": "latest",
|
||||
"sourceType": "module"
|
||||
},
|
||||
"plugins": [
|
||||
"@typescript-eslint",
|
||||
"@typescript-eslint/tslint"
|
||||
],
|
||||
"rules": {
|
||||
"@typescript-eslint/no-empty-function": "off",
|
||||
"@typescript-eslint/no-explicit-any": "off",
|
||||
"@typescript-eslint/no-unused-vars": "off",
|
||||
"@typescript-eslint/no-inferrable-types": "off",
|
||||
"@typescript-eslint/ban-types": "warn",
|
||||
"no-async-promise-executor": "warn",
|
||||
"no-inner-declarations": "warn",
|
||||
"no-prototype-builtins": "warn",
|
||||
"no-constant-condition": "warn",
|
||||
"prefer-const": "warn",
|
||||
"no-useless-escape": "off",
|
||||
"no-var": "off",
|
||||
"indent": [
|
||||
"off",
|
||||
"tab"
|
||||
],
|
||||
"linebreak-style": [
|
||||
"off",
|
||||
"windows"
|
||||
],
|
||||
"quotes": [
|
||||
"warn",
|
||||
"double"
|
||||
],
|
||||
"semi": [
|
||||
"error",
|
||||
"always"
|
||||
]
|
||||
}
|
||||
}
|
||||
71
.github/ISSUE_TEMPLATE/bug_report.yml
vendored
Normal file
@@ -0,0 +1,71 @@
|
||||
name: Bug report
|
||||
description: Report a bug in Godot Tools VS Code add-on
|
||||
labels:
|
||||
- bug
|
||||
body:
|
||||
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
- Write a descriptive issue title above.
|
||||
- Search [open](https://github.com/godotengine/godot-vscode-plugin/issues) and [closed](https://github.com/godotengine/godot-vscode-plugin/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported.
|
||||
- Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/stable/about/release_policy.html).
|
||||
- This repository only contains the LSP *client*. Issues pertaining to the Godot editor itself or the LSP's *server* side should be reported on the [main Godot repository](https://github.com/godotengine/godot/issues).
|
||||
|
||||
- type: input
|
||||
attributes:
|
||||
label: Godot version
|
||||
description: >
|
||||
Specify the Git commit hash if using a development or non-official build.
|
||||
If you use a custom build, please test if your issue is reproducible in official builds too.
|
||||
placeholder: 4.3.stable, 4.4.dev1 (28a72fa43)
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
attributes:
|
||||
label: VS Code version
|
||||
description: >
|
||||
Use the **Help > About** menu to see your current version.
|
||||
Specify the Git commit hash if using a development or non-official build.
|
||||
If you use a custom build, please test if your issue is reproducible in official builds too.
|
||||
placeholder: "1.98.1"
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
attributes:
|
||||
label: Godot Tools VS Code extension version
|
||||
description: >
|
||||
Open the **Extensions** side panel and click on the **godot-tools** extension to see your current version.
|
||||
Specify the Git commit hash if using a development or non-official build.
|
||||
If you use a custom build, please test if your issue is reproducible in official builds too.
|
||||
placeholder: "2.5.1"
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
attributes:
|
||||
label: System information
|
||||
description: |
|
||||
Specify the OS version, and when relevant hardware information.
|
||||
placeholder: Windows 10
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
attributes:
|
||||
label: Issue description
|
||||
description: |
|
||||
Describe your issue briefly. What doesn't work, and how do you expect it to work instead?
|
||||
You can include images or videos with drag and drop, and format code blocks or logs with <code>```</code> tags.
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
attributes:
|
||||
label: Steps to reproduce
|
||||
description: |
|
||||
List of steps or sample code that reproduces the issue. Having reproducible issues is a prerequisite for contributors to be able to solve them.
|
||||
validations:
|
||||
required: true
|
||||
6
.github/ISSUE_TEMPLATE/config.yml
vendored
Normal file
@@ -0,0 +1,6 @@
|
||||
blank_issues_enabled: false
|
||||
|
||||
contact_links:
|
||||
- name: Godot community channels
|
||||
url: https://godotengine.org/community
|
||||
about: Please ask for technical support on one of the other community channels, not here.
|
||||
71
.github/ISSUE_TEMPLATE/feature_request.yml
vendored
Normal file
@@ -0,0 +1,71 @@
|
||||
name: Feature request
|
||||
description: Request a new feature to be added or improved in Godot Tools VS Code add-on
|
||||
labels:
|
||||
- enhancement
|
||||
body:
|
||||
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
- Write a descriptive issue title above.
|
||||
- Search [open](https://github.com/godotengine/godot-vscode-plugin/issues) and [closed](https://github.com/godotengine/godot-vscode-plugin/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported.
|
||||
- Verify that you are using a [supported Godot version](https://docs.godotengine.org/en/stable/about/release_policy.html).
|
||||
- This repository only contains the LSP *client*. Issues pertaining to the Godot editor itself or the LSP's *server* side should be reported on the [main Godot repository](https://github.com/godotengine/godot/issues).
|
||||
|
||||
- type: input
|
||||
attributes:
|
||||
label: Godot version
|
||||
description: >
|
||||
Specify the Git commit hash if using a development or non-official build.
|
||||
If you use a custom build, please test if your issue is reproducible in official builds too.
|
||||
placeholder: 4.3.stable, 4.4.dev1 (28a72fa43)
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
attributes:
|
||||
label: VS Code version
|
||||
description: >
|
||||
Use the **Help > About** menu to see your current version.
|
||||
Specify the Git commit hash if using a development or non-official build.
|
||||
If you use a custom build, please test if your issue is reproducible in official builds too.
|
||||
placeholder: "1.98.1"
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
attributes:
|
||||
label: Godot Tools VS Code extension version
|
||||
description: >
|
||||
Open the **Extensions** side panel and click on the **godot-tools** extension to see your current version.
|
||||
Specify the Git commit hash if using a development or non-official build.
|
||||
If you use a custom build, please test if your issue is reproducible in official builds too.
|
||||
placeholder: "2.5.1"
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: input
|
||||
attributes:
|
||||
label: System information
|
||||
description: |
|
||||
Specify the OS version, and when relevant hardware information.
|
||||
placeholder: Windows 10
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
attributes:
|
||||
label: Problem statement
|
||||
description: |
|
||||
Describe the problem or limitation you're currently facing with the Godot Tools extension.
|
||||
validations:
|
||||
required: true
|
||||
|
||||
- type: textarea
|
||||
attributes:
|
||||
label: Proposed solution
|
||||
description: |
|
||||
Describe your proposed solution and how it resolves the problem or limitation mentioned above.
|
||||
You can include images or videos with drag and drop, and format code blocks or logs with <code>```</code> tags.
|
||||
validations:
|
||||
required: true
|
||||
6
.github/dependabot.yml
vendored
Normal file
@@ -0,0 +1,6 @@
|
||||
version: 2
|
||||
updates:
|
||||
- package-ecosystem: "github-actions"
|
||||
directory: "/"
|
||||
schedule:
|
||||
interval: "daily"
|
||||
81
.github/workflows/ci.yml
vendored
Normal file
@@ -0,0 +1,81 @@
|
||||
name: Continuous integration
|
||||
on: [push, pull_request]
|
||||
|
||||
jobs:
|
||||
test:
|
||||
name: Test
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
os: [macos-latest, ubuntu-latest, windows-latest]
|
||||
runs-on: ${{ matrix.os }}
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v5
|
||||
|
||||
- name: Install Node.js
|
||||
uses: actions/setup-node@v5.0.0
|
||||
with:
|
||||
node-version: 22.x
|
||||
|
||||
- name: Install Godot (Ubuntu)
|
||||
if: matrix.os == 'ubuntu-latest'
|
||||
run: |
|
||||
wget https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
|
||||
unzip Godot_v4.3-stable_linux.x86_64.zip
|
||||
sudo mv Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
|
||||
chmod +x /usr/local/bin/godot
|
||||
|
||||
- name: Install Godot (macOS)
|
||||
if: matrix.os == 'macos-latest'
|
||||
run: |
|
||||
curl -L -o Godot.zip https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_macos.universal.zip
|
||||
unzip Godot.zip
|
||||
sudo mv Godot.app /Applications/Godot.app
|
||||
sudo ln -s /Applications/Godot.app/Contents/MacOS/Godot /usr/local/bin/godot
|
||||
|
||||
- name: Install Godot (Windows)
|
||||
if: matrix.os == 'windows-latest'
|
||||
run: |
|
||||
Invoke-WebRequest -Uri "https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_win64.exe.zip" -OutFile "Godot.zip"
|
||||
Expand-Archive -Path "Godot.zip" -DestinationPath "C:\Godot43"
|
||||
"C:\Godot43\Godot_v4.3-stable_win64.exe %*" | Out-File -Encoding ascii -FilePath ([Environment]::SystemDirectory+"\godot.cmd")
|
||||
|
||||
- name: Install dependencies
|
||||
run: npm install
|
||||
|
||||
- name: Godot init project
|
||||
run: godot --import test_projects/test-dap-project-godot4/project.godot --headless
|
||||
|
||||
- name: Run headless test
|
||||
uses: coactions/setup-xvfb@v1
|
||||
with:
|
||||
run: |
|
||||
npm run compile
|
||||
npm test
|
||||
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v5
|
||||
|
||||
- name: Install Node.js
|
||||
uses: actions/setup-node@v5.0.0
|
||||
with:
|
||||
node-version: 16.x
|
||||
|
||||
- name: Install dependencies
|
||||
run: npm install
|
||||
|
||||
- name: Lint and build extension
|
||||
run: |
|
||||
npm run lint
|
||||
npm run package -- --out godot-tools.vsix
|
||||
ls -l godot-tools.vsix
|
||||
|
||||
- name: Upload extension VSIX
|
||||
uses: actions/upload-artifact@v4.6.2
|
||||
with:
|
||||
name: godot-tools
|
||||
path: godot-tools.vsix
|
||||
10
.gitignore
vendored
@@ -1,8 +1,8 @@
|
||||
out
|
||||
node_modules
|
||||
server
|
||||
publish/*.vsix
|
||||
test
|
||||
*.vsix
|
||||
configurations/tmp.txt
|
||||
configurations/test.py
|
||||
.vscode-test
|
||||
workspace.code-workspace
|
||||
.history
|
||||
.godot
|
||||
*.tmp
|
||||
11
.vscode-test.js
Normal file
@@ -0,0 +1,11 @@
|
||||
const { defineConfig } = require('@vscode/test-cli');
|
||||
|
||||
module.exports = defineConfig(
|
||||
{
|
||||
// version: '1.96.4',
|
||||
label: 'unitTests',
|
||||
files: 'out/**/*.test.js',
|
||||
launchArgs: ['--disable-extensions'],
|
||||
workspaceFolder: './test_projects/test-dap-project-godot4',
|
||||
}
|
||||
);
|
||||
6
.vscode/extensions.json
vendored
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"recommendations": [
|
||||
"ms-vscode.extension-test-runner",
|
||||
"biomejs.biome"
|
||||
]
|
||||
}
|
||||
95
.vscode/launch.json
vendored
@@ -1,28 +1,73 @@
|
||||
// A launch configuration that compiles the extension and then opens it inside a new window
|
||||
// Use IntelliSense to learn about possible attributes.
|
||||
// Hover to view descriptions of existing attributes.
