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Closes issue #57 as rust analyzer does not seem to have issue with co…
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…de completion. (#74)
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jacobsky authored Jul 19, 2022
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15 changes: 1 addition & 14 deletions src/faq/configuration.md
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Expand Up @@ -131