Compare commits

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16 Commits

Author SHA1 Message Date
geequlim
ca3a1e62c4 Fix status icon color bug 2019-12-07 14:03:59 +08:00
geequlim
61e05e7d6e Update dependencies 2019-12-07 14:03:38 +08:00
Geequlim
96b833851d Merge pull request #124 from Calinou/improve-messages
Improve messages for consistency and fix typos
2019-11-06 00:25:49 +08:00
Hugo Locurcio
602cc895c0 Improve messages for consistency and fix typos 2019-11-04 18:52:53 +01:00
geequlim
41a58d76b1 Fix indent in GDScript.tmLaguage.json 2019-10-27 12:04:42 +08:00
Geequlim
8d6992822e Merge pull request #123 from OrenjiAkira/master
Fix class_name statement bug
2019-10-27 12:00:41 +08:00
orenjiakira
f0914742e1 Fix class_name statement bug 2019-10-26 16:07:09 -03:00
Geequlim
a1e020560d Merge pull request #120 from Calinou/improve-readme
Improve the README and fix various typos
2019-10-10 23:31:51 +08:00
Hugo Locurcio
cf9e478b12 Improve the README and fix various typos 2019-10-10 17:29:43 +02:00
Geequlim
d155016b08 Merge pull request #121 from Calinou/optimize-images
Optimize images losslessly using `oxipng -o6 --strip --zopfli`
2019-10-10 23:28:36 +08:00
Hugo Locurcio
40b09491ac Optimize images losslessly using oxipng -o6 --strip --zopfli 2019-10-10 17:04:21 +02:00
Geequlim
24c29452c7 Fix typo in readme 2019-10-09 15:15:25 +08:00
Geequlim
ecffd631a8 Update version to 1.0.0 ! 2019-10-09 14:47:21 +08:00
Geequlim
3645e431d3 Add command to list godot native classes 2019-10-09 13:30:21 +08:00
Geequlim
e2febb81b1 Setup class inherit tree and render in native documentation page 2019-10-09 13:14:04 +08:00
Geequlim
f07e1154ef Improve native documentation webview renderer
Make prism as a custom lib instead of node module to reduce the binary size
2019-10-08 19:34:47 +08:00
13 changed files with 785 additions and 127 deletions

View File

@@ -1,5 +1,10 @@
# Change Log
### 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
@@ -16,7 +21,7 @@
```
### 0.3.6
* Fix project configuartion file path
* Fix project configuration file path
### 0.3.5
* Add option to disable syntax checking for GDScript
@@ -56,7 +61,7 @@
* Limited code completions
### 0.2.9
* Add configuration `GodotTools.completeNodePath` to switch is complete node pathes
* Add configuration `GodotTools.completeNodePath` to switch is complete node paths
* Enhanced syntax highlight with GDScript
* Enhanced code completion with GDScript
@@ -69,7 +74,7 @@
* Fix some error with syntax checking
* Add symbol support for enumerations
* Remove key bindings for `F5`~`F8` as it might be confict with other functionalities of VSCode
* 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
{
@@ -105,14 +110,14 @@
* 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 vaiable cheching
* Fix a lot of bugs with unused variable checking
* Move workspace symbols state notice to status bar
### 0.2.4
* Add code cheching for asignments and comparations
* Impoved builtin documentation preview page
* Fix bugs with unused vaiable cheching
* 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
@@ -122,7 +127,7 @@
### 0.2.2
* Better Syntax validating for code blocks
* More waring for non-python liked expression
* More warning for non-python liked expression
### 0.2.1
* Support markdown render in hover tips for documentations in workspace symbols
@@ -130,14 +135,14 @@
### 0.2.0
* Show autoloads informations in hover tips and go to autoloads' definitions are supported now
* 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
* Improve code completion sort order and auto insert `()` for functions without parameters
* Fix bugs with workspace documentation parsing
### 0.1.8
@@ -154,7 +159,7 @@
* 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
* Syntax highlight support for signal parameters
### 0.1.5

View File

@@ -1,64 +1,79 @@
A complete set of tools to code games with the [Godot game engine](http://www.godotengine.org/) in Visual Studio Code.
# Godot Tools
A complete set of tools to code games with
[Godot Engine](http://www.godotengine.org/) in Visual Studio Code.
**IMPORTANT NOTE:** Versions 1.0.0 and later of this plugin only support
Godot 3.2 or later.