|
||||
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
|
||||
{
|
||||
"version": "0.1.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Launch Extension",
|
||||
"type": "extensionHost",
|
||||
"request": "launch",
|
||||
"runtimeExecutable": "${execPath}",
|
||||
"args": ["--extensionDevelopmentPath=${workspaceRoot}" ],
|
||||
"stopOnEntry": false,
|
||||
"sourceMaps": true,
|
||||
"outFiles": ["${workspaceRoot}/out/src"],
|
||||
"preLaunchTask": "npm"
|
||||
},
|
||||
{
|
||||
"name": "Launch Tests",
|
||||
"type": "extensionHost",
|
||||
"request": "launch",
|
||||
"runtimeExecutable": "${execPath}",
|
||||
"args": ["--extensionDevelopmentPath=${workspaceRoot}", "--extensionTestsPath=${workspaceRoot}/out/test" ],
|
||||
"stopOnEntry": false,
|
||||
"sourceMaps": true,
|
||||
"outFiles": ["${workspaceRoot}/out/test"],
|
||||
"preLaunchTask": "npm"
|
||||
}
|
||||
]
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Run Extension",
|
||||
"type": "extensionHost",
|
||||
"request": "launch",
|
||||
"runtimeExecutable": "${execPath}",
|
||||
"args": [
|
||||
"--extensionDevelopmentPath=${workspaceFolder}"
|
||||
],
|
||||
"outFiles": [
|
||||
"${workspaceFolder}/out/**/*.js"
|
||||
],
|
||||
"skipFiles": [
|
||||
"**/extensionHostProcess.js",
|
||||
"<node_internals>/**/*.js"
|
||||
],
|
||||
"preLaunchTask": "npm: watch",
|
||||
"env": {
|
||||
"VSCODE_DEBUG_MODE": "true"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "Run Extension with workspace file",
|
||||
"type": "extensionHost",
|
||||
"request": "launch",
|
||||
"runtimeExecutable": "${execPath}",
|
||||
"args": [
|
||||
"--profile=temp",
|
||||
"--extensionDevelopmentPath=${workspaceFolder}",
|
||||
"${workspaceFolder}/test_projects/test-dap-project-godot4"
|
||||
],
|
||||
"outFiles": [
|
||||
"${workspaceFolder}/out/**/*.js"
|
||||
],
|
||||
"skipFiles": [
|
||||
"**/extensionHostProcess.js",
|
||||
"<node_internals>/**/*.js"
|
||||
],
|
||||
"preLaunchTask": "npm: watch",
|
||||
"env": {
|
||||
"VSCODE_DEBUG_MODE": "true"
|
||||
}
|
||||
},
|
||||
{
|
||||
"name": "Run Extension with local workspace file",
|
||||
"type": "extensionHost",
|
||||
"request": "launch",
|
||||
"runtimeExecutable": "${execPath}",
|
||||
"args": [
|
||||
"--profile=temp",
|
||||
"--extensionDevelopmentPath=${workspaceFolder}",
|
||||
"${workspaceFolder}/workspace.code-workspace"
|
||||
],
|
||||
"outFiles": [
|
||||
"${workspaceFolder}/out/**/*.js"
|
||||
],
|
||||
"skipFiles": [
|
||||
"**/extensionHostProcess.js",
|
||||
"<node_internals>/**/*.js"
|
||||
],
|
||||
"preLaunchTask": "npm: watch",
|
||||
"env": {
|
||||
"VSCODE_DEBUG_MODE": "true"
|
||||
}
|
||||
},
|
||||
]
|
||||
}
|
||||
|
||||
6
.vscode/settings.json
vendored
@@ -6,5 +6,9 @@
|
||||
"search.exclude": {
|
||||
"out": true // set this to false to include "out" folder in search results
|
||||
},
|
||||
"typescript.tsdk": "./node_modules/typescript/lib" // we want to use the TS server from our node_modules folder to control its version
|
||||
// Turn off tsc task auto detection since we have the necessary tasks as npm scripts
|
||||
"typescript.tsc.autoDetect": "off",
|
||||
|
||||
"prettier.useTabs": true,
|
||||
|
||||
}
|
||||
48
.vscode/tasks.json
vendored
@@ -1,30 +1,20 @@
|
||||
// Available variables which can be used inside of strings.
|
||||
// ${workspaceRoot}: the root folder of the team
|
||||
// ${file}: the current opened file
|
||||
// ${fileBasename}: the current opened file's basename
|
||||
// ${fileDirname}: the current opened file's dirname
|
||||
// ${fileExtname}: the current opened file's extension
|
||||
// ${cwd}: the current working directory of the spawned process
|
||||
|
||||
// A task runner that calls a custom npm script that compiles the extension.
|
||||
// See https://go.microsoft.com/fwlink/?LinkId=733558
|
||||
// for the documentation about the tasks.json format
|
||||
{
|
||||
"version": "0.1.0",
|
||||
|
||||
// we want to run npm
|
||||
"command": "npm",
|
||||
|
||||
// the command is a shell script
|
||||
"isShellCommand": true,
|
||||
|
||||
// show the output window only if unrecognized errors occur.
|
||||
"showOutput": "silent",
|
||||
|
||||
// we run the custom script "compile" as defined in package.json
|
||||
"args": ["run", "compile", "--loglevel", "silent"],
|
||||
|
||||
// The tsc compiler is started in watching mode
|
||||
"isBackground": true,
|
||||
|
||||
// use the standard tsc in watch mode problem matcher to find compile problems in the output.
|
||||
"problemMatcher": "$tsc-watch"
|
||||
}
|
||||
"version": "2.0.0",
|
||||
"tasks": [
|
||||
{
|
||||
"type": "npm",
|
||||
"script": "watch",
|
||||
"problemMatcher": "$tsc-watch",
|
||||
"isBackground": true,
|
||||
"presentation": {
|
||||
"reveal": "never"
|
||||
},
|
||||
"group": {
|
||||
"kind": "build",
|
||||
"isDefault": true
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
48
.vscode/test_files.code-snippets
vendored
Normal file
@@ -0,0 +1,48 @@
|
||||
{
|
||||
"# --- IN ---": {
|
||||
"scope": "gdscript",
|
||||
"prefix": "#IN",
|
||||
"body": [
|
||||
"# --- IN ---"
|
||||
],
|
||||
"description": "Snapshot Test #IN block"
|
||||
},
|
||||
"# --- OUT ---": {
|
||||
"scope": "gdscript",
|
||||
"prefix": "#OUT",
|
||||
"body": [
|
||||
"# --- OUT ---"
|
||||
],
|
||||
"description": "Snapshot Test #OUT block"
|
||||
},
|
||||
"# --- END ---": {
|
||||
"scope": "gdscript",
|
||||
"prefix": "#END",
|
||||
"body": [
|
||||
"# --- END ---"
|
||||
],
|
||||
"description": "Snapshot Test #END block"
|
||||
},
|
||||
"# --- CONFIG ---": {
|
||||
"scope": "gdscript",
|
||||
"prefix": [
|
||||
"#CO",
|
||||
"#CONFIG"
|
||||
],
|
||||
"body": [
|
||||
"# --- CONFIG ---"
|
||||
],
|
||||
"description": "Snapshot Test #CONFIG block"
|
||||
},
|
||||
"# --- CONFIG ALL ---": {
|
||||
"scope": "gdscript",
|
||||
"prefix": [
|
||||
"#CA",
|
||||
"#CONFIG ALL"
|
||||
],
|
||||
"body": [
|
||||
"# --- CONFIG ALL ---"
|
||||
],
|
||||
"description": "Snapshot Test #CONFIG ALL block"
|
||||
},
|
||||
}
|
||||
@@ -1,9 +1,15 @@
|
||||
.vscode/**
|
||||
.vscode-test/**
|
||||
out/test/**
|
||||
test/**
|
||||
src/**
|
||||
**/*.map
|
||||
.gitignore
|
||||
tsconfig.json
|
||||
vsc-extension-quickstart.md
|
||||
*
|
||||
*/**
|
||||
**/*.js.map
|
||||
!out/extension.js
|
||||
!syntaxes/*.tmLanguage.json
|
||||
!resources/
|
||||
!media/
|
||||
!configurations/
|
||||
!package.json
|
||||
!package.nls.json
|
||||
!README.md
|
||||
!icon.png
|
||||
!CHANGELOG.md
|
||||
!LICENSE
|
||||
!ThirdPartyNotices.txt
|
||||
|
||||
382
CHANGELOG.md
@@ -1,71 +1,383 @@
|
||||
# Change Log
|
||||
# Changelog
|
||||
|
||||
### 2.5.1
|
||||
|
||||
- [Fix "Request textDocument/documentSymbol failed" error when opening a GDScript file](https://github.com/godotengine/godot-vscode-plugin/pull/823)
|
||||
|
||||
### 2.5.0
|
||||
|
||||
- [**Add `print_rich()` support to debug console**](https://github.com/godotengine/godot-vscode-plugin/pull/792)
|
||||
- [Improve Scene Preview drag-and-drop behavior](https://github.com/godotengine/godot-vscode-plugin/pull/815)
|
||||
- [Add snippet/placeholder behavior to Scene Preview file drops](https://github.com/godotengine/godot-vscode-plugin/pull/813)
|
||||
- [Overhaul the DebugAdapter variables in DAP](https://github.com/godotengine/godot-vscode-plugin/pull/793)
|
||||
- [Fix opening a Godot project in Visual Studio Code before the editor resulting in bad file requests](https://github.com/godotengine/godot-vscode-plugin/pull/816)
|
||||
- [Fix some GDScript syntax highlighting and formatting issues](https://github.com/godotengine/godot-vscode-plugin/pull/783)
|
||||
- [Fix attached debugging](https://github.com/godotengine/godot-vscode-plugin/pull/784)
|
||||
- [Fix multi-packet reponses breaking things when starting or ending in a multi-byte UTF-8 sequence](https://github.com/godotengine/godot-vscode-plugin/pull/797)
|
||||
|
||||
### 2.4.0
|
||||
|
||||
- [**Implement warnings and errors in debug console**](https://github.com/godotengine/godot-vscode-plugin/pull/749)
|
||||
- The items are expandable/collapsible, and the links on the right side of the panel work for any file inside the user's project
|
||||
- [**Improve GDScript formatter**](https://github.com/godotengine/godot-vscode-plugin/pull/746)
|
||||
- Add new style of formatter snapshot tests
|
||||
- Add many new test cases
|
||||
- Fix several issues ([#728](https://github.com/godotengine/godot-vscode-plugin/pull/728), [#624](https://github.com/godotengine/godot-vscode-plugin/pull/624), [#657](https://github.com/godotengine/godot-vscode-plugin/pull/657), [#717](https://github.com/godotengine/godot-vscode-plugin/pull/717), [#734](https://github.com/godotengine/godot-vscode-plugin/pull/734), likely more)
|
||||
- [**Add debugger support for typed Dictionaries**](https://github.com/godotengine/godot-vscode-plugin/pull/764)
|
||||
- [Add some useful GDScript snippets for Godot 4](https://github.com/godotengine/godot-vscode-plugin/pull/794)
|
||||
- [Add setting to enable/disable documentation minimap](https://github.com/godotengine/godot-vscode-plugin/pull/786)
|
||||
- [Add newline when dropping nodes into editor](https://github.com/godotengine/godot-vscode-plugin/pull/754)
|
||||
- [Add `@static_unload` annotation and Godot 4.3 Variant types to syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/738)
|
||||
- [Overhaul LSP client](https://github.com/godotengine/godot-vscode-plugin/pull/752)
|
||||
- Simplify LSP client internals
|
||||
- Streamline control flow between Client, IO, and Buffer classes
|
||||
- Create canonical, obvious place to implement filters on incoming and outgoing LSP messages
|
||||
- Remove legacy WebSockets-based LSP support
|
||||
- [Update float syntax rules and formatting to better support complex cases](https://github.com/godotengine/godot-vscode-plugin/pull/756)
|
||||
- [Implement Godot-in-the-loop test suite and fix debugger errors](https://github.com/godotengine/godot-vscode-plugin/pull/788)
|
||||
- [Remove OS, GDScript and Object from the list of builtins in syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/739)
|
||||
- [Fix typed arrays of scripts not being decoded properly](https://github.com/godotengine/godot-vscode-plugin/pull/731)
|
||||
- [Fix debugger watch window freeze caused by missing responses](https://github.com/godotengine/godot-vscode-plugin/pull/781)
|
||||
- [Fix the TextMate grammar erroneously tagging enum members and const variables as language constants](https://github.com/godotengine/godot-vscode-plugin/pull/737)
|
||||
- [Fix VBoxContainer and HBoxContainer documentation not opening](https://github.com/godotengine/godot-vscode-plugin/pull/755)
|
||||
|
||||
### 2.3.0
|
||||
|
||||
- [Add documentation page scaling feature](https://github.com/godotengine/godot-vscode-plugin/pull/722)
|
||||
- [Suppress "workspace/symbol" not found error](https://github.com/godotengine/godot-vscode-plugin/pull/723)
|
||||
- [Capitalize the drive letter in Windows absolute paths](https://github.com/godotengine/godot-vscode-plugin/pull/727)
|
||||
|
||||
### 2.2.0
|
||||
|
||||
- [Add partial debugger support for new types (such as typed arrays)](https://github.com/godotengine/godot-vscode-plugin/pull/715)
|
||||
- [Fix bare nodepaths referencing absolute/root paths](https://github.com/godotengine/godot-vscode-plugin/pull/712)
|
||||
- [Add `@export_custom` and `@export_storage` to syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/702)
|
||||
- [Fix format_documentation for `[code skip-lint]`](https://github.com/godotengine/godot-vscode-plugin/pull/700)
|
||||
- [Update Godot icons included in the extension](https://github.com/godotengine/godot-vscode-plugin/pull/711)
|
||||
|
||||
### 2.1.0
|
||||
|
||||
- [Improve dragging items from Scene Preview into source code](https://github.com/godotengine/godot-vscode-plugin/pull/661)
|
||||
- [Improve macOS path resolution for app bundles](https://github.com/godotengine/godot-vscode-plugin/pull/632)
|
||||
- [Improve codeblock formatting in documentation](https://github.com/godotengine/godot-vscode-plugin/pull/629)
|
||||
- [Improve Scene Preview ergonomics](https://github.com/godotengine/godot-vscode-plugin/pull/665)
|
||||
- "Pinning" in the scene preview is now referred to as "locking" to avoid confusion with pinning a scene as the debug/launch target.
