mirror of
https://github.com/godotengine/godot-vscode-plugin.git
synced 2025-12-31 13:48:24 +03:00
Compare commits
12 Commits
1.0.0
...
1.0.0-beta
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24c29452c7 |
22
CHANGELOG.md
22
CHANGELOG.md
@@ -21,7 +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
|
||||
@@ -61,7 +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
|
||||
|
||||
@@ -74,7 +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
|
||||
{
|
||||
@@ -110,14 +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
|
||||
@@ -127,7 +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
|
||||
@@ -135,14 +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
|
||||
@@ -159,7 +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
|
||||
|
||||
|
||||
80
README.md
80
README.md
@@ -1,63 +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
|
||||
|
||||
**IMPORTANT NOTE**
|
||||
This version of plugin only support godot 3.2 and above.
|
||||
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 `.tscn` and `.tres` scene formats
|
||||
- Full Typed GDScript support
|
||||
- Optional `Smart Mode` to speed up dynamic typed script coding
|
||||
- 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
|
||||
- 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 godot project 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
|
||||
- Run a Godot project from VS Code
|
||||
|
||||

|
||||
|
||||
## 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":
|
||||
|
||||
- Open workspace with Godot editor
|
||||
- Run workspace as Godot project
|
||||
- List native classes of godot
|
||||
- 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:
|
||||
- **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
|
||||
|
||||
## 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/godotengine/godot-vscode-plugin) extension is an open source project of godot orgnization. Feel free to open issues 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 failed to connect to language server?
|
||||
- You may not open your project with godot editor.
|
||||
- Godot 3.2 and above is required.
|
||||
### Why does it fail to connect to the language server?
|
||||
|
||||
### Why isn't intellisense showing up my script members for me?
|
||||
- The GDScript is a dynamic typed script language the tool may can infer all the variable types as you want.
|
||||
- You can turn on the `Smart Mode` in godot editor `Editor Settings > Language Server` check the `Enable Smart Resolve`.
|
||||
- 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**.
|
||||
|
||||
@@ -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" }
|
||||
},
|
||||
|
||||
BIN
icon.png
BIN
icon.png
Binary file not shown.
|
Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 4.0 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 183 KiB After Width: | Height: | Size: 107 KiB |
11
package.json
11
package.json
@@ -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": [
|
||||
@@ -106,8 +105,8 @@
|
||||
"@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",
|
||||
|
||||
@@ -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') {
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user