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12 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
8 changed files with 107 additions and 90 deletions

View File

@@ -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

View File

@@ -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
![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":
- 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**.

View File

@@ -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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@@ -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",

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);