|
||||
- Added commands for opening the Scene Preview's target scene, and the "main script" of the target scene, if it exists.
|
||||
- Added existing "refresh scene preview" command as a button.
|
||||
- [Prevent document links from accidentally being resolved to your entire document](https://github.com/godotengine/godot-vscode-plugin/pull/639)
|
||||
- [Fix poor documentation formatting of class titles and inheritance chain](https://github.com/godotengine/godot-vscode-plugin/pull/628)
|
||||
- [Fix bad formatting on several operators](https://github.com/godotengine/godot-vscode-plugin/pull/605)
|
||||
- [Fix various formatting issues](https://github.com/godotengine/godot-vscode-plugin/pull/672)
|
||||
- [Fix various syntax highlighting issues](https://github.com/godotengine/godot-vscode-plugin/pull/674)
|
||||
- [Fix Object ID decoded as wrong signedness](https://github.com/godotengine/godot-vscode-plugin/pull/670)
|
||||
- [Fix project not found when `project.godot` file is excluded](https://github.com/godotengine/godot-vscode-plugin/pull/635)
|
||||
- [Fix LSP connection attempts not resetting](https://github.com/godotengine/godot-vscode-plugin/pull/638)
|
||||
- [Fix child processes not being killed properly](https://github.com/godotengine/godot-vscode-plugin/pull/613)
|
||||
- [Fix broken scene file parser](https://github.com/godotengine/godot-vscode-plugin/pull/603)
|
||||
- [Fix debugged process not being terminated when debugging session closes on Linux](https://github.com/godotengine/godot-vscode-plugin/pull/620)
|
||||
|
||||
### 2.0.0
|
||||
|
||||
- [**Rewrite debugger for Godot 4 support + improved maintainability**](https://github.com/godotengine/godot-vscode-plugin/pull/452)
|
||||
- [**Implement headless LSP mode**](https://github.com/godotengine/godot-vscode-plugin/pull/488)
|
||||
- [**Add scene preview panel**](https://github.com/godotengine/godot-vscode-plugin/pull/413)
|
||||
- [**Replace temporary `.gdshader` syntax with more extensive support**](https://github.com/godotengine/godot-vscode-plugin/pull/360)
|
||||
- [Add "additional options" to launch debugger with](https://github.com/godotengine/godot-vscode-plugin/pull/363)
|
||||
- [Add "Open Type Documentation" context menu option](https://github.com/godotengine/godot-vscode-plugin/pull/405)
|
||||
- [Add `_physics_process` snippet](https://github.com/godotengine/godot-vscode-plugin/pull/411)
|
||||
- [Add `_unhandled_input` snippet](https://github.com/godotengine/godot-vscode-plugin/pull/422)
|
||||
- [Add highlighting support for %Unique nodes in NodePaths](https://github.com/godotengine/godot-vscode-plugin/pull/403)
|
||||
- [Adjust Godot version detection regex](https://github.com/godotengine/godot-vscode-plugin/pull/526)
|
||||
- [Fix BBCode [br] not rendering in hover](https://github.com/godotengine/godot-vscode-plugin/pull/557)
|
||||
- [Fix errors in grammar syntax](https://github.com/godotengine/godot-vscode-plugin/pull/416)
|
||||
- [Fix Godot 4.x debug console printing multiple logs into one line](https://github.com/godotengine/godot-vscode-plugin/pull/571)
|
||||
- [Fix internal document link handling](https://github.com/godotengine/godot-vscode-plugin/pull/410)
|
||||
- [Fix overaggressive formatting when adding lines after `if` statement](https://github.com/godotengine/godot-vscode-plugin/pull/385)
|
||||
- [Fix func keyword highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/398)
|
||||
- [Fix OS singleton being incorrectly highlighted as a constant](https://github.com/godotengine/godot-vscode-plugin/pull/402)
|
||||
- [Fix incorrect highlighting in dictionary literals](https://github.com/godotengine/godot-vscode-plugin/pull/419)
|
||||
- [Fix various highlighting errors](https://github.com/godotengine/godot-vscode-plugin/pull/407)
|
||||
- [Fix various syntax highlighting problems](https://github.com/godotengine/godot-vscode-plugin/pull/441)
|
||||
- [Improve debugger setup instructions](https://github.com/godotengine/godot-vscode-plugin/pull/491)
|
||||
- [Improve displaying symbols documentation](https://github.com/godotengine/godot-vscode-plugin/pull/404)
|
||||
- [Improve extension startup performance](https://github.com/godotengine/godot-vscode-plugin/pull/408)
|
||||
- [Improve LSP connection behavior (fixes Godot3/4 port issue) ](https://github.com/godotengine/godot-vscode-plugin/pull/511)
|
||||
- [Improve path handling when starting processes](https://github.com/godotengine/godot-vscode-plugin/pull/575)
|
||||
- [Make launching the editor open a new custom terminal](https://github.com/godotengine/godot-vscode-plugin/pull/561)
|
||||
- [Reorganize extension entrypoint](https://github.com/godotengine/godot-vscode-plugin/pull/505)
|
||||
- [Restructure and rename settings](https://github.com/godotengine/godot-vscode-plugin/pull/376)
|
||||
- [Multiple highlighting improvements](https://github.com/godotengine/godot-vscode-plugin/pull/506)
|
||||
- [Syntax highlighting changes](https://github.com/godotengine/godot-vscode-plugin/pull/515)
|
||||
- [Update `.gdshader` syntax](https://github.com/godotengine/godot-vscode-plugin/pull/397)
|
||||
- [Various highlighting/formatting fixes](https://github.com/godotengine/godot-vscode-plugin/pull/559)
|
||||
- [Various quality-of-life improvements](https://github.com/godotengine/godot-vscode-plugin/pull/529)
|
||||
- **Add GDScript formatter**
|
||||
- Add (disabled) experimental providers for custom completions, semantic tokens, and tasks
|
||||
- Add a file decorator to show the pinned debug file in the filesystem view/editor tabs
|
||||
- Add buttons for relevant actions to ScenePreview items
|
||||
- Add hover for SubResource() and ExtResource() statements in scene files
|
||||
- Add internal document links for SubResource() and ExtResource() statements in scene files
|
||||
- Add item decorators to the Scene Preview to show Node attributes more clearly
|
||||
- Fix scene file highlighting not working
|
||||
- Fix ScenePreview not working in Godot 3
|
||||
- Improve "Debug Pinned Scene" command by making the pinned scene persist between VSCode sessions
|
||||
- Improve ability to right click -> open docs for methods of builtin types (doesn't always work)
|
||||
- Overhaul documentation viewer
|
||||
- Update Godot icons (and remove old ones)
|
||||
|
||||
### 1.3.1
|
||||
|
||||
- [Fix regression in launching debugger](https://github.com/godotengine/godot-vscode-plugin/pull/371)
|
||||
- [Fix operator syntax highlighting when next to an opening parenthesis](https://github.com/godotengine/godot-vscode-plugin/pull/375)
|
||||
|
||||
### 1.3.0
|
||||
|
||||
- [Add context menu options to copy resource path](https://github.com/godotengine/godot-vscode-plugin/pull/357)
|
||||
- [Add option to run the project with visible collision shapes and navigation](https://github.com/godotengine/godot-vscode-plugin/pull/312)
|
||||
- [Overhaul syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/342)
|
||||
- [Mention that the Godot editor must be running in connection error message](https://github.com/godotengine/godot-vscode-plugin/pull/358)
|
||||
- [Fix automatic indentation on line breaks not working as expected](https://github.com/godotengine/godot-vscode-plugin/pull/344)
|
||||
|
||||
### 1.2.0
|
||||
|
||||
- [Add support for setting language-server-host](https://github.com/godotengine/godot-vscode-plugin/pull/297)
|
||||
- [Improve syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/330)
|
||||
- [Update LSP client to 7.0.0 to use the 3.16.0 specification](https://github.com/godotengine/godot-vscode-plugin/pull/264)
|
||||
- [Fix some `$` node path shorthand regex bugs in syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/340)
|
||||
- [Fix handling of Windows terminals determined by profiles](https://github.com/godotengine/godot-vscode-plugin/pull/303)
|
||||
- [Fix "static func" indent error](https://github.com/godotengine/godot-vscode-plugin/pull/279)
|
||||
- [Fix restart of debugging sessions](https://github.com/godotengine/godot-vscode-plugin/pull/327)
|
||||
- [Use the LSP defined SymbolKind enum and fix marked](https://github.com/godotengine/godot-vscode-plugin/pull/325)
|
||||
- [Fix "Continue" for multiple breakpoints in the same script](https://github.com/godotengine/godot-vscode-plugin/pull/324)
|
||||
|
||||
### 1.1.3
|
||||
|
||||
- [Fix conditional breakpoints being parsed as regular breakpoints](https://github.com/godotengine/godot-vscode-plugin/pull/278)
|
||||
- [Add `in` to the list of keywords and add rule for `$` shorthand](https://github.com/godotengine/godot-vscode-plugin/pull/274)
|
||||
- [Fix typo in snippets: "decleration" -> "declaration"](https://github.com/godotengine/godot-vscode-plugin/pull/262)
|
||||
- [Add `remote` keyword to syntax highlighting](https://github.com/godotengine/godot-vscode-plugin/pull/257)
|
||||
- [Remove the configuration item `godot-tools.check_config` as it has no effect](https://github.com/godotengine/godot-vscode-plugin/pull/246)
|
||||
- [Fix the syntax of escaped characters in strings](https://github.com/godotengine/godot-vscode-plugin/pull/247)
|
||||
|
||||
### 1.1.1
|
||||
|
||||
- Fix bug for GDScript debugger
|
||||
- Add TCP protocol support for GDScript language server Godot 3.2.2
|
||||
|
||||
### 1.1
|
||||
|
||||
- Add the debugger to the extension
|
||||
|
||||
### 1.0.3
|
||||
|
||||
- Fix hover popup position for VSCode 1.42+
|
||||
|
||||
### 1.0.1
|
||||
|
||||
- Fix run editor error on windows with default terminal configurations
|
||||
|
||||
### 1.0.0
|
||||
|
||||
- Refactor the whole plugin with gdscript language server support
|
||||
- Add webview renderer to show documentations of native symbols.
|
||||
- Only support godot 3.2 and above
|
||||
|
||||
### 0.3.7
|
||||
|
||||
- Add `lint` configuration to control the behaviors of syntax checking
|
||||
- Fix error with run godot editor when the editor contains spaces
|
||||
- Disable semicolons and brackets checks as default can be enabled with project settings
|
||||
- Fix bugs in syntax valiadating
|
||||
- Sync documentations with godot 3.0.4
|
||||
```json
|
||||
{
|
||||
"lint": {
|
||||
"semicolon": true,
|
||||
"conditionBrackets": true
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### 0.3.6
|
||||
|
||||
- Fix project configuration file path
|
||||
|
||||
### 0.3.5
|
||||
|
||||
- Add option to disable syntax checking for GDScript
|
||||
- Improved inline if else statement syntax checking
|
||||
- More resource type supported for syntax highglight
|
||||
- Bump default godot version to 3.0
|
||||
- Sync the documentations from godot 3.0
|
||||
|
||||
### 0.3.4
|
||||
|
||||
- Fix bug with builtin symbols parsing for godot 2.1
|
||||
- Improved hover documentation
|
||||
- Show window progress when parsing workspace symbols
|
||||
|
||||
### 0.3.3
|
||||
|
||||
- Fix some syntax checking errors.
|
||||
- Fix problems with hover documentation with latest VSCode.
|
||||
- Improved builtin class documentation page.
|
||||
- Update the documentation data with latest godot version.