## Features
The extension comes with a wealth of features to make your Godot programming experience as comfortable as possible:
The extension comes with a wealth of features to make your Godot programming
experience as comfortable as possible:
- Syntax highlighting for the GDscript (`.gd`) language
- Syntax highlighting for the GDScript (`.gd`) language
- Syntax highlighting for the `.tscn` and `.tres` scene formats
- Full typed GDScript support
- Optional "Smart Mode" to improve productivity with dynamically typed scripts
- Function definitions and documentation display on hover (see image below)
- Rich auto-completion
- Static code validation
- Open projects and scenes in Godot from VS Code
- Ctrl-click on a variable or method call to jump to its definition
- Full documentation of the Godot engine's API supported
- Rich autocompletion
- Display script warnings and errors
- Ctrl + click on a variable or method call to jump to its definition
- Full documentation of the Godot Engine's API supported
- Run a Godot project from VS Code
![Showing the documentation on hover feature](img/godot-tools.jpg)
![Showing the documentation on hover feature](img/godot-tools.png)
## Available Commands
## Available commands
The extension adds a few entries to the VS Code Command Palette under "GodotTools":
The extension adds a few entries to the VS Code Command Palette under "Godot Tools":
- Update workspace symbols
- Run workspace as Godot project
- Open workspace with Godot editor
- Run current scene
- Run the workspace as a Godot project
- List Godot's native classes
## Settings
### Godot
If you like this extension, you can set VS Code as your default script editor for Godot by following these steps:
1. Open editor settings
2. Select `Text Editor / External`
3. Make sure the `Use External Editor` box is checked
4. Fill `Exec Path` with the path to your VS Code executable
5. Fill `Exec Flags` with `{project} --goto {file}:{line}:{col}`
If you like this extension, you can set VS Code as your default script editor
for Godot by following these steps:
1. Open the **Editor Settings**
2. Select **Text Editor > External**
3. Make sure the **Use External Editor** box is checked
4. Fill **Exec Path** with the path to your VS Code executable
5. Fill **Exec Flags** with `{project} --goto {file}:{line}:{col}`
### VS Code
You can use the following settings to configure Godot Tools:
- **GodotTools.godotVersion** - The Godot version of your project.
- **GodotTools.editorPath** - The absolute path to the Godot executable. Required to run the project and test scenes directly from VS Code.
- **GodotTools.workspaceDocumentWithMarkdown** - Control how the documentation of workspace symbols should be rendered: as plain text or as HTML from Markdown.
- **GodotTools.ignoreIndentedVars** - Only parse variables defined on lines without an indentation.
- **GodotTools.parseTextScene** - Parse a file as a Godot scene when the file name ends with `.tscn`.
- **GodotTools.completeNodePath** - Show node paths within a workspace as part of code completion.
- **GodotTools.godotProjectRoot** - Your Godot project's directory, which contains `project.godot` or `engine.cfg`.
## Issues and Contributions
- `editor_path` - The absolute path to the Godot editor executable.
- `gdscript_lsp_server_port` - The WebSocket server port of the GDScript language server.
- `check_status` - Check the GDScript language server connection status.
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.
## Issues and contributions
See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md) for the latest changes.
The [Godot Tools](https://github.com/godotengine/godot-vscode-plugin) extension
is an open source project from the Godot orgnization. Feel free to open issues
and create pull requests anytime.
See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
for the latest changes.
## FAQ
### Why isn't Intellisense showing up for me?
Make sure you save your `.gd` file, then run "GodotTools: Update Workspace Symbols" from the Command Palette.
### Why does it fail to connect to the language server?
## TODO:
* Convert official BBCode documentation into Markdown and render it into HTML with documentation previewer pages
* Add mermaid support with documentation
* Undefined variable checking
- Godot 3.2 or later is required.
- 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.
### Why isn't IntelliSense displaying script members?
- GDScript is a dynamically typed script language. The language server can't
infer all variable types.
- To increase the number of results displayed, open the **Editor Settings**,
go to the **Language Server** section then check **Enable Smart Resolve**.

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@@ -15,7 +15,7 @@
{ "include": "#const_def" },
{ "include": "#type_declear"},
{ "include": "#class_def" },
{ "include": "#classname"},
{ "include": "#class_name"},
{ "include": "#builtin_func" },
{ "include": "#builtin_classes" },
{ "include": "#const_vars" },
@@ -173,7 +173,7 @@
},
"match": "\\b([a-zA-Z_][a-zA-Z_0-9]*).(new)\\("
},
"class_is": {
"class_is": {
"captures": {
"1": { "name": "storage.type.is.gdscript" },
"2": { "name": "entity.name.type.class.gdscript" }
@@ -187,11 +187,14 @@
},
"match": "\\b([A-Z][a-zA-Z_0-9]*)\\.([A-Z_0-9]+)"
},
"classname": {
"match": "(?<=class_name)\\s+([a-zA-Z_][a-zA-Z_0-9]*(\\.([a-zA-Z_][a-zA-Z_0-9]*))?)",
"name": "entity.name.type.class.gdscript"
"class_name": {
"captures": {
"1": { "name": "entity.name.type.class.gdscript" },
"2": { "name": "class.other.gdscript" }
},
"match": "(?<=class_name)\\s+([a-zA-Z_][a-zA-Z_0-9]*(\\.([a-zA-Z_][a-zA-Z_0-9]*))?)"
