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Further README refinements. Updates to strings in package.json and tool_manager.ts to match.

Craig A. Hancock 7 years ago
parent
commit
c84d7f9c12
3 changed files with 47 additions and 44 deletions
  1. 30 27
      README.md
  2. 11 11
      package.json
  3. 6 6
      src/tool_manager.ts

+ 30 - 27
README.md

@@ -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

+ 11 - 11
package.json

@@ -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",
@@ -40,7 +40,7 @@
     ],
     "configuration": {
       "type": "object",
-      "title": "Godot tools configuration",
+      "title": "Godot Tools configuration",
       "properties": {
         "GodotTools.maxNumberOfProblems": {
           "type": "number",
@@ -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",
@@ -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",

+ 6 - 6
src/tool_manager.ts

@@ -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");
     });
   }
 
@@ -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);
@@ -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 = "") {
@@ -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() {