|
||||
|
||||
### 0.3.2
|
||||
|
||||
- Fix syntax checking error with match statement.
|
||||
- Improved documentation for builtin code blocks.
|
||||
- Start using MarkdonwString to keep links valid.
|
||||
|
||||
### 0.3.1
|
||||
|
||||
- Update documentations with latest godot.
|
||||
- Fix errors with run script and run project.
|
||||
- Improve code completion with opening script file and constants.
|
||||
- Some improvements for documentations.
|
||||
|
||||
### 0.3.0
|
||||
|
||||
- Add project root configuration settings as `GodotTools.godotProjectRoot` thanks Konstantin Zaitcev
|
||||
- Add auto indent support for gdscript language
|
||||
- More friendly with godot 3.0 alpha
|
||||
- Updated script snippets
|
||||
- Fix highglight error with gdscript language
|
||||
- Limited code completions
|
||||
|
||||
### 0.2.9
|
||||
|
||||
- Add configuration `GodotTools.completeNodePath` to switch is complete node paths
|
||||
- Enhanced syntax highlight with GDScript
|
||||
- Enhanced code completion with GDScript
|
||||
|
||||
### 0.2.8
|
||||
|
||||
- Add godot 3.0 project support with configuration `GodotTools.parseTextScene` >= 3
|
||||
- Add configuration `GodotTools.parseTextScene` to allow disable node path parsing
|
||||
- Remove `GodotTools.editorServerPort` configuration
|
||||
|
||||
### 0.2.7
|
||||
|
||||
- Fix some error with syntax checking
|
||||
- Add symbol support for enumerations
|
||||
- Remove key bindings for `F5`~`F8` as it might be conflict with other functionalities of VSCode
|
||||
- You can bind the key bindings back by add following configurations
|
||||
```json
|
||||
{
|
||||
"command": "godot.runWorkspace",
|
||||
"key": "F5"
|
||||
},
|
||||
{
|
||||
"command": "godot.runCurrentScene",
|
||||
"key": "F6"
|
||||
},
|
||||
{
|
||||
"command": "godot.openWithEditor",
|
||||
"key": "F7"
|
||||
},
|
||||
{
|
||||
"command": "godot.updateWorkspaceSymbols",
|
||||
"key": "F8"
|
||||
}
|
||||
```
|
||||
For more references please ready [keybindings](https://code.visualstudio.com/docs/getstarted/keybindings)
|
||||
|
||||
### 0.2.6
|
||||
|
||||
- Add shorthand if else expression support
|
||||
- Add `enum` and `match` expression support
|
||||
- Fix bugs with syntax checking
|
||||
- Updated documentation data with godot 2.1.3
|
||||
- Add syntax checking for end of expression
|
||||
- The pulugin is compiled with latest VSCode thanks @arrkiin
|
||||
- Add key bindings for open workspace with godot editor with `F7` and update workspace symbols with `F8`
|
||||
|
||||
### 0.2.5
|
||||
|
||||
- Run games within VSCode terminals
|
||||
- Add key bindings for `F5 to run the workspace` and `F6 to run the edting scene`
|
||||
- Fix a lot of bugs with unused variable checking
|
||||
- Move workspace symbols state notice to status bar
|
||||
|
||||
### 0.2.4
|
||||
|
||||
- Add code checking for asignments and comparisons
|
||||
- Improved builtin documentation preview page
|
||||
- Fix bugs with unused variable checking
|
||||
|
||||
### 0.2.3
|
||||
* Fix known errors with code syntax checking
|
||||
* Add configuration `ignoreIndentedVars` to allow ignore indented variables in scripts
|
||||
* Enhanced hover tip documentation rendering with code examples
|
||||
* Add launch configurations to launch game with F5(expiremental)
|
||||
|
||||
- Fix known errors with code syntax checking
|
||||
- Add configuration `ignoreIndentedVars` to allow ignore indented variables in scripts
|
||||
- Enhanced hover tip documentation rendering with code examples
|
||||
- Add launch configurations to launch game with F5(expiremental)
|
||||
|
||||
### 0.2.2
|
||||
* Better Syntax validating for code blocks
|
||||
* More waring for non-python liked expression
|
||||
|
||||
- Better Syntax validating for code blocks
|
||||
- More warning for non-python liked expression
|
||||
|
||||
### 0.2.1
|
||||
* Support markdown render in hover tips for documentations in workspace symbols
|
||||
* Add configuration `GodotTools.workspaceDocumentWithMarkdown` to control workspace documentation rendering
|
||||
|
||||
- Support markdown render in hover tips for documentations in workspace symbols
|
||||
- Add configuration `GodotTools.workspaceDocumentWithMarkdown` to control workspace documentation rendering
|
||||
|
||||
### 0.2.0
|
||||
|
||||
* Show autoloads informations in hover tips and go to autoloads' definitions are supported now
|
||||
* Fix the bug that workspace symbols resoved twice on Windows
|
||||
- Show autoloads information in hover tips and go to autoloads' definitions are supported now
|
||||
- Fix the bug that workspace symbols resoved twice on Windows
|
||||
|
||||
### 0.1.9
|
||||
|
||||
* Show workspace constant value in hover tips and completion items
|
||||
* More readable style for links in documentation preview page
|
||||
* Improve code completion sort order and auto insert `()` for functions without paramaters
|
||||
* Fix bugs with workspace documentation parsing
|
||||
- Show workspace constant value in hover tips and completion items
|
||||
- More readable style for links in documentation preview page
|
||||
- Improve code completion sort order and auto insert `()` for functions without parameters
|
||||
- Fix bugs with workspace documentation parsing
|
||||
|
||||
### 0.1.8
|
||||
|
||||
* Show signatures on completion label
|
||||
* More reliable unused variable and constant checking in documente
|
||||
* Show workspace documentations and function signatures in completions
|
||||
- Show signatures on completion label
|
||||
- More reliable unused variable and constant checking in documente
|
||||
- Show workspace documentations and function signatures in completions
|
||||
|
||||
### 0.1.7
|
||||
|
||||
* Show documentations parsed from GDScripts in hover tips
|
||||
- Show documentations parsed from GDScripts in hover tips
|
||||
|
||||
### 0.1.6
|
||||
|
||||
* Reorder mouse hover tips, builtin methods are at top of workspace methods
|
||||
* Show callabel signatures with documente symbols and workspace symbols
|
||||
* Syntax highlight support for signal paramaters
|
||||
- Reorder mouse hover tips, builtin methods are at top of workspace methods
|
||||
- Show callabel signatures with documente symbols and workspace symbols
|
||||
- Syntax highlight support for signal parameters
|
||||
|
||||
### 0.1.5
|
||||
|
||||
* Add function signature hint support
|
||||
* Better syntax grammar checking
|
||||
* Better hover hint message for workspace methods and signals
|
||||
- Add function signature hint support
|
||||
- Better syntax grammar checking
|
||||
- Better hover hint message for workspace methods and signals
|
||||
|
||||
### 0.1.4
|
||||
|
||||
* Add documentation support for builtin Symbols.
|
||||
* Improve speed of syntax parsing and other actions
|
||||
- Add documentation support for builtin Symbols.
|
||||
- Improve speed of syntax parsing and other actions
|
||||
|
||||
### 0.1.3
|
||||
|
||||
* Better syntax highlight for GDScript
|
||||
* Add mouse hover information support
|
||||
* Add definition provider for GDScript
|
||||
- Better syntax highlight for GDScript
|
||||
- Add mouse hover information support
|
||||
- Add definition provider for GDScript
|
||||
|
||||
### 0.1.2
|
||||
* Multiline string and `StringName` highlight support
|
||||
* Builtin classes, properties, functions and constants highlight support
|
||||
* Fix errors in code snipt
|
||||
|
||||
- Multiline string and `StringName` highlight support
|
||||
- Builtin classes, properties, functions and constants highlight support
|
||||
- Fix errors in code snipt
|
||||
|
||||
### 0.1.1
|
||||
* Better syntax highlight with GDScript
|
||||
|
||||
- Better syntax highlight with GDScript
|
||||
|
||||
### 0.1.0
|
||||
* Initial release
|
||||
|
||||
- Initial release
|
||||
|
||||
39
CONTRIBUTING.md
Normal file
@@ -0,0 +1,39 @@
|
||||
# Contributing
|
||||
|
||||
### Building from source
|
||||
|
||||
#### Requirements
|
||||
|
||||
- [npm](https://www.npmjs.com/get-npm)
|
||||
|
||||
#### Process
|
||||
|
||||
1. Open a command prompt/terminal and browse to the location of this repository on your local filesystem.
|
||||
2. Download dependencies by using the command `npm install`
|
||||
3. When done, package a VSIX file by using the command `npm run package`.
|
||||
4. Install it by opening Visual Studio Code, opening the Extensions tab, clicking on the More actions (**...**) button in the top right, and choose **Install from VSIX...** and find the compiled VSIX file.
|
||||
|
||||
When developing for the extension, you can open this project in Visual Studio Code and debug the extension by using the **Run Extension** launch configuration instead of going through steps 3 and 4. It will launch a new instance of Visual Studio Code that has the extension running. You can then open a Godot project folder and debug the extension or GDScript debugger.
|
||||
|
||||
Additionally, if you create a `workspace.code-workspace` file, you can use the **Run Extension with workspace file** launch configuration to quickly change what folder your Extension Host is running in, and quickly change the settings passed to the debug environment
|
||||
|
||||
An example `workspace.code-workspace` file:
|
||||
```jsonc
|
||||
{
|
||||
"folders": [
|
||||
{
|
||||
// "path": "."
|
||||
"path": "P:/project1"
|
||||
// "path": "P:/project2"
|
||||
// "path": "P:/folder/project3"
|
||||
}
|
||||
],
|
||||
"settings": {
|
||||
"godotTools.editorPath.godot3": "godot3.dev.exe",
|
||||
"godotTools.editorPath.godot4": "godot4.dev.exe",
|
||||
// "godotTools.editorPath.godot4": "godot4.custom.exe"
|
||||
// "godotTools.editorPath.godot4": "Godot_v4.1.1-stable_win64.exe",
|
||||
"godotTools.lsp.headless": false
|
||||
}
|
||||
}
|
||||
```
|
||||
4
LICENSE
@@ -1,6 +1,6 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2016-2017 Geequlim
|
||||
Copyright (c) 2016-2022 The Godot Engine community
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
@@ -18,4 +18,4 @@ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
SOFTWARE.
|
||||
|
||||
247
README.md
@@ -1,79 +1,222 @@
|
||||
A complete set of tools to code games with the [Godot game engine](http://www.godotengine.org/) in Visual Studio Code.
|
||||
# Godot Tools
|
||||
|
||||
## Features
|
||||
Game development tools for working with [Godot Engine](http://www.godotengine.org/) in Visual Studio Code.
|
||||
|
||||
The plug-in comes with a wealth of features to make your programming experience as comfortable as possible
|
||||
**IMPORTANT NOTE:** Versions 1.0.0 and later of this extension only support
|
||||
Godot 3.2 or later.
|
||||
|
||||
- Syntax highlighting for the GDscript language
|
||||
- Syntax highlighting for the tscn and tres scene formats
|
||||
- Function definitions and documentation on hover
|
||||
- Rich auto completion
|
||||
- Static code validation
|
||||
- Open projects and scenes in Godot from VScode
|
||||
- Ctrl click on a variable or method call to jump to its definition
|
||||
- Run/debug the godot game with VSCode with F5(coming soon)
|
||||
- [Godot Tools](#godot-tools)
|
||||
- [Features](#features)
|
||||
- [Download](#download)
|
||||
- [Commands](#commands)
|
||||
- [Configuration](#configuration)
|
||||
- [Godot Editor](#godot-editor)
|
||||
- [VS Code](#vs-code)
|
||||
- [GDScript Debugger](#gdscript-debugger)
|
||||
- [*Configurations*](#configurations)
|
||||
- [Issues and contributions](#issues-and-contributions)
|
||||
- [Contributing](#contributing)
|
||||
- [FAQ](#faq)
|
||||
- [Why does it fail to connect to the language server?](#why-does-it-fail-to-connect-to-the-language-server)
|
||||
- [Why isn't IntelliSense displaying script members?](#why-isnt-intellisense-displaying-script-members)
|
||||
|
||||

|
||||
|
||||
## Available commands
|
||||
# Features
|
||||
|
||||
The plug-ins adds a few entries to the command palette
|
||||
(**bold items** are new in Godot Tools `v2.0.0`)
|
||||
- **ALL FEATURES FULLY SUPPORT GODOT 4**
|
||||
- GDScript (`.gd`) language features:
|
||||
- syntax highlighting
|
||||
- `ctrl+click` on any symbol to jump to its definition or **open its documentation**
|
||||
- `ctrl+click` on `res://resource/path` links
|
||||
- **hover previews on `res://resource/path` links**
|
||||
- **builtin code formatter**
|
||||
- autocompletions
|
||||
- full typed GDScript support
|
||||
- optional "Smart Mode" to improve productivity with dynamically typed scripts
|
||||
- Hover previews show function/variable definitions including doc-comments
|
||||
- **switch from a `.gd` file to the related `.tscn` file (default keybind is `alt+o`)**
|
||||
- display script warnings and errors
|
||||
- GDScript Debugger features:
|
||||
- **completely rewritten, greatly improved reliability**
|
||||
- **new, simple configuration** (seriously, just hit F5!)