},
"extends": {
"extends": {
"match": "(?<=extends)\\s+[a-zA-Z_][a-zA-Z_0-9]*(\\.([a-zA-Z_][a-zA-Z_0-9]*))?",
"name": "entity.other.inherited-class.gdscript"
},
@@ -325,7 +328,7 @@
}
]
},
"parscal_class": {
"parscal_class": {
"captures": {
"1": { "name": "entity.name.type.class.gdscript" }
},

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@@ -2,7 +2,7 @@
"name": "godot-tools",
"displayName": "godot-tools",
"icon": "icon.png",
"version": "0.9.1",
"version": "1.0.0",
"description": "Tools for game development with godot game engine",
"repository": "https://github.com/godotengine/godot-vscode-plugin",
"author": "The Godot Engine community",
@@ -19,11 +19,10 @@
],
"main": "./out/extension.js",
"scripts": {
"vscode:prepublish": "yarn run compile",
"vscode:prepublish": "npm run compile",
"compile": "tsc -p ./",
"watch": "tsc -watch -p ./",
"postinstall": "node ./node_modules/vscode/bin/install",
"test": "yarn run compile && node ./node_modules/vscode/bin/test"
"lint": "tslint -p ./",
"watch": "tsc -watch -p ./"
},
"contributes": {
"commands": [
@@ -34,6 +33,10 @@
{
"command": "godot-tool.run_project",
"title": "Godot Tools: Run workspace as Godot project"
},
{
"command": "godot-tool.list_native_classes",
"title": "Godot Tools: List native classes of godot"
}
],
"configuration": {
@@ -53,7 +56,7 @@
"godot-tool.check_status": {
"type": "string",
"default": "",
"description": "The absolute path to the Godot editor executable"
"description": "Check the gdscript language server connection status"
}
}
},
@@ -102,13 +105,12 @@
"@types/prismjs": "^1.16.0",
"@types/ws": "^6.0.1",
"tslint": "^5.16.0",
"typescript": "^3.4.5",
"vscode": "^1.1.33"
"typescript": "^3.5.1",
"@types/vscode": "^1.40.0"
},
"dependencies": {
"global": "^4.4.0",
"marked": "^0.7.0",
"prismjs": "^1.17.1",
"vscode-languageclient": "^5.2.1",
"ws": "^7.0.0"
}

573
src/deps/prism/prism.js Normal file
View File

@@ -0,0 +1,573 @@
/* PrismJS 1.17.1
https://prismjs.com/download.html#themes=prism */
var _self = (typeof window !== 'undefined')
? window // if in browser
: (
(typeof WorkerGlobalScope !== 'undefined' && self instanceof WorkerGlobalScope)
? self // if in worker
: {} // if in node js
);
/**
* Prism: Lightweight, robust, elegant syntax highlighting
* MIT license http://www.opensource.org/licenses/mit-license.php/
* @author Lea Verou http://lea.verou.me
*/
var Prism = (function (_self){
// Private helper vars
var lang = /\blang(?:uage)?-([\w-]+)\b/i;
var uniqueId = 0;
/**
* Returns the Prism language of the given element set by a `language-xxxx` or `lang-xxxx` class.
*
* If no language is set for the element or the element is `null` or `undefined`, `none` will be returned.
*
* @param {Element} element
* @returns {string}
*/
function getLanguage(element) {
while (element && !lang.test(element.className)) {
element = element.parentNode;
}
if (element) {
return (element.className.match(lang) || [, 'none'])[1].toLowerCase();
}
return 'none';
}
var _ = {
manual: _self.Prism && _self.Prism.manual,
disableWorkerMessageHandler: _self.Prism && _self.Prism.disableWorkerMessageHandler,
util: {
encode: function (tokens) {
if (tokens instanceof Token) {
return new Token(tokens.type, _.util.encode(tokens.content), tokens.alias);
} else if (Array.isArray(tokens)) {
return tokens.map(_.util.encode);
} else {
return tokens.replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/\u00a0/g, ' ');
}
},
type: function (o) {
return Object.prototype.toString.call(o).slice(8, -1);
},
objId: function (obj) {
if (!obj['__id']) {
Object.defineProperty(obj, '__id', { value: ++uniqueId });
}
return obj['__id'];
},
// Deep clone a language definition (e.g. to extend it)
clone: function deepClone(o, visited) {
var clone, id, type = _.util.type(o);
visited = visited || {};
switch (type) {
case 'Object':
id = _.util.objId(o);
if (visited[id]) {
return visited[id];
}
clone = {};
visited[id] = clone;
for (var key in o) {
if (o.hasOwnProperty(key)) {
clone[key] = deepClone(o[key], visited);
}
}
return clone;
case 'Array':
id = _.util.objId(o);
if (visited[id]) {
return visited[id];
}
clone = [];
visited[id] = clone;
o.forEach(function (v, i) {
clone[i] = deepClone(v, visited);
});
return clone;
default:
return o;
}
}
},
languages: {
extend: function (id, redef) {
var lang = _.util.clone(_.languages[id]);
for (var key in redef) {
lang[key] = redef[key];
}
return lang;
},
/**
* Insert a token before another token in a language literal
* As this needs to recreate the object (we cannot actually insert before keys in object literals),
* we cannot just provide an object, we need an object and a key.
* @param inside The key (or language id) of the parent
* @param before The key to insert before.
* @param insert Object with the key/value pairs to insert
* @param root The object that contains `inside`. If equal to Prism.languages, it can be omitted.
