This package adds support for the GDScript programming language from the Godot game engine in Emacs. It gives syntax highlighting and indentations. Contributors are welcome!
This mode already features all the essentials:
- Syntax highlighting.
- Code folding.
- Imenu.
- Support for scenes (
.tscn
) and script (.gd
) files. - Comment wrapping when using
fill-paragraph
. - Indentation and auto-indentation: tab-based (default) and space-based.
- Automatic pairing of parentheses, brackets, etc.
- Code formatting using gdformat.
- Auto-completion for all the keywords in the
gdscript-keywords.el
file. - Run or open the project and files with Godot.
- Browsing the API reference in Emacs.
Contributors are welcome! Check the issues tab for tasks to work on and open a PR anytime.
If you find a bug, or would like to suggest an improvement, open a new issue.
For code style, we follow the Emacs lisp style guide by Bozhidar Batsov, and the tips and conventions from the Emacs manual.
You should also check for errors and linter warnings in your code. You can do so in Emacs with flymake or flycheck but we recommend running the tool makem.sh
provided with the repository:
./makem.sh lint-compile
This program will tell you if there is any problem with your code. If there's no output, everything is fine. You can run all tests like so, but note it might give you spelling errors that aren't relevant in this project:
./makem.sh all
The package is available in the MELPA package archive. Once you set up MELPA you can install the package from Emacs:
M-x package-install gdscript-mode
Then, in your init.el file, you can require the package:
(require 'gdscript-mode)
- Add the package to the
dotspacemacs-additional-packages
. You can find it under the dotspacemacs/layers function:
(defun dotspacemacs/layers ()
"Configuration Layers declaration..."
(setq-default
;; ...
dotspacemacs-additional-packages '(gdscript-mode)
;; ...
))
- In your
dotspacemacs/user-config
function, require the package.
(defun dotspacemacs/user-config ()
(require 'gdscript-mode))
Add the following package definition to your .doom.d/packages.el
file:
(package! gdscript-mode
:recipe (:host github
:repo "GDQuest/emacs-gdscript-mode"))
Require the package in your .doom.d/config.el
file:
(require 'gdscript-mode)
Add the call to use-package to your Emacs configuration:
(use-package gdscript-mode
:straight (gdscript-mode
:type git
:host github
:repo "GDQuest/emacs-gdscript-mode"))
- Clone the repository or download a stable release to your computer.
- In your init.el file, add a call to load and require the package.
(add-to-list 'load-path "/path/to/gdscript-mode")
(require 'gdscript-mode)
You can open the project in the Godot editor with M-x gdscript-godot-open-project-in-editor
, or open files and more in Godot with the M-x gdscript-godot-*
commands.
By default, these commands try to use an executable named godot
on the system PATH environment variable.
If you don't have godot
available there, you can set a custom executable name or path to use instead:
(setq gdscript-godot-executable "/path/to/godot")
You can also use customize
to change this path: M-x customize
and search for "godot".
When running gdscript-godot-run-project-debug
, you can use the universal argument C-u to invoke a mini-buffer with extra options to pass to godot.
Here are the available options:
<no options>
(default)--debug-collisions
--debug-navigation
--debug-collisions --debug-navigation
The last selected option is saved for the next time you call gdscript-godot-run-project-debug
. To remove debug options, you need to call the command with the universal argument again.
Running gdscript-hydra-show
(C-c r) opens a hydra popup with options to open the editor or run the project, a scene, or a script, including with visual debug options.
d ( ) Debug p run project t run script h run from history a format all q quit
e ( ) Editor s run scene r run last g switch to *godot* b format buffer
c [ ] Visible collisions shapes
n [ ] Visible navigation
You can call the gdscript-format
function to format the current buffer with
gdformat
. Alternatively gdscript-format-all
will reformat all gdscripts in
the project. This feature requires the python package gdtoolkit
to be installed
and available on the system's PATH variable.
You can install gdtoolkit using the pip package manager from Python 3. Run this command in your shell to install it:
pip3 install gdtoolkit
With the point on a built-in class you can press C-c C-b o
to open the code reference for that class in the text browser eww.
To open the main API reference page and browse it, press C-c C-b a
.
You can browse the API reference offline with eww
. To do so:
- Get a build of the official documentation. You can build it from the godot docs repository or download a build from Hugo Lourcio's website.
- Set
gdscript-docs-local-path
to the docs' directory, that contains the docs'index.html
file.
For example:
(setq gdscript-docs-local-path "/home/gdquest/Documents/docs/godot")
The following shortcuts are available by default:
- Inserting:
- C-c i
gdscript-completion-insert-file-path-at-point
- C-c i
- Formatting:
- C-c C-f r
gdscript-format-region
- C-c C-f b
gdscript-format-buffer
- C-c C-f r
- Running the project and scenes in Godot:
- C-c C-r p
gdscript-godot-open-project-in-editor
- C-c C-r r
gdscript-godot-run-project
- C-c C-r d
gdscript-godot-run-project-debug
- C-c C-r s
gdscript-godot-run-current-scene
- C-c C-r q
gdscript-godot-run-current-scene-debug
- C-c C-r e
gdscript-godot-edit-current-scene
- C-c C-r x
gdscript-godot-run-current-script
- C-c C-r p
- Browsing the code reference:
- C-c C-b a
gdscript-docs-browse-api
- C-c C-b o
gdscript-docs-browse-symbol-at-point
- C-c C-b a
- Open hydra:
- C-c r
gdscript-hydra-show
(require hydra package to be installed
- C-c r
To find all GDScript-mode settings, press M-x customize
and search for "gdscript".
Code example:
(setq gdscript-use-tab-indents t) ;; If true, use tabs for indents. Default: t
(setq gdscript-indent-offset 4) ;; Controls the width of tab-based indents
(setq gdscript-godot-executable "/path/to/godot") ;; Use this executable instead of 'godot' to open the Godot editor.
(setq gdscript-gdformat-save-and-format t) ;; Save all buffers and format them with gdformat anytime Godot executable is run.