|
||||
- **convenient launch targets: current project/current file/pinned file**,
|
||||
- breakpoints
|
||||
- exceptions
|
||||
- step-in/out/over
|
||||
- variable watch
|
||||
- call stack
|
||||
- active scene tree
|
||||
- inspector
|
||||
- GDResource (`.tscn` and `.tres`) language features:
|
||||
- syntax highlighting
|
||||
- **`ctrl+click` on `res://resource/path` links**
|
||||
- **`ctrl+click` on symbols to jump to its definition or open its documentation**
|
||||
- **hover previews show definitions of External and Sub Resources**
|
||||
- **hover previews on `res://resource/path` links**
|
||||
- **inlay hints to help visualize External and Sub Resources**
|
||||
- **in-editor Scene Preview**
|
||||
- GDShader (`.gdshader`) language features:
|
||||
- syntax highlighting
|
||||
|
||||
- Update Workspace Symbols
|
||||
- Run workspace as godot project
|
||||
- Open workspace with godot editor
|
||||
- Run current scene
|
||||
# Download
|
||||
|
||||
## Settings
|
||||
- [Visual Studio Marketplace **(recommended)**](https://marketplace.visualstudio.com/items?itemName=geequlim.godot-tools)
|
||||
- Stable release, with support for automatic updates.
|
||||
- [GitHub Releases](https://github.com/godotengine/godot-vscode-plugin/releases)
|
||||
- Stable release, but no automatic updates. Can be useful if you need to install an older version of the extension.
|
||||
- [Development build (follows the `master` branch)](https://nightly.link/godotengine/godot-vscode-plugin/workflows/ci/master/godot-tools.zip)
|
||||
- Development build. Contains new features and fixes not available in stable releases, but may be unstable.
|
||||
- Extract the ZIP archive before installing (it contains the `.vsix` file inside).
|
||||
|
||||
You can use the following settings to setup the Godot Tools:
|
||||
To install from GitHub Releases or a development build,
|
||||
see [Install from a VSIX](https://code.visualstudio.com/docs/editor/extension-marketplace#_install-from-a-vsix)
|
||||
in the Visual Studio Code documentation.
|
||||
|
||||
- GodotTools.editorServerPort: The http server port used by the EditorServer Godot module (_see Extra Functionality below_)
|
||||
- GodotTools.maxNumberOfProblems: Sets the limit for the issues reported by the static code validator
|
||||
- GodotTools.editorPath: An absolute path pointing at the Godot Editor executable file. Required to run the project and test scenes from VScode
|
||||
- GodotTools.workspaceDocumentWithMarkdown: Control the documentations of workspace symbols should be rendered as plain text or html from markdown
|
||||
- GodotTools.ignoreIndentedVars: Parse variables defined after indent of not
|
||||
# Commands
|
||||
|
||||
## Extra functionality
|
||||
The extension adds a few entries to the VS Code Command Palette under "Godot Tools":
|
||||
|
||||
If you want to get an even better experience with this plug-in, you can extend its functionality using the following modules and VScode extensions:
|
||||
- Open workspace with Godot editor
|
||||
- List Godot's native classes (and open thier documentation)
|
||||
- Debug the current `.tscn`/`.gd` file
|
||||
- Debug the pinned `.tscn`/`.gd` file
|
||||
- Pin/Unpin the current `.tscn`/`.gd` file for debugging
|
||||
- Open the pinned file
|
||||
|
||||
### Godot modules
|
||||
# Configuration
|
||||
|
||||
These are modules for the goats editor itself, programmed in C++. In order to use them, you have to create a [custom build](http://docs.godotengine.org/en/stable/reference/compiling_for_windows.html) of the engine. Only do that if you know what you're doing.
|
||||
### Godot Editor
|
||||
|
||||
- [EditorServer](https://github.com/GodotExplorer/editor-server/tree/master/editor_server): Using HTTP requests, this module gets extra information from Godot to improve autocompletion.
|
||||
- [VSCode](https://github.com/GodotExplorer/editor-server/tree/master/vscode_tools): The VS code module generates a setting file that Visual Studio code can use to generate Tasks automatically.
|
||||
You can set VS Code as your default script editor for Godot by following these steps:
|
||||
|
||||
### VScode extensions
|
||||
1. Open the **Editor Settings**
|
||||
2. Select **Text Editor > External**
|
||||
3. Check **Use External Editor**
|
||||
4. Fill **Exec Path** with the path to your VS Code executable
|
||||
* On macOS, this executable is typically located at: `/Applications/Visual Studio Code.app/Contents/MacOS/Electron`
|
||||
5. Fill **Exec Flags** with `{project} --goto {file}:{line}:{col}`
|
||||
|
||||
- [TOML language](https://marketplace.visualstudio.com/items?itemName=be5invis.toml): Godot uses this minimal language to store settings. For example in your project config file. If you want to get syntax highlighting for these files, you will have to install the TOML language extension.
|
||||
You can make Godot seamlessly reload VSCode-edited scripts by changing some additional settings. More details about each are available when hovering over the description in the Settings window:
|
||||
|
||||
- **Editor Settings > Text Editor > Behavior > Files > Auto Reload Scripts on External Change**
|
||||
- **Editor Settings > Interface > Editor > Save on Focus Loss**
|
||||
- **Editor Settings > Interface > Editor > Import Resources When Unfocused**
|
||||
|
||||
### VS Code
|
||||
|
||||
You can use the following settings to configure Godot Tools:
|
||||
|
||||
- `godotTools.editorPath.godot3`
|
||||
- `godotTools.editorPath.godot4`
|
||||
|
||||
The path to the Godot editor executable. _Under Mac OS, this is the executable inside of Godot.app._
|
||||
|
||||
- `godotTools.lsp.headless`
|
||||
|
||||
When using Godot >3.6 or >4.2, Headless LSP mode is available. In Headless mode, the extension will attempt to launch a windowless instance of the Godot editor to use as its Language Server.
|
||||
|
||||
# GDScript Debugger
|
||||
|
||||
The debugger is for GDScript projects. To debug C# projects, use [C# Tools for Godot](https://github.com/godotengine/godot-csharp-vscode).
|
||||
|
||||
To configure the GDScript debugger:
|
||||
|
||||
1. Open the command palette (by pressing F1):
|
||||
2. `>View: Show Run and Debug`
|
||||
3. Click on "create a launch.json file"
|
||||
|
||||

|
||||
|
||||
4. Select the Debug Godot configuration.
|
||||
5. Change any relevant settings.
|
||||
6. Press F5 to launch.
|
||||
|
||||
### *Configurations*
|
||||
|
||||
Minimal:
|
||||
```json
|
||||
{
|
||||
"name": "Launch",
|
||||
"type": "godot",
|
||||
"request": "launch"
|
||||
}
|
||||
```
|
||||
|
||||
Everything:
|
||||
```json
|
||||
{
|
||||
"name": "Launch",
|
||||
"type": "godot",
|
||||
"request": "launch",
|
||||
"project": "${workspaceFolder}",
|
||||
"address": "127.0.0.1",
|
||||
"port": 6007,
|
||||
"scene": "main|current|pinned|<path>",
|
||||
"editor_path": "<path>",
|
||||
// engine command line flags
|
||||
"profiling": false,
|
||||
"single_threaded_scene": false,
|
||||
"debug_collisions": false,
|
||||
"debug_paths": false,
|
||||
"debug_navigation": false,
|
||||
"debug_avoidance": false,
|
||||
"debug_stringnames": false,
|
||||
"frame_delay": 0,
|
||||
"time_scale": 1.0,
|
||||
"disable_vsync": false,
|
||||
"fixed_fps": 60,
|
||||
// anything else
|
||||
"additional_options": ""
|
||||
}
|
||||
```
|
||||
|
||||
Godot's command flags are documented here: https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html
|
||||
|
||||
*Usage*
|
||||
|
||||
- Stacktrace and variable dumps are the same as any regular debugger
|
||||
- The active scene tree can be refreshed with the Refresh icon in the top right.
|
||||
- Nodes can be brought to the fore in the Inspector by clicking the Eye icon next to nodes in the active scene tree, or Objects in the inspector.
|
||||
- You can edit integers, floats, strings, and booleans within the inspector by clicking the pencil icon next to each.
|
||||
|
||||

|
||||
|
||||
## Issues and contributions
|
||||
|
||||
The [Godot Tools](https://github.com/GodotExplorer/godot-tools) and the go to [engine modules](https://github.com/GodotExplorer/editor-server) are all hosted on GitHub. Feel free to open issues there and create pull requests anytime.
|
||||
The [Godot Tools](https://github.com/godotengine/godot-vscode-plugin) extension
|
||||
is an open source project from the Godot organization. Feel free to open issues
|
||||
and create pull requests anytime.
|
||||
|
||||
## Release Notes
|
||||
See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
|
||||
for the latest changes.
|
||||
|
||||
### 0.2.3
|
||||
* Fix known errors with code syntax checking
|
||||
* Add configuration `GodotTools.ignoreIndentedVars` to allow ignore indented variables in scripts
|
||||
* Enhanced hover tip documentation rendering with code examples
|
||||
* Add launch configurations to launch game with F5(expiremental)
|
||||
* The plugin is open source under MIT license
|
||||
# Contributing
|
||||
|
||||
### 0.2.2
|
||||
* Better Syntax validating for code blocks
|
||||
* More waring for non-python liked expression
|
||||
see [CONTRIBUTING.md](CONTRIBUTING.md)
|
||||
|
||||
### 0.2.1
|
||||
* Support markdown render in hover tips for documentations in workspace symbols
|
||||
* Add configuration `GodotTools.workspaceDocumentWithMarkdown` to control workspace documentation rendering
|
||||
## FAQ
|
||||
|
||||
[Read more from the full change log](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
|
||||
### Why does it fail to connect to the language server?
|
||||
|
||||
- Godot 3.2 or later is required.
|
||||
- Make sure the Godot editor is running
|
||||
- Make sure to open the project in the Godot editor first. If you opened
|
||||
the editor after opening VS Code, you can click the **Retry** button
|
||||
in the bottom-right corner in VS Code.
|
||||
- Reset the LSP Server port to the default values in both Godot's Editor Settings and
|
||||
in VSCode.
|
||||
|
||||
## TODOS:
|
||||
* Print game output log into VSCode console while game launched from the plugin
|
||||
* Convert official BBCode documentation into Markdown and render it to HTML with documentation previewer pages
|
||||
* Add mermaid support with documentation
|
||||
### Why isn't IntelliSense displaying script members?
|
||||
|
||||
- GDScript is a gradually typed script language. The language server can't
|
||||
infer all variable types.
|
||||
- To increase the number of results displayed, use static typing in your scripts.