*/
insertBefore: function (inside, before, insert, root) {
root = root || _.languages;
var grammar = root[inside];
var ret = {};
for (var token in grammar) {
if (grammar.hasOwnProperty(token)) {
if (token == before) {
for (var newToken in insert) {
if (insert.hasOwnProperty(newToken)) {
ret[newToken] = insert[newToken];
}
}
}
// Do not insert token which also occur in insert. See #1525
if (!insert.hasOwnProperty(token)) {
ret[token] = grammar[token];
}
}
}
var old = root[inside];
root[inside] = ret;
// Update references in other language definitions
_.languages.DFS(_.languages, function(key, value) {
if (value === old && key != inside) {
this[key] = ret;
}
});
return ret;
},
// Traverse a language definition with Depth First Search
DFS: function DFS(o, callback, type, visited) {
visited = visited || {};
var objId = _.util.objId;
for (var i in o) {
if (o.hasOwnProperty(i)) {
callback.call(o, i, o[i], type || i);
var property = o[i],
propertyType = _.util.type(property);
if (propertyType === 'Object' && !visited[objId(property)]) {
visited[objId(property)] = true;
DFS(property, callback, null, visited);
}
else if (propertyType === 'Array' && !visited[objId(property)]) {
visited[objId(property)] = true;
DFS(property, callback, i, visited);
}
}
}
}
},
plugins: {},
highlightAll: function(async, callback) {
_.highlightAllUnder(document, async, callback);
},
highlightAllUnder: function(container, async, callback) {
var env = {
callback: callback,
selector: 'code[class*="language-"], [class*="language-"] code, code[class*="lang-"], [class*="lang-"] code'
};
_.hooks.run('before-highlightall', env);
var elements = container.querySelectorAll(env.selector);
for (var i=0, element; element = elements[i++];) {
_.highlightElement(element, async === true, env.callback);
}
},
highlightElement: function(element, async, callback) {
// Find language
var language = getLanguage(element);
var grammar = _.languages[language];
// Set language on the element, if not present
element.className = element.className.replace(lang, '').replace(/\s+/g, ' ') + ' language-' + language;
// Set language on the parent, for styling
var parent = element.parentNode;
if (parent && parent.nodeName.toLowerCase() === 'pre') {
parent.className = parent.className.replace(lang, '').replace(/\s+/g, ' ') + ' language-' + language;
}
var code = element.textContent;
var env = {
element: element,
language: language,
grammar: grammar,
code: code
};
function insertHighlightedCode(highlightedCode) {
env.highlightedCode = highlightedCode;
_.hooks.run('before-insert', env);
env.element.innerHTML = env.highlightedCode;
_.hooks.run('after-highlight', env);
_.hooks.run('complete', env);
callback && callback.call(env.element);
}
_.hooks.run('before-sanity-check', env);
if (!env.code) {
_.hooks.run('complete', env);
callback && callback.call(env.element);
return;
}
_.hooks.run('before-highlight', env);
if (!env.grammar) {
insertHighlightedCode(_.util.encode(env.code));
return;
}
if (async && _self.Worker) {
var worker = new Worker(_.filename);
worker.onmessage = function(evt) {
insertHighlightedCode(evt.data);
};
worker.postMessage(JSON.stringify({
language: env.language,
code: env.code,
immediateClose: true
}));
}
else {
insertHighlightedCode(_.highlight(env.code, env.grammar, env.language));
}
},
highlight: function (text, grammar, language) {
var env = {
code: text,
grammar: grammar,
language: language
};
_.hooks.run('before-tokenize', env);
env.tokens = _.tokenize(env.code, env.grammar);
_.hooks.run('after-tokenize', env);
return Token.stringify(_.util.encode(env.tokens), env.language);
},
matchGrammar: function (text, strarr, grammar, index, startPos, oneshot, target) {
for (var token in grammar) {
if (!grammar.hasOwnProperty(token) || !grammar[token]) {
continue;
}
var patterns = grammar[token];
patterns = Array.isArray(patterns) ? patterns : [patterns];
for (var j = 0; j < patterns.length; ++j) {
if (target && target == token + ',' + j) {
return;
}
var pattern = patterns[j],
inside = pattern.inside,
lookbehind = !!pattern.lookbehind,
greedy = !!pattern.greedy,
lookbehindLength = 0,
alias = pattern.alias;
if (greedy && !pattern.pattern.global) {
// Without the global flag, lastIndex won't work
var flags = pattern.pattern.toString().match(/[imsuy]*$/)[0];
pattern.pattern = RegExp(pattern.pattern.source, flags + 'g');
}
pattern = pattern.pattern || pattern;
// Dont cache length as it changes during the loop
for (var i = index, pos = startPos; i < strarr.length; pos += strarr[i].length, ++i) {
var str = strarr[i];
if (strarr.length > text.length) {
// Something went terribly wrong, ABORT, ABORT!
