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https://github.com/lommix/godot.nvim
Run and debug your Godot game in neovim
https://github.com/lommix/godot.nvim
godot lua neovim nvim
Last synced: 7 days ago
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Run and debug your Godot game in neovim
- Host: GitHub
- URL: https://github.com/lommix/godot.nvim
- Owner: Lommix
- License: mit
- Created: 2022-09-15T16:51:52.000Z (about 2 years ago)
- Default Branch: main
- Last Pushed: 2022-12-19T10:22:39.000Z (almost 2 years ago)
- Last Synced: 2023-05-13T11:26:53.114Z (over 1 year ago)
- Topics: godot, lua, neovim, nvim
- Language: Lua
- Homepage:
- Size: 42 KB
- Stars: 50
- Watchers: 3
- Forks: 2
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# godot.nvim
![nvimgodotlogo](https://user-images.githubusercontent.com/84206502/192011201-988b79c3-e688-4c6d-b00b-720aadff35dc.png)
Break free from Godots built-in editor prison and fly!
[godotnvim.webm](https://user-images.githubusercontent.com/84206502/191308246-8d6d963f-1934-4339-ae87-dbec4d62e2f4.webm)
# Update!
With godot 4 comes dap integration, which is much better than my solution https://github.com/mfussenegger/nvim-dap# Features
Minimalist Godot debugging tool for nvim. Run your application in debug, break on error or cursor.
Works with godot 3 and 4.# Installation
Any plugin manager will do.
```
use('lommix/godot.nvim')
```# Config
Plugin adds the following commands:
```
:GodotDebug :GodotBreakAtCursor :GodotStep :GodotQuit :GodotContinue
```Here is my example configuration. Make sure to pass the correct path to the godot executable.
```
--godot.lua
local ok, godot = pcall(require, "godot")
if not ok then
return
end-- default config
local config = {
-- bin = "godot",
-- gui = {
-- console_config = @config for vim.api.nvim_open_win
-- },
}godot.setup(config)
local function map(m, k, v)
vim.keymap.set(m, k, v, { silent = true })
endmap("n", "dr", godot.debugger.debug)
map("n", "dd", godot.debugger.debug_at_cursor)
map("n", "dq", godot.debugger.quit)
map("n", "dc", godot.debugger.continue)
map("n", "ds", godot.debugger.step)```
# How to use nvim as external editor
its pretty simple with nvim remotecreate a bash script, make it executeable. add the following context:
```
#!/bin/bash
[ -n "$1" ] && file=$1
nvim --server ~/.cache/nvim/godot.pipe --remote-send ':e '$file''
```Now start nvim in your project folder and listen to the pipe file:
```
nvim --listen ~/.cache/nvim/godot.pipe .
```
Since you probably dont want to type out that huge path, each time you want to start nvim, make it another bashscript and add it to your globals.
On my systems its simple named "gvim".Add external config to your editor settings with the path to the first script:
![Screenshot from 2022-10-14 13-17-14](https://user-images.githubusercontent.com/84206502/195834456-41d65a9e-172b-4a45-a352-f976e2a19be8.png)Done! if you click on the script icon in godot, nvim will open the file. Have fun!