|
||||
|
||||
### Can Godot/VSCode load in my script changes automatically instead of showing a confirmation window?
|
||||
|
||||
Godot has some Editor Settings that can help you if your workflow involves changing files in both editors:
|
||||
|
||||
- **Editor Settings > Text Editor > Behavior > Files > Auto Reload Scripts on External Change**
|
||||
- **Editor Settings > Interface > Editor > Save on Focus Loss**
|
||||
- **Editor Settings > Interface > Editor > Import Resources When Unfocused**
|
||||
|
||||
31
biome.json
Normal file
@@ -0,0 +1,31 @@
|
||||
{
|
||||
"$schema": "https://biomejs.dev/schemas/1.9.3/schema.json",
|
||||
"vcs": {
|
||||
"defaultBranch": "master"
|
||||
},
|
||||
"formatter": {
|
||||
"enabled": true,
|
||||
"formatWithErrors": false,
|
||||
"indentStyle": "tab",
|
||||
"indentWidth": 4,
|
||||
"lineWidth": 120,
|
||||
"lineEnding": "lf",
|
||||
"include": ["src/**/*.ts", "tools/**/*.ts"]
|
||||
},
|
||||
"files": {
|
||||
"include": ["src/**/*.ts", "tools/**/*.ts"],
|
||||
"ignore": ["node_modules"]
|
||||
},
|
||||
"linter": {
|
||||
"rules": {
|
||||
"style": {
|
||||
"noUselessElse": "off",
|
||||
"useImportType": "off",
|
||||
"noParameterAssign": "warn"
|
||||
},
|
||||
"suspicious": {
|
||||
"noExplicitAny": "off"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
24
configurations/gdresource.language-configuration.json
Normal file
@@ -0,0 +1,24 @@
|
||||
{
|
||||
"comments": {
|
||||
"lineComment": ";"
|
||||
},
|
||||
"brackets": [
|
||||
["(", ")"],
|
||||
["[", "]"],
|
||||
["{", "}"]
|
||||
],
|
||||
"autoClosingPairs": [
|
||||
["'", "'"],
|
||||
["\"", "\""],
|
||||
["(", ")"],
|
||||
["[", "]"],
|
||||
["{", "}"]
|
||||
],
|
||||
"surroundingPairs": [
|
||||
["'", "'"],
|
||||
["\"", "\""],
|
||||
["(", ")"],
|
||||
["[", "]"],
|
||||
["{", "}"]
|
||||
]
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
{
|
||||
"comments": {
|
||||
"lineComment": "#",
|
||||
"blockComment": ["\"\"\"", "\"\"\""]
|
||||
},
|
||||
"brackets": [
|
||||
["(", ")"],
|
||||
["[", "]"],
|
||||
["{", "}"]
|
||||
],
|
||||
"autoClosingPairs": [
|
||||
["'", "'"],
|
||||
["\"", "\""],
|
||||
["(", ")"],
|
||||
["[", "]"],
|
||||
["{", "}"]
|
||||
],
|
||||
"surroundingPairs": [
|
||||
["'", "'"],
|
||||
["\"", "\""],
|
||||
["(", ")"],
|
||||
["[", "]"],
|
||||
["{", "}"]
|
||||
]
|
||||
}
|
||||
40
configurations/gdscript.language-configuration.json
Normal file
@@ -0,0 +1,40 @@
|
||||
{
|
||||
"comments": {
|
||||
"lineComment": "#"
|
||||
},
|
||||
"brackets": [
|
||||
["{", "}"],
|
||||
["[", "]"],
|
||||
["(", ")"]
|
||||
],
|
||||
"autoClosingPairs": [
|
||||
{ "open": "{", "close": "}" },
|
||||
{ "open": "[", "close": "]" },
|
||||
{ "open": "(", "close": ")" },
|
||||
{ "open": "\"", "close": "\"", "notIn": ["string", "comment"] },
|
||||
{ "open": "'", "close": "'", "notIn": ["string", "comment"] }
|
||||
],
|
||||
"autoCloseBefore": ";:.,=}])>` \n\t",
|
||||
"surroundingPairs": [
|
||||
["{", "}"],
|
||||
["[", "]"],
|
||||
["(", ")"],
|
||||
["\"", "\""],
|
||||
["'", "'"]
|
||||
],
|
||||
"folding": {
|
||||
"offSide": true,
|
||||
"markers": {
|
||||
"start": "^\\s*#\\s*region\\b",
|
||||
"end": "^\\s*#\\s*endregion\\b"
|
||||
}
|
||||
},
|
||||
"onEnterRules": [
|
||||
{
|
||||
"beforeText": ":\\s*$",
|
||||
"action": {
|
||||
"indent": "indent"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
25
configurations/gdshader.language-configuration.json
Normal file
@@ -0,0 +1,25 @@
|
||||
{
|
||||
"comments": {
|
||||
"lineComment": "//",
|
||||
"blockComment": ["/*", "*/"]
|
||||
},
|
||||
"brackets": [
|
||||
["(", ")"],
|
||||
["[", "]"],
|
||||
["{", "}"]
|
||||
],
|
||||
"autoClosingPairs": [
|
||||
["'", "'"],
|
||||
["\"", "\""],
|
||||
["(", ")"],
|
||||
["[", "]"],
|
||||
["{", "}"]
|
||||
],
|
||||
"surroundingPairs": [
|
||||
["'", "'"],
|
||||
["\"", "\""],
|
||||
["(", ")"],
|
||||
["[", "]"],
|
||||
["{", "}"]
|
||||
]
|
||||
}
|
||||
361
configurations/snippets.json
Normal file → Executable file
@@ -1,24 +1,17 @@
|
||||
{
|
||||
|
||||
// Place your snippets for JavaScript React here. Each snippet is defined under a snippet name and has a prefix, body and
|
||||
// description. The prefix is what is used to trigger the snippet and the body will be expanded and inserted. Possible variables are:
|
||||
// $1, $2 for tab stops, ${id} and ${id:label} and ${1:label} for variables. Variables with the same id are connected.
|
||||
// Example:
|
||||
"Subclass": {
|
||||
"Inner class": {
|
||||
"prefix": "class",
|
||||
"body": [
|
||||
"class $1 extends ${2:Reference}",
|
||||
"\t$3"
|
||||
]
|
||||
},
|
||||
|
||||
"Print messages to console": {
|
||||
"prefix": "pr",
|
||||
"body": [
|
||||
"print($1)"
|
||||
]
|
||||
},
|
||||
|
||||
"_ready method of Node": {
|
||||
"prefix": "ready",
|
||||
"body": [
|
||||
@@ -26,7 +19,6 @@
|
||||
"\t${1:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"_init method of Object": {
|
||||
"prefix": "init",
|
||||
"body": [
|
||||
@@ -34,163 +26,260 @@
|
||||
"\t${1:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"_process method of Node": {
|
||||
"prefix": "process",
|
||||
"body": [
|
||||
"func _process(delta):",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
"func _process(delta):",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
},
|
||||
"_physics_process method of Node": {
|
||||
"prefix": "physics",
|
||||
"body": [
|
||||
"func _physics_process(delta):",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"_input method of Node": {
|
||||
"prefix": "input",
|
||||
"body": [
|
||||
"func _input(event):",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
"func _input(event):",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"_input_event method of Node": {
|
||||
"_input_event method of Node": {
|
||||
"prefix": "inpute",
|
||||
"body": [
|
||||
"func _input_event(event):",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
"func _input_event(event):",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
},
|
||||
"_unhandled_input method of Node": {
|
||||
"prefix": "uinput",
|
||||
"body": [
|
||||
"func _unhandled_input(event):",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
},
|
||||
"_draw method of Node": {
|
||||
"prefix": "draw",
|
||||
"body": [
|
||||
"func _draw():",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
},
|
||||
"_gui_input method of Node": {
|
||||
"prefix": "guii",
|
||||
"body": [
|
||||
"func _gui_input(event):",
|
||||
"\t${1:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"for loop": {
|
||||
"prefix": "for",
|
||||
"body": [
|
||||
"for $1 in $2:",
|
||||
"\t${3:pass}"
|
||||
]
|
||||
"for $1 in $2:",
|
||||
"\t${3:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"for range loop": {
|
||||
"for range loop": {
|
||||
"prefix": "for",
|
||||
"body": [
|
||||
"for $1 in range(${2:start}{$3:,end}):",
|
||||
"\t${4:pass}"
|
||||
]
|
||||
"for $1 in range(${2:start}{$3:,end}):",
|
||||
"\t${4:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"if elif else": {
|
||||
"prefix": "if",
|
||||
"if elif else": {
|
||||
"prefix": "if",
|
||||
"body": [
|
||||
"if ${1:condition}:",
|
||||
"\t${3:pass}",
|
||||
"elif ${2:condition}:",
|
||||
"\t${4:pass}",
|
||||
"else:",
|
||||
"\t${5:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"if else": {
|
||||
"prefix": "if",
|
||||
"if ${1:condition}:",
|
||||
"\t${3:pass}",
|
||||
"elif ${2:condition}:",
|
||||
"\t${4:pass}",
|
||||
"else:",
|
||||
"\t${5:pass}"
|
||||
]
|
||||
},
|
||||
"if else": {
|
||||
"prefix": "if",
|
||||
"body": [
|
||||
"if ${1:condition}:",
|
||||
"\t${2:pass}",
|
||||
"else:",
|
||||
"\t${3:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"if": {
|
||||
"prefix": "if",
|
||||
"if ${1:condition}:",
|
||||
"\t${2:pass}",
|
||||
"else:",
|
||||
"\t${3:pass}"
|
||||
]
|
||||
},
|
||||
"if": {
|
||||
"prefix": "if",
|
||||
"body": [
|
||||
"if ${1:condition}:",
|
||||
"\t${2:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"while": {
|
||||
"prefix": "while",
|
||||
"if ${1:condition}:",
|
||||
"\t${2:pass}"
|
||||
]
|
||||
},
|
||||
"while": {
|
||||
"prefix": "while",
|
||||
"body": [
|
||||
"while ${1:condition}:",
|
||||
"\t${2:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"function define": {
|
||||
"prefix": "func",
|
||||
"while ${1:condition}:",
|
||||
"\t${2:pass}"
|
||||
]
|
||||
},
|
||||
"function define": {
|
||||
"prefix": "func",
|
||||
"body": [
|
||||
"func ${1:method}(${2:args}):",
|
||||
"\t${3:pass}"
|
||||
]
|
||||
},
|
||||
|
||||
"signal decleration": {
|
||||
"prefix": "signal",
|
||||
"func ${1:method}(${2:args}):",
|
||||
"\t${3:pass}"
|
||||
]
|
||||
},
|
||||
"match": {
|
||||
"prefix": "match",
|
||||
"body": [
|
||||
"signal ${1:signalname}(${2:args})"
|
||||
]
|
||||
},
|
||||
|
||||
"export variables": {
|
||||
"prefix": "export",
|
||||
"match ${1:expression}:\n\t${2:pattern}:\n\t\t${3}\n\t_:\n\t\t${0:default}"
|
||||
]
|
||||
},
|
||||
"signal declaration": {
|
||||
"prefix": "signal",
|
||||
"body": [
|
||||
"export(${1:type}${2:,other_configs}) var ${3:name}${4: = default}${5: setget }"
|
||||
]
|
||||
},
|
||||
|
||||
"define variables": {
|
||||
"prefix": "var",
|
||||
"signal ${1:signalname}(${2:args})"
|
||||
]
|
||||
},
|
||||
"export variables": {
|
||||
"prefix": "export",
|
||||
"body": [
|
||||
"var ${1:name}${2: = default}${3: setget }"
|
||||
]
|
||||
},
|
||||
|
||||
"define onready variables": {
|
||||
"prefix": "onready",
|
||||
"@export(${1:type}${2:,other_configs}) var ${3:name}${4: = default}${5: setget }"
|
||||
]
|
||||
},
|
||||
"define variables": {
|
||||
"prefix": "var",
|
||||
"body": [
|
||||
"onready var ${1:name}${2: = default}${3: setget }"
|
||||
]
|
||||
},
|
||||
|
||||
"Is instance of a class": {
|
||||
"prefix": "extends",
|
||||
"var ${1:name}${2: = default}${3: setget }"
|
||||
]
|
||||
},
|
||||
"define onready variables": {
|
||||
"prefix": "onready",
|
||||
"body": [
|
||||
"${1:instance} extends ${2:class_name}"
|
||||
]
|
||||
},
|
||||
|
||||
"element in array": {
|