return;
}
if (str instanceof Token) {
continue;
}
if (greedy && i != strarr.length - 1) {
pattern.lastIndex = pos;
var match = pattern.exec(text);
if (!match) {
break;
}
var from = match.index + (lookbehind && match[1] ? match[1].length : 0),
to = match.index + match[0].length,
k = i,
p = pos;
for (var len = strarr.length; k < len && (p < to || (!strarr[k].type && !strarr[k - 1].greedy)); ++k) {
p += strarr[k].length;
// Move the index i to the element in strarr that is closest to from
if (from >= p) {
++i;
pos = p;
}
}
// If strarr[i] is a Token, then the match starts inside another Token, which is invalid
if (strarr[i] instanceof Token) {
continue;
}
// Number of tokens to delete and replace with the new match
delNum = k - i;
str = text.slice(pos, p);
match.index -= pos;
} else {
pattern.lastIndex = 0;
var match = pattern.exec(str),
delNum = 1;
}
if (!match) {
if (oneshot) {
break;
}
continue;
}
if(lookbehind) {
lookbehindLength = match[1] ? match[1].length : 0;
}
var from = match.index + lookbehindLength,
match = match[0].slice(lookbehindLength),
to = from + match.length,
before = str.slice(0, from),
after = str.slice(to);
var args = [i, delNum];
if (before) {
++i;
pos += before.length;
args.push(before);
}
var wrapped = new Token(token, inside? _.tokenize(match, inside) : match, alias, match, greedy);
args.push(wrapped);
if (after) {
args.push(after);
}
Array.prototype.splice.apply(strarr, args);
if (delNum != 1)
_.matchGrammar(text, strarr, grammar, i, pos, true, token + ',' + j);
if (oneshot)
break;
}
}
}
},
tokenize: function(text, grammar) {
var strarr = [text];
var rest = grammar.rest;
if (rest) {
for (var token in rest) {
grammar[token] = rest[token];
}
delete grammar.rest;
}
_.matchGrammar(text, strarr, grammar, 0, 0, false);
return strarr;
},
hooks: {
all: {},
add: function (name, callback) {
var hooks = _.hooks.all;
hooks[name] = hooks[name] || [];
hooks[name].push(callback);
},
run: function (name, env) {
var callbacks = _.hooks.all[name];
if (!callbacks || !callbacks.length) {
return;
}
for (var i=0, callback; callback = callbacks[i++];) {
callback(env);
}
}
},
Token: Token
};
_self.Prism = _;
function Token(type, content, alias, matchedStr, greedy) {
this.type = type;
this.content = content;
this.alias = alias;
// Copy of the full string this token was created from
this.length = (matchedStr || '').length|0;
this.greedy = !!greedy;
}
Token.stringify = function(o, language) {
if (typeof o == 'string') {
return o;
}
if (Array.isArray(o)) {
return o.map(function(element) {
return Token.stringify(element, language);
}).join('');
}
var env = {
type: o.type,
content: Token.stringify(o.content, language),
tag: 'span',
classes: ['token', o.type],
attributes: {},
language: language
};
if (o.alias) {
var aliases = Array.isArray(o.alias) ? o.alias : [o.alias];
Array.prototype.push.apply(env.classes, aliases);
}
_.hooks.run('wrap', env);
var attributes = Object.keys(env.attributes).map(function(name) {
return name + '="' + (env.attributes[name] || '').replace(/"/g, '&quot;') + '"';
}).join(' ');
return '<' + env.tag + ' class="' + env.classes.join(' ') + '"' + (attributes ? ' ' + attributes : '') + '>' + env.content + '</' + env.tag + '>';
};
if (!_self.document) {
if (!_self.addEventListener) {
// in Node.js
return _;
}
if (!_.disableWorkerMessageHandler) {
// In worker
_self.addEventListener('message', function (evt) {
var message = JSON.parse(evt.data),
lang = message.language,
code = message.code,
immediateClose = message.immediateClose;
_self.postMessage(_.highlight(code, _.languages[lang], lang));
if (immediateClose) {
_self.close();
}
}, false);
}
return _;
}
//Get current script and highlight
var script = document.currentScript || [].slice.call(document.getElementsByTagName('script')).pop();
if (script) {
_.filename = script.src;
if (script.hasAttribute('data-manual')) {
_.manual = true;
}
}
if (!_.manual) {
function highlightAutomaticallyCallback() {
if (!_.manual) {
_.highlightAll();
}
}
if(document.readyState !== 'loading') {
if (window.requestAnimationFrame) {
window.requestAnimationFrame(highlightAutomaticallyCallback);
} else {
window.setTimeout(highlightAutomaticallyCallback, 16);
}
}
else {
document.addEventListener('DOMContentLoaded', highlightAutomaticallyCallback);
}
}
return _;
})(_self);
if (typeof module !== 'undefined' && module.exports) {
module.exports = Prism;
}
// hack for components to work correctly in node.js
if (typeof global !== 'undefined') {
global.Prism = Prism;
}
;

View File

@@ -21,7 +21,7 @@ export class GodotTools {
this.client.watch_status(this.on_client_status_changed.bind(this));
this.connection_status = vscode.window.createStatusBarItem(vscode.StatusBarAlignment.Right);
}
public activate() {
