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Further README refinements. Updates to strings in package.json and to…
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…ol_manager.ts to match.
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fractile81 committed Sep 3, 2018
1 parent 8f5da41 commit c84d7f9
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57 changes: 30 additions & 27 deletions README.md
Expand Up @@ -2,60 +2,63 @@ A complete set of tools to code games with the [Godot game engine](http://www.go

## Features

The extension comes with a wealth of features to make your 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 language
- Syntax highlighting for the tscn and tres scene formats
- Function definitions and documentation on hover
- Rich auto completion
- Syntax highlighting for the GDscript (`.gd`) language
- Syntax highlighting for the `.tscn` and `.tres` scene formats
- Function definitions and documentation display on hover (see image below)
- Rich auto-completion
- Static code validation
- Open projects and scenes in Godot from VScode
- 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 API supported
- Full documentation of the Godot engine's API supported

![Showing the documentation on hover feature](img/godot-tools.jpg)

## Available Commands

The extension adds a few entries to the command palette:
The extension adds a few entries to the VS Code Command Palette under "GodotTools":

- Update Workspace Symbols
- Update workspace symbols
- Run workspace as Godot project
- Open workspace with Godot editor
- Run current scene

## Settings

If you like this extension you can set VSCode as your default script editor with following steps:
### 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. Check the `Use External Editor` box with mouse click
4. Fill `Exec Path` to the path of your Visual Studio Code
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** - 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.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
- **GodotTools.parseTextScene** - Parse scene files with extension ends with tscn
- **GodotTools.completeNodePath** - Show node paths of of workspace in the code completion
- **GodotTools.godotProjectRoot** - The Godot project directory wich contains project.godot or engine.cfg
- **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

The [Godot Tools](https://github.com/GodotExplorer/godot-tools) extension and [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/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.

See the [full changelog](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md) for the latest changes.

## FAQ

### Intellisense isn't showing up for me

Make sure you save your .gd file, then run "GodotTools: Update Workspace Symbols" from the command palate
### Why isn't Intellisense showing up for me?

[Full change log](https://github.com/GodotExplorer/godot-tools/blob/master/CHANGELOG.md)
Make sure you save your `.gd` file, then run "GodotTools: Update Workspace Symbols" from the Command Palette.

## TODOS:
* Convert official BBCode documentation into Markdown and render it to HTML with documentation previewer pages
## TODO:
* Convert official BBCode documentation into Markdown and render it into HTML with documentation previewer pages
* Add mermaid support with documentation
* Undefined variable checking
22 changes: 11 additions & 11 deletions package.json
Expand Up @@ -23,15 +23,15 @@
"commands": [
{
"command": "godot.updateWorkspaceSymbols",
"title": "GodotTools: Update Workspace Symbols"
"title": "GodotTools: Update workspace symbols"
},
{
"command": "godot.runWorkspace",
"title": "GodotTools: Run workspace as godot project"
"title": "GodotTools: Run workspace as Godot project"
},
{
"command": "godot.openWithEditor",
"title": "GodotTools: Open workspace with godot editor"
"title": "GodotTools: Open workspace with Godot editor"
},
{
"command": "godot.runCurrentScene",
Expand All @@ -40,7 +40,7 @@
],
"configuration": {
"type": "object",
"title": "Godot tools configuration",
"title": "Godot Tools configuration",
"properties": {
"GodotTools.maxNumberOfProblems": {
"type": "number",
Expand All @@ -50,12 +50,12 @@
"GodotTools.editorPath": {
"type": "string",
"default": "",
"description": "The absolute path of your godot editor"
"description": "The absolute path to the Godot executable"
},
"GodotTools.workspaceDocumentWithMarkdown": {
"type": "boolean",
"default": false,
"description": "Render workspace documentations as markdown content"
"description": "Render workspace documentations as Markdown content"
},
"GodotTools.ignoreIndentedVars": {
"type": "boolean",
Expand All @@ -65,27 +65,27 @@
"GodotTools.godotVersion": {
"type": "number",
"default": 3.0,
"description": "The godot version of your project"
"description": "The Godot version of your project"
},
"GodotTools.parseTextScene": {
"type": "boolean",
"default": true,
"description": "Parse scene files with extention ends with tscn"
"description": "Parse a file as a Godot scene when the file name ends with tscn"
},
"GodotTools.completeNodePath": {
"type": "boolean",
"default": false,
"description": "Show node pathes of of workspace in the code completion"
"description": "Show node paths within a workspace as part of code completion"
},
"GodotTools.godotProjectRoot": {
"type": "string",
"default": "${workspaceRoot}",
"description": "Relate path to the godot project"
"description": "Your Godot project's directory"
},
"GodotTools.enableSyntaxChecking": {
"type": "boolean",
"default": true,
"description": "Turn on/off the syntax checking for GDScript"
"description": "Turn on/off syntax checking for GDScript"
},
"GodotTools.lint": {
"type":"object",
Expand Down
12 changes: 6 additions & 6 deletions src/tool_manager.ts
Expand Up @@ -78,12 +78,12 @@ class ToolManager {
if (path && path.length > 0 && path.endsWith("/"))
path = path.substring(0, path.length - 1)
if (path.toLowerCase() == self.workspaceDir.toLowerCase())
vscode.window.showInformationMessage("Connected to godot editor server");
vscode.window.showInformationMessage("Connected to the Godot editor server");
else {
vscode.window.showWarningMessage("The opened project is not same with godot editor");
vscode.window.showWarningMessage("The opened project is not the same within the Godot editor");
}
}).catch(e => {
vscode.window.showErrorMessage("Failed connect to godot editor server");
vscode.window.showErrorMessage("Failed connecting to the Godot editor server");
});
}

Expand Down Expand Up @@ -124,7 +124,7 @@ class ToolManager {
gdpath = path.join(this._rootDir, gdpath);
let showgdpath = vscode.workspace.asRelativePath(gdpath);

let doc = "Auto loaded instance of " + `[${showgdpath}](${vscode.Uri.file(gdpath).toString()})`;
let doc = "Autoloaded instance of " + `[${showgdpath}](${vscode.Uri.file(gdpath).toString()})`;
doc = doc.replace(/"/g, " ");

script.constants[name] = new vscode.Range(0, 0, 0, 0);
Expand Down Expand Up @@ -186,7 +186,7 @@ class ToolManager {
this.runEditor(`${pathFlag} "${this._rootDir}" ${params}`);
}
else
vscode.window.showErrorMessage("Current workspace is not a godot project");
vscode.window.showErrorMessage("Current workspace is not a Godot project");
}

private runEditor(params = "") {
Expand Down Expand Up @@ -242,7 +242,7 @@ class ToolManager {
if (!done)
done = config.loadClasses(path.join(this._context.extensionPath, this._biuitinDocFile));
if (!done)
vscode.window.showErrorMessage("Load GDScript documentations failed");
vscode.window.showErrorMessage("Loading GDScript documentation failed");
}

dispose() {
Expand Down

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