||||
"prefix": "in",
|
||||
"onready var ${1:name} = get_node($2)"
|
||||
]
|
||||
},
|
||||
"Is instance of a class or script": {
|
||||
"prefix": "is",
|
||||
"body": [
|
||||
"${1:element} in ${$2:array}"
|
||||
]
|
||||
},
|
||||
|
||||
"GDScript template": {
|
||||
"prefix": "gdscript",
|
||||
"${1:instance} is ${2:class}"
|
||||
]
|
||||
},
|
||||
"element in array": {
|
||||
"prefix": "in",
|
||||
"body": [
|
||||
"extends ${1:BaseClass}",
|
||||
"",
|
||||
"# class member variables go here, for example:",
|
||||
"# var a = 2",
|
||||
"# var b = \"textvar\"",
|
||||
"",
|
||||
"func _ready():",
|
||||
"\t# Called every time the node is added to the scene.",
|
||||
"\t# Initialization here",
|
||||
"\tpass",
|
||||
""
|
||||
]
|
||||
},
|
||||
|
||||
"Enable process function": {
|
||||
"prefix": "process",
|
||||
"${1:element} in ${$2:array}"
|
||||
]
|
||||
},
|
||||
"GDScript template": {
|
||||
"prefix": "gdscript",
|
||||
"body": [
|
||||
"set_process(true)"
|
||||
]
|
||||
},
|
||||
|
||||
"Enable process input function": {
|
||||
"prefix": "processin",
|
||||
"extends ${1:BaseClass}",
|
||||
"",
|
||||
"# class member variables go here, for example:",
|
||||
"# var a = 2",
|
||||
"# var b = \"textvar\"",
|
||||
"",
|
||||
"func _ready():",
|
||||
"\t# Called every time the node is added to the scene.",
|
||||
"\t# Initialization here",
|
||||
"\tpass",
|
||||
""
|
||||
]
|
||||
},
|
||||
"pass statement": {
|
||||
"prefix": "pass",
|
||||
"body": [
|
||||
"set_process_input(true)"
|
||||
]
|
||||
}
|
||||
"pass"
|
||||
]
|
||||
},
|
||||
"GDScript Void": {
|
||||
"prefix": [
|
||||
"void"
|
||||
],
|
||||
"body": [
|
||||
"func ${1:function_name}($2) -> void:",
|
||||
"\t${3:pass}"
|
||||
],
|
||||
"description": "Void function"
|
||||
},
|
||||
"GDScript Load Resource": {
|
||||
"prefix": [
|
||||
"loadres",
|
||||
"ld"
|
||||
],
|
||||
"body": [
|
||||
"load(\"res://${1:resource_path}\")$0"
|
||||
],
|
||||
"description": "Quickly load a resource with the 'res://' prefix"
|
||||
},
|
||||
"GDScript Preload Resource": {
|
||||
"prefix": [
|
||||
"preloadres",
|
||||
"pl"
|
||||
],
|
||||
"body": [
|
||||
"preload(\"res://${1:resource_path}\")$0"
|
||||
],
|
||||
"description": "Quickly preload a resource with the 'res://' prefix"
|
||||
},
|
||||
"GDScript Variable with Getter and Setter": {
|
||||
"prefix": [
|
||||
"gs",
|
||||
"vargetset"
|
||||
],
|
||||
"body": [
|
||||
"var ${1:variable_name}:",
|
||||
"\tget:",
|
||||
"\t\treturn ${1:variable_name}",
|
||||
"\tset(value):",
|
||||
"\t\t${1:variable_name} = value"
|
||||
],
|
||||
"description": "Creates a variable with getter and setter functions in GDScript"
|
||||
},
|
||||
"GDScript Variable with Getter and Setter (typed)": {
|
||||
"prefix": [
|
||||
"gst",
|
||||
"vargetsettyped"
|
||||
],
|
||||
"body": [
|
||||
"var ${1:variable_name}: ${2:String}:",
|
||||
"\tget:",
|
||||
"\t\treturn ${1:variable_name}",
|
||||
"\tset(value):",
|
||||
"\t\t${1:variable_name} = value"
|
||||
],
|
||||
"description": "Creates a typed variable with getter and setter functions in GDScript"
|
||||
},
|
||||
"GDScript export var": {
|
||||
"prefix": [
|
||||
"exportvar",
|
||||
"xp"
|
||||
],
|
||||
"body": [
|
||||
"export var ${1:variable_name}: ${2:String} = ${3:default_value}"
|
||||
],
|
||||
"description": "Creates an exported (typed) variable in GDScript"
|
||||
},
|
||||
"GDScript tween": {
|
||||
"prefix": [
|
||||
"tween",
|
||||
"tw"
|
||||
],
|
||||
"body": [
|
||||
"var tween := create_tween()"
|
||||
],
|
||||
"description": "Creates a tween object"
|
||||
},
|
||||
"GDScript wait": {
|
||||
"prefix": [
|
||||
"wait",
|
||||
"timer"
|
||||
],
|
||||
"body": [
|
||||
"await get_tree().create_timer($1).timeout"
|
||||
],
|
||||
"description": "Waits for a given amount of seconds"
|
||||
}
|
||||
}
|
||||
@@ -1,33 +0,0 @@
|
||||
import json
|
||||
docdata = json.loads(open("../doc/classes.json").read())
|
||||
|
||||
classes = ""
|
||||
for c in docdata['classes'].keys():
|
||||
classes += c + "|"
|
||||
print(classes)
|
||||
|
||||
print("")
|
||||
|
||||
builtinfuctions = ''
|
||||
for m in docdata['classes']['@GDScript']['methods']:
|
||||
builtinfuctions += m['name'] +'|'
|
||||
print(builtinfuctions)
|
||||
|
||||
print("")
|
||||
|
||||
consts = ''
|
||||
for c in docdata['classes']['@GDScript']['constants']:
|
||||
consts += c['name'] + "|"
|
||||
|
||||
for c in docdata['classes']['@Global Scope']['constants']:
|
||||
consts += c['name'] + "|"
|
||||
|
||||
print consts
|
||||
|
||||
print("")
|
||||
|
||||
props = ""
|
||||
for p in docdata['classes']['@Global Scope']['properties']:
|
||||
props += p['name'] + "|"
|
||||
|
||||
print props
|
||||
66075
doc/classes.json
BIN
icon.png
|
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 4.4 KiB |
|
Before Width: | Height: | Size: 23 KiB |
BIN
img/godot-debug.png
Normal file
|
After Width: | Height: | Size: 382 KiB |
BIN
img/godot-tools.png
Normal file
|
After Width: | Height: | Size: 107 KiB |
BIN
img/hover-extresource.png
Normal file
|
After Width: | Height: | Size: 9.1 KiB |
BIN
img/hover-subresource.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
BIN
img/run-and-debug.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
BIN
img/scene-preview.png
Normal file
|
After Width: | Height: | Size: 144 KiB |
43
media/docs.css
Normal file
@@ -0,0 +1,43 @@
|
||||
a {
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
#minimap {
|
||||
position: fixed;
|
||||
top: 0;
|
||||
right: 0;
|
||||
width: 200px;
|
||||
height: 100%;
|
||||
z-index: 100;
|
||||
}
|
||||
|
||||
pre:has(code) {
|
||||
position: relative;
|
||||
background-color: var(--vscode-textPreformat-background);
|
||||
padding: 2.5em 1.5em 1em 1.5em;
|
||||
border-radius: 8px;
|
||||
overflow-x: auto;
|
||||
}
|
||||
|
||||
pre code {
|
||||
background-color: transparent !important;
|
||||
padding-left: 0px;
|
||||
padding-right: 0px;
|
||||
}
|
||||
|
||||
pre:has(code[class*="language-"])::before {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
padding: 0.5em 1em;
|
||||
color: var(--vscode-titlebar-activeForeground);
|
||||
font-family: var(--vscode-font-family);
|
||||
}
|
||||
|
||||
pre:has(code.language-gdscript)::before {
|
||||
content: "GDScript";
|
||||
}
|
||||
|
||||
pre:has(code.language-csharp)::before {
|
||||
content: "C#";
|
||||
}
|
||||
349
media/pagemap.js
Normal file
@@ -0,0 +1,349 @@
|
||||
/*! pagemap v1.4.0 - https://larsjung.de/pagemap/ */
|
||||
(function webpackUniversalModuleDefinition(root, factory) {
|
||||
if(typeof exports === 'object' && typeof module === 'object')
|
||||
module.exports = factory();
|
||||
else if(typeof define === 'function' && define.amd)
|
||||
define("pagemap", [], factory);
|
||||
else if(typeof exports === 'object')
|
||||
exports["pagemap"] = factory();
|
||||
else
|
||||
root["pagemap"] = factory();
|
||||
})((typeof self !== 'undefined' ? self : this), function() {
|
||||
return /******/ (function(modules) { // webpackBootstrap
|
||||
/******/ // The module cache
|
||||
/******/ var installedModules = {};
|
||||
/******/
|
||||
/******/ // The require function
|
||||
/******/ function __webpack_require__(moduleId) {
|
||||
/******/
|
||||
/******/ // Check if module is in cache
|
||||
/******/ if(installedModules[moduleId]) {
|
||||
/******/ return installedModules[moduleId].exports;
|
||||
/******/ }
|
||||
/******/ // Create a new module (and put it into the cache)
|
||||
/******/ var module = installedModules[moduleId] = {
|
||||
/******/ i: moduleId,
|
||||
/******/ l: false,
|
||||
/******/ exports: {}
|
||||
/******/ };
|
||||
/******/
|
||||
/******/ // Execute the module function
|
||||
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
|
||||
/******/
|
||||
/******/ // Flag the module as loaded
|
||||
/******/ module.l = true;
|
||||
/******/
|
||||
/******/ // Return the exports of the module
|
||||
/******/ return module.exports;
|
||||
/******/ }
|
||||
/******/
|
||||
/******/
|
||||
/******/ // expose the modules object (__webpack_modules__)
|
||||
/******/ __webpack_require__.m = modules;
|
||||
/******/
|
||||
/******/ // expose the module cache
|
||||
/******/ __webpack_require__.c = installedModules;
|
||||
/******/
|
||||
/******/ // define getter function for harmony exports
|
||||
/******/ __webpack_require__.d = function(exports, name, getter) {
|
||||
/******/ if(!__webpack_require__.o(exports, name)) {
|
||||
/******/ Object.defineProperty(exports, name, { enumerable: true, get: getter });
|
||||
/******/ }
|
||||
/******/ };
|
||||
/******/
|
||||
/******/ // define __esModule on exports
|
||||
/******/ __webpack_require__.r = function(exports) {
|
||||
/******/ if(typeof Symbol !== 'undefined' && Symbol.toStringTag) {
|
||||
/******/ Object.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });
|
||||
/******/ }
|
||||
/******/ Object.defineProperty(exports, '__esModule', { value: true });
|
||||
/******/ };
|
||||
/******/
|
||||
/******/ // create a fake namespace object
|
||||
/******/ // mode & 1: value is a module id, require it
|
||||
/******/ // mode & 2: merge all properties of value into the ns
|
||||
/******/ // mode & 4: return value when already ns object
|
||||
/******/ // mode & 8|1: behave like require
|
||||
/******/ __webpack_require__.t = function(value, mode) {
|
||||
/******/ if(mode & 1) value = __webpack_require__(value);
|
||||
/******/ if(mode & 8) return value;
|
||||
/******/ if((mode & 4) && typeof value === 'object' && value && value.__esModule) return value;
|
||||
/******/ var ns = Object.create(null);
|
||||
/******/ __webpack_require__.r(ns);
|
||||
/******/ Object.defineProperty(ns, 'default', { enumerable: true, value: value });
|
||||
/******/ if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key));
|
||||
/******/ return ns;
|
||||
/******/ };
|
||||
/******/
|
||||
/******/ // getDefaultExport function for compatibility with non-harmony modules
|
||||
/******/ __webpack_require__.n = function(module) {
|
||||
/******/ var getter = module && module.__esModule ?