vscode.commands.registerCommand("godot-tool.open_editor", ()=>{
this.open_workspace_with_editor("-e").catch(err=>vscode.window.showErrorMessage(err));
@@ -30,22 +30,22 @@ export class GodotTools {
this.open_workspace_with_editor().catch(err=>vscode.window.showErrorMessage(err));
});
vscode.commands.registerCommand("godot-tool.check_status", this.check_client_status.bind(this));
this.connection_status.text = "$(sync) Initializing";
this.connection_status.command = "godot-tool.check_status";
this.connection_status.show();
this.client.connect_to_server();
}
public deactivate() {
this.client.stop();
}
private open_workspace_with_editor(params = "") {
return new Promise((resolve, reject) => {
let valid = false
if (this.workspace_dir) {
@@ -63,7 +63,7 @@ export class GodotTools {
}
private run_editor(params = "") {
return new Promise((resolve, reject) => {
const run_godot = (path: string, params: string) => {
const escape_command = (cmd: string) => {
@@ -86,7 +86,7 @@ export class GodotTools {
terminal.show();
resolve();
};
let editorPath = get_configuration("editor_path", "")
editorPath = editorPath.replace("${workspaceRoot}", this.workspace_dir);
if (!fs.existsSync(editorPath) || !fs.statSync(editorPath).isFile()) {
@@ -108,38 +108,37 @@ export class GodotTools {
}
});
}
private check_client_status() {
switch (this.client.status) {
case ClientStatus.PENDING:
vscode.window.showInformationMessage("Connecting to GDScript language server");
vscode.window.showInformationMessage("Connecting to the GDScript language server...");
break;
case ClientStatus.CONNECTED:
vscode.window.showInformationMessage("Connected to GDScript language server");
vscode.window.showInformationMessage("Connected to the GDScript language server.");
break;
case ClientStatus.DISCONNECTED:
this.retry_connect_client();
break;
}
}
private on_client_status_changed(status: ClientStatus) {
this.connection_status.color = vscode.ThemeColor;
switch (status) {
case ClientStatus.PENDING:
this.connection_status.text = `$(sync) Connecting`;
this.connection_status.tooltip = `Connecting to GDScript Language Server`;
this.connection_status.tooltip = `Connecting to the GDScript language server...`;
break;
case ClientStatus.CONNECTED:
this.connection_status.text = `$(check) Connected`;
this.connection_status.tooltip = `Connected to GDScript Language Server`;
this.connection_status.tooltip = `Connected to the GDScript language server.`;
if (!this.client.started) {
this.context.subscriptions.push(this.client.start());
}
break;
case ClientStatus.DISCONNECTED:
this.connection_status.text = `$(x) Disconnected`;
this.connection_status.tooltip = `Disconnect to GDScript Language Server`;
this.connection_status.tooltip = `Disconnected from the GDScript language server.`;
// retry
this.retry_connect_client();
break;
@@ -147,9 +146,9 @@ export class GodotTools {
break;
}
}
private retry_connect_client() {
vscode.window.showErrorMessage(`Failed connect to GDScript Language Server`, 'Open Godot Editor', 'Retry', 'Ignore').then(item=>{
vscode.window.showErrorMessage(`Couldn't connect to the GDScript language server.`, 'Open Godot Editor', 'Retry', 'Ignore').then(item=>{
if (item == 'Retry') {
this.client.connect_to_server();
} else if (item == 'Open Godot Editor') {

View File

@@ -40,17 +40,17 @@ export enum ClientStatus {
const CUSTOM_MESSAGE = "gdscrip_client/";
export default class GDScriptLanguageClient extends LanguageClient {
public io: MessageIO = io;
private context: vscode.ExtensionContext;
private _started : boolean = false;
private _status : ClientStatus;
private _status_changed_callbacks: ((v : ClientStatus)=>void)[] = [];
private _initialize_request: Message = null;
private message_handler: MessageHandler = null;
private native_doc_manager: NativeDocumentManager = null;
private native_doc_manager: NativeDocumentManager = null;
public get started() : boolean { return this._started; }
public get status() : ClientStatus { return this._status; }
public set status(v : ClientStatus) {
@@ -61,13 +61,13 @@ export default class GDScriptLanguageClient extends LanguageClient {
}
}
}
public watch_status(callback: (v : ClientStatus)=>void) {
if (this._status_changed_callbacks.indexOf(callback) == -1) {
this._status_changed_callbacks.push(callback);
}
}
constructor(context: vscode.ExtensionContext) {
super(`GDScriptLanguageClient`, serverOptions, getClientOptions());
this.context = context;
@@ -79,36 +79,36 @@ export default class GDScriptLanguageClient extends LanguageClient {
this.io.on('send_message', this.on_send_message.bind(this));
this.native_doc_manager = new NativeDocumentManager(this.io);
}
connect_to_server() {
this.status = ClientStatus.PENDING;
io.connect_to_language_server();
}
start(): vscode.Disposable {
this._started = true;
