This project provides autocomplete for Urho3D API in Eclipse LDT. To install this environment follow the instructions at Eclipse LDT reference
In order to have code-completion on code like this:
local light = lightNode:CreateComponent("Light")
LDT needs to know what type light is. For this you can use a comment to map this variable to a specific type( -- Class#Class ). :
local light = lightNode:CreateComponent("Light") -- Light#Light
Now you have code-completion working even for this cases.
HTML-Documentation
Right-Click on Urho-Environment->Open documentation:
For the debugger to work:
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luasocket available in library path
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You need to apply the git-patch in Urho3DPlayer-Patch-Folder. This will switch positions of options- and scriptname-arguments. (Warning you might need to change shellscripts that use the player e.g. the editor. Maybe you want to create an special Urho3D-Player just for debugging!?)
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URHO3D_SAFE_LUA deactivated (as default,... actually I only guess that this option is to prevent shared library loading)
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INFO As stated in the urho3d-documentation debugging might only work for single-script applications
Urho3D uses toLua++ to wire up the engine with the Lua environment by parsing the Urho's C++ code. This project uses the same method to auto-generate a description of the Lua API in a way readable by Eclipse. This means that if you are using a development version and the provided package doesn't work for you, you can generate a new environment from your own Urho3D working copy by using one of the two provided build scripts (GenerateAPI.sh / GenerateAPI.bat).
Linux:
./GenerateAPI.sh [Folder to Urho3D-SOURCE] [Path to Urho3D-Binary with built tools]
- e.g. ./GenerateAPI.sh /home/userA/_dev/Urho3D /home/userA/_dev/_build/urho3d
Windows:
not fixed, yet. Pull-Requests welcome 👍
I actually don't use this actively but thought it would be nice to share and I'm willing to accept pull-requests.