|
||||
/******/ function getDefault() { return module['default']; } :
|
||||
/******/ function getModuleExports() { return module; };
|
||||
/******/ __webpack_require__.d(getter, 'a', getter);
|
||||
/******/ return getter;
|
||||
/******/ };
|
||||
/******/
|
||||
/******/ // Object.prototype.hasOwnProperty.call
|
||||
/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
|
||||
/******/
|
||||
/******/ // __webpack_public_path__
|
||||
/******/ __webpack_require__.p = "";
|
||||
/******/
|
||||
/******/
|
||||
/******/ // Load entry module and return exports
|
||||
/******/ return __webpack_require__(__webpack_require__.s = 0);
|
||||
/******/ })
|
||||
/************************************************************************/
|
||||
/******/ ([
|
||||
/* 0 */
|
||||
/***/ (function(module, exports, __webpack_require__) {
|
||||
|
||||
/* WEBPACK VAR INJECTION */(function(global) {module.exports = function (canvas, options) {
|
||||
var WIN = global.window;
|
||||
var DOC = WIN.document;
|
||||
var DOC_EL = DOC.documentElement;
|
||||
var BODY = DOC.querySelector('body');
|
||||
var CTX = canvas.getContext('2d');
|
||||
|
||||
var black = function black(pc) {
|
||||
return "rgba(0,0,0,".concat(pc / 100, ")");
|
||||
};
|
||||
|
||||
var settings = Object.assign({
|
||||
viewport: null,
|
||||
styles: {
|
||||
'header,footer,section,article': black(8),
|
||||
'h1,a': black(10),
|
||||
'h2,h3,h4': black(8)
|
||||
},
|
||||
back: black(2),
|
||||
view: black(5),
|
||||
drag: black(10),
|
||||
interval: null
|
||||
}, options);
|
||||
|
||||
var _listener = function _listener(el, method, types, fn) {
|
||||
return types.split(/\s+/).forEach(function (type) {
|
||||
return el[method](type, fn);
|
||||
});
|
||||
};
|
||||
|
||||
var on = function on(el, types, fn) {
|
||||
return _listener(el, 'addEventListener', types, fn, {passive: true});
|
||||
};
|
||||
|
||||
var off = function off(el, types, fn) {
|
||||
return _listener(el, 'removeEventListener', types, fn);
|
||||
};
|
||||
|
||||
var Rect = function Rect(x, y, w, h) {
|
||||
return {
|
||||
x: x,
|
||||
y: y,
|
||||
w: w,
|
||||
h: h
|
||||
};
|
||||
};
|
||||
|
||||
var rect_rel_to = function rect_rel_to(rect) {
|
||||
var pos = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {
|
||||
x: 0,
|
||||
y: 0
|
||||
};
|
||||
return Rect(rect.x - pos.x, rect.y - pos.y, rect.w, rect.h);
|
||||
};
|
||||
|
||||
var rect_of_doc = function rect_of_doc() {
|
||||
return Rect(0, 0, DOC_EL.scrollWidth, DOC_EL.scrollHeight);
|
||||
};
|
||||
|
||||
var rect_of_win = function rect_of_win() {
|
||||
return Rect(WIN.pageXOffset, WIN.pageYOffset, DOC_EL.clientWidth, DOC_EL.clientHeight);
|
||||
};
|
||||
|
||||
var el_get_offset = function el_get_offset(el) {
|
||||
var br = el.getBoundingClientRect();
|
||||
return {
|
||||
x: br.left + WIN.pageXOffset,
|
||||
y: br.top + WIN.pageYOffset
|
||||
};
|
||||
};
|
||||
|
||||
var rect_of_el = function rect_of_el(el) {
|
||||
var _el_get_offset = el_get_offset(el),
|
||||
x = _el_get_offset.x,
|
||||
y = _el_get_offset.y;
|
||||
|
||||
return Rect(x, y, el.offsetWidth, el.offsetHeight);
|
||||
};
|
||||
|
||||
var rect_of_viewport = function rect_of_viewport(el) {
|
||||
var _el_get_offset2 = el_get_offset(el),
|
||||
x = _el_get_offset2.x,
|
||||
y = _el_get_offset2.y;
|
||||
|
||||
return Rect(x + el.clientLeft, y + el.clientTop, el.clientWidth, el.clientHeight);
|
||||
};
|
||||
|
||||
var rect_of_content = function rect_of_content(el) {
|
||||
var _el_get_offset3 = el_get_offset(el),
|
||||
x = _el_get_offset3.x,
|
||||
y = _el_get_offset3.y;
|
||||
|
||||
return Rect(x + el.clientLeft - el.scrollLeft, y + el.clientTop - el.scrollTop, el.scrollWidth, el.scrollHeight);
|
||||
};
|
||||
|
||||
var calc_scale = function () {
|
||||
var width = canvas.clientWidth;
|
||||
var height = canvas.clientHeight;
|
||||
return function (w, h) {
|
||||
return Math.min(width / w, height / h);
|
||||
};
|
||||
}();
|
||||
|
||||
var resize_canvas = function resize_canvas(w, h) {
|
||||
canvas.width = w;
|
||||
canvas.height = h;
|
||||
canvas.style.width = "".concat(w, "px");
|
||||
canvas.style.height = "".concat(h, "px");
|
||||
};
|
||||
|
||||
var viewport = settings.viewport;
|
||||
|
||||
var find = function find(sel) {
|
||||
return Array.from((viewport || DOC).querySelectorAll(sel));
|
||||
};
|
||||
|
||||
var drag = false;
|
||||
var root_rect;
|
||||
var view_rect;
|
||||
var scale;
|
||||
var drag_rx;
|
||||
var drag_ry;
|
||||
|
||||
var draw_rect = function draw_rect(rect, col) {
|
||||
if (col) {
|
||||
CTX.beginPath();
|
||||
CTX.rect(rect.x, rect.y, rect.w, rect.h);
|
||||
CTX.fillStyle = col;
|
||||
CTX.fill();
|
||||
}
|
||||
};
|
||||
|
||||
var apply_styles = function apply_styles(styles) {
|
||||
Object.keys(styles).forEach(function (sel) {
|
||||
var col = styles[sel];
|
||||
find(sel).forEach(function (el) {
|
||||
draw_rect(rect_rel_to(rect_of_el(el), root_rect), col);
|
||||
});
|
||||
});
|
||||
};
|
||||
|
||||
var draw = function draw() {
|
||||
root_rect = viewport ? rect_of_content(viewport) : rect_of_doc();
|
||||
view_rect = viewport ? rect_of_viewport(viewport) : rect_of_win();
|
||||
scale = calc_scale(root_rect.w, root_rect.h);
|
||||
resize_canvas(root_rect.w * scale, root_rect.h * scale);
|
||||
CTX.setTransform(1, 0, 0, 1, 0, 0);
|
||||
CTX.clearRect(0, 0, canvas.width, canvas.height);
|
||||
CTX.scale(scale, scale);
|
||||
draw_rect(rect_rel_to(root_rect, root_rect), settings.back);
|
||||
apply_styles(settings.styles);
|
||||
draw_rect(rect_rel_to(view_rect, root_rect), drag ? settings.drag : settings.view);
|
||||
};
|
||||
|
||||
var on_drag = function on_drag(ev) {
|
||||
ev.preventDefault();
|
||||
var cr = rect_of_viewport(canvas);
|
||||
var x = (ev.pageX - cr.x) / scale - view_rect.w * drag_rx;
|
||||
var y = (ev.pageY - cr.y) / scale - view_rect.h * drag_ry;
|
||||
|
||||
if (viewport) {
|
||||
viewport.scrollLeft = x;
|
||||
viewport.scrollTop = y;
|
||||
} else {
|
||||
WIN.scrollTo(x, y);
|
||||
}
|
||||
|
||||
draw();
|
||||
};
|
||||
|
||||
var on_drag_end = function on_drag_end(ev) {
|
||||
drag = false;
|
||||
canvas.style.cursor = 'pointer';
|
||||
BODY.style.cursor = 'auto';
|
||||
off(WIN, 'mousemove', on_drag);
|
||||
off(WIN, 'mouseup', on_drag_end);
|
||||
on_drag(ev);
|
||||
};
|
||||
|
||||
var on_drag_start = function on_drag_start(ev) {
|
||||
drag = true;
|
||||
var cr = rect_of_viewport(canvas);
|
||||
var vr = rect_rel_to(view_rect, root_rect);
|
||||
drag_rx = ((ev.pageX - cr.x) / scale - vr.x) / vr.w;
|
||||
drag_ry = ((ev.pageY - cr.y) / scale - vr.y) / vr.h;
|
||||
|
||||
if (drag_rx < 0 || drag_rx > 1 || drag_ry < 0 || drag_ry > 1) {
|
||||
drag_rx = 0.5;
|
||||
drag_ry = 0.5;
|
||||
}
|
||||
|
||||
canvas.style.cursor = 'crosshair';
|
||||
BODY.style.cursor = 'crosshair';
|
||||
on(WIN, 'mousemove', on_drag);
|
||||
on(WIN, 'mouseup', on_drag_end);
|
||||
on_drag(ev);
|
||||
};
|
||||
|
||||
var init = function init() {
|
||||
canvas.style.cursor = 'pointer';
|
||||
on(canvas, 'mousedown', on_drag_start);
|
||||
on(viewport || WIN, 'load resize scroll', draw);
|
||||
|
||||
if (settings.interval > 0) {
|
||||
setInterval(function () {
|
||||
return draw();
|
||||
}, settings.interval);
|
||||
}
|
||||
|
||||
draw();
|
||||
};
|
||||
|
||||
init();
|
||||
return {
|
||||
redraw: draw
|
||||
};
|
||||
};
|
||||
/* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(1)))
|
||||
|
||||
/***/ }),
|
||||
/* 1 */
|
||||
/***/ (function(module, exports) {
|
||||
|
||||
var g;
|
||||
|
||||
// This works in non-strict mode
|
||||
g = (function() {
|
||||
return this;
|
||||
})();
|
||||
|
||||
try {
|
||||
// This works if eval is allowed (see CSP)
|
||||
g = g || new Function("return this")();
|
||||
} catch (e) {
|
||||
// This works if the window reference is available
|
||||
if (typeof window === "object") g = window;
|
||||
}
|
||||
|
||||
// g can still be undefined, but nothing to do about it...
|
||||
// We return undefined, instead of nothing here, so it's
|
||||
// easier to handle this case. if(!global) { ...}
|
||||
|
||||
module.exports = g;
|
||||
|
||||
|
||||
/***/ })
|
||||
/******/ ]);
|
||||
});
|
||||
128
media/prism.css
Normal file
@@ -0,0 +1,128 @@
|
||||
code[class*="language-"],
|
||||
pre[class*="language-"] {
|
||||
color: #657b83;
|
||||
/* base00 */
|
||||
font-family: Consolas, Monaco, 'Andale Mono', 'Ubuntu Mono', monospace;
|
||||
font-size: 1em;
|
||||
text-align: left;
|
||||
white-space: pre;
|
||||
word-spacing: normal;
|
||||
word-break: normal;
|
||||
word-wrap: normal;
|
||||
|
||||
line-height: 1.5;
|
||||
|
||||
-moz-tab-size: 4;
|
||||
-o-tab-size: 4;
|
||||
tab-size: 4;
|
||||
|
||||
-webkit-hyphens: none;
|
||||
-moz-hyphens: none;
|
||||
-ms-hyphens: none;
|
||||
hyphens: none;
|
||||
}
|
||||
|
||||
pre[class*="language-"]::-moz-selection,
|
||||
pre[class*="language-"] ::-moz-selection,
|
||||
code[class*="language-"]::-moz-selection,
|
||||
code[class*="language-"] ::-moz-selection {
|
||||
background: #073642;
|
||||
/* base02 */
|
||||
}
|
||||
|
||||
pre[class*="language-"]::selection,
|
||||
pre[class*="language-"] ::selection,
|
||||
code[class*="language-"]::selection,
|
||||
code[class*="language-"] ::selection {
|
||||
background: #073642;
|
||||
/* base02 */
|
||||
}
|
||||
|
||||
/* Code blocks */
|
||||
pre[class*="language-"] {
|
||||
padding: 1em;
|
||||
margin: .5em 0;
|
||||
overflow: auto;
|
||||
border-radius: 0.3em;
|
||||
}
|
||||
|
||||
:not(pre)>code[class*="language-"],
|
||||
pre[class*="language-"] {
|
||||
background-color: #fdf6e3;
|
||||
}
|
||||
|
||||
/* Inline code */
|
||||
:not(pre)>code[class*="language-"] {
|
||||
padding: .1em;
|
||||
border-radius: .3em;
|
||||
}
|
||||
|
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<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><path d="m1 1v14h1.166v-2h1.834v2h8v-2h2v2h1v-14h-1v2h-2v-2h-8v2h-1.834v-2zm4 3h2v1 1h1 3v2h-2v1 1h1 1v2h-1-2a1.0001 1.0001 0 0 1 -1-1v-1-2h-1a1.0001 1.0001 0 0 1 -1-1v-1-1zm-2.834 1h1.834v2h-1.834zm9.834 0h2v2h-2zm-9.834 4h1.834v2h-1.834zm9.834 0h2v2h-2z" fill="#cea4f1"/></svg>
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<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><path d="m1 1v2 2h2v-2h2v-2zm10 0v2h2v2h2v-4zm-7 3v2 4 2h8v-2-6zm2 2h4v4h-4zm-5 5v2 2h2 2v-2h-2v-2zm12 0v2h-2v2h4v-2-2z" fill="#fc9c9c"/></svg>
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<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="none" stroke="#e0e0e0" stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M8 5v7l4-4m-4 4L4 8"/></svg>
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<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><path fill="none" stroke="#e0e0e0" stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M5 8h7L8 4m4 4-4 4"/></svg>
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