return super.start();
}
private on_send_message(message: Message) {
if (is_debug_mode()) logger.log("[client]", JSON.stringify(message));
if ((message as RequestMessage).method == "initialize") {
this._initialize_request = message;
}
}
private on_message(message: Message) {
if (is_debug_mode()) logger.log("[server]", JSON.stringify(message));
this.message_handler.on_message(message);
}
private on_connected() {
if (this._initialize_request) {
this.io.writer.write(this._initialize_request);
}
this.status = ClientStatus.CONNECTED;
}
private on_disconnected() {
this.status = ClientStatus.DISCONNECTED;
}
@@ -117,16 +117,16 @@ export default class GDScriptLanguageClient extends LanguageClient {
class MessageHandler extends EventEmitter {
changeWorkspace(params: {path: string}) {
vscode.window.showErrorMessage("The GDScript Language Server can't work properly!\nThe opening workspace is diffrent with the editor's.", 'Reload', 'Ignore').then(item=>{
vscode.window.showErrorMessage("The GDScript language server can't work properly!\nThe open workspace is different from the editor's.", 'Reload', 'Ignore').then(item=>{
if (item == "Reload") {
let folderUrl = vscode.Uri.file(params.path);
vscode.commands.executeCommand('vscode.openFolder', folderUrl, false);
}
});
}
on_message(message: any) {
if (message && message.method && (message.method as string).startsWith(CUSTOM_MESSAGE)) {
const method = (message.method as string).substring(CUSTOM_MESSAGE.length, message.method.length);

View File

@@ -2,37 +2,24 @@ import * as vscode from 'vscode';
import { EventEmitter } from "events";
import { MessageIO } from "./MessageIO";
import { NotificationMessage } from "vscode-jsonrpc";
import { DocumentSymbol } from "vscode";
import * as Prism from "prismjs";
import * as Prism from "../deps/prism/prism";
import * as marked from "marked";
import { Methods, NativeSymbolInspectParams, GodotNativeSymbol, GodotNativeClassInfo, GodotCapabilities } from './gdscript.capabilities';
marked.setOptions({
highlight: function (code, lang) {
return Prism.highlight(code, GDScriptGrammar, lang);
}
});
const enum Methods {
SHOW_NATIVE_SYMBOL = 'gdscript/show_native_symbol',
INSPECT_NATIVE_SYMBOL = 'textDocument/nativeSymbol'
}
interface NativeSymbolInspectParams {
native_class: string;
symbol_name: string;
}
const enum WebViewMessageType {
INSPECT_NATIVE_SYMBOL = 'INSPECT_NATIVE_SYMBOL',
};
class GodotNativeSymbol extends DocumentSymbol {
documentation: string;
native_class: string;
};
const LIST_NATIVE_CLASS_COMMAND = 'godot-tool.list_native_classes';
export default class NativeDocumentManager extends EventEmitter {
private io: MessageIO = null;
private native_classes: {[key: string]: GodotNativeClassInfo } = {};
constructor(io: MessageIO) {
super();
@@ -40,8 +27,34 @@ export default class NativeDocumentManager extends EventEmitter {
io.on("message", (message: NotificationMessage)=>{
if (message.method == Methods.SHOW_NATIVE_SYMBOL) {
this.show_native_symbol(message.params);
} else if (message.method == Methods.GDSCRIPT_CAPABILITIES) {
for (const gdclass of (message.params as GodotCapabilities).native_classes) {
this.native_classes[gdclass.name] = gdclass;
}
for (const gdclass of (message.params as GodotCapabilities).native_classes) {
if (gdclass.inherits) {
const extended_classes = this.native_classes[gdclass.inherits].extended_classes || [];
extended_classes.push(gdclass.name);
this.native_classes[gdclass.inherits].extended_classes = extended_classes;
}
}
}
});
vscode.commands.registerCommand(LIST_NATIVE_CLASS_COMMAND, this.list_native_classes.bind(this));
}
private async list_native_classes() {
let classname = await vscode.window.showQuickPick(
Object.keys(this.native_classes).sort(),
{
placeHolder: 'Type godot class name here',
canPickMany: false
}
);
if (classname) {
this.inspect_native_symbol({native_class: classname, symbol_name: classname});
}
}
private inspect_native_symbol(params: NativeSymbolInspectParams) {
@@ -120,17 +133,19 @@ export default class NativeDocumentManager extends EventEmitter {
private make_symbol_document(symbol: GodotNativeSymbol): string {
const classlink = make_link(symbol.native_class, undefined);
const classinfo = this.native_classes[symbol.native_class];
function make_function_signature(s: GodotNativeSymbol) {
function make_function_signature(s: GodotNativeSymbol, with_class = false) {
let parts = /\((.*)?\)\s*\-\>\s*(([A-z0-9]+)?)$/.exec(s.detail);
if (!parts) return "";
const ret_type = make_link(parts[2] || "void", undefined);
let args = (parts[1] || "").replace(/\:\s([A-z0-9_]+)(\,\s*)?/g, `: <a href="" onclick="inspect('$1', '$1')">$1</a>$2`);
args = args.replace(/\s=\s(.*?)[\,\)]/g, "")
return `${ret_type} ${element("a", s.name, {href: `#${s.name}`})}( ${args} )`;
return `${ret_type} ${with_class?`${classlink}.`:''}${element("a", s.name, {href: `#${s.name}`})}( ${args} )`;
};
function make_symbol_elements(s: GodotNativeSymbol): {index?: string, body: string} {
function make_symbol_elements(s: GodotNativeSymbol, with_class = false): {index?: string, body: string} {
switch (s.kind) {
case vscode.SymbolKind.Property:
case vscode.SymbolKind.Variable: {
@@ -139,7 +154,7 @@ export default class NativeDocumentManager extends EventEmitter {
if (!parts) return;
let type = make_link(parts[2], undefined);
let name = element("a", s.name, {href: `#${s.name}`});
const title = element('h4', type + " " + s.name);
const title = element('h4', `${type} ${with_class?`${classlink}.`:''}${s.name}`);
const doc = element("p", format_documentation(s.documentation, symbol.native_class));
const div = element("div", title + doc);
return {
@@ -156,7 +171,7 @@ export default class NativeDocumentManager extends EventEmitter {
let name = parts[1];
let value = element('code', parts[4]);
const title = element('p', type + " " + name + " = " + value);
const title = element('p', `${type} ${with_class?`${classlink}.`:''}${name} = ${value}`);
const doc = element("p", format_documentation(s.documentation, symbol.native_class));
const div = element("div", title + doc);
return {
@@ -167,7 +182,7 @@ export default class NativeDocumentManager extends EventEmitter {
const parts = /\.([A-z0-9]+)\((.*)?\)/.exec(s.detail);
if (!parts) return;
const args = (parts[2] || "").replace(/\:\s([A-z0-9_]+)(\,\s*)?/g, `: <a href="" onclick="inspect('$1', '$1')">$1</a>$2`);
const title = element('p', `${s.name}( ${args} )`);
const title = element('p', `${with_class?`signal ${with_class?`${classlink}.`:''}`:''}${s.name}( ${args} )`);
const doc = element("p", format_documentation(s.documentation, symbol.native_class));
const div = element("div", title + doc);
return {
@@ -176,7 +191,7 @@ export default class NativeDocumentManager extends EventEmitter {
} break;
case vscode.SymbolKind.Method:
case vscode.SymbolKind.Function: {
const signature = make_function_signature(s);
const signature = make_function_signature(s, with_class);
const title = element("h4", signature);
const doc = element("p", format_documentation(s.documentation, symbol.native_class));
const div = element("div", title + doc);
@@ -196,9 +211,22 @@ export default class NativeDocumentManager extends EventEmitter {
const parts = /extends\s+([A-z0-9]+)/.exec(symbol.detail);
let inherits = parts && parts.length > 1 ? parts[1] : '';
if (inherits) {
inherits = `Inherits ${make_link(inherits, undefined)}`;
let inherits_chian = '';
let base_class = this.native_classes[inherits];
while(base_class) {
inherits_chian += `${inherits_chian?' >':''} ${make_link(base_class.name, undefined)}`;
base_class = this.native_classes[base_class.inherits];
}
inherits = `Inherits: ${inherits_chian}`;
doc += element("p", inherits);
}
if (classinfo && classinfo.extended_classes) {
let inherited = "";
for (const c of classinfo.extended_classes) {
inherited += (inherited ? ', ' : ' ') + make_link(c, c);
}
doc += element("p", `Inherited by:${inherited}`);
}
let constants = "";
let signals = "";
@@ -239,6 +267,8 @@ export default class NativeDocumentManager extends EventEmitter {
doc += element('ul', block);
}
};
doc += element("p", format_documentation(symbol.documentation, symbol.native_class));
add_group("Properties", properties_index);
add_group("Constants", constants);
add_group("Signals", signals);
@@ -251,9 +281,11 @@ export default class NativeDocumentManager extends EventEmitter {
return doc;
} else {
let doc = "";
const elements = make_symbol_elements(symbol);
const elements = make_symbol_elements(symbol, true);
if (elements.index) {
doc += element("h2", elements.index);
if ([vscode.SymbolKind.Function, vscode.SymbolKind.Method].indexOf(symbol.kind) == -1) {
doc += element("h2", elements.index);
}
}
doc += element("div", elements.body);
return doc;

View File

@@ -0,0 +1,27 @@
import { DocumentSymbol } from "vscode";
export const enum Methods {
GDSCRIPT_CAPABILITIES = 'gdscript/capabilities',
SHOW_NATIVE_SYMBOL = 'gdscript/show_native_symbol',
INSPECT_NATIVE_SYMBOL = 'textDocument/nativeSymbol'
}
export interface NativeSymbolInspectParams {
native_class: string;
symbol_name: string;
}
export class GodotNativeSymbol extends DocumentSymbol {
documentation: string;
native_class: string;
};
export interface GodotNativeClassInfo {
name: string;
inherits: string;
extended_classes?: string[];
}
export interface GodotCapabilities {
native_classes: GodotNativeClassInfo[];
}

View File

@@ -9,9 +9,11 @@
],
"sourceMap": true,
"rootDir": "src",
"strict": false
"strict": false,
"allowJs": true
},
"exclude": [
"node_modules"
"node_modules",
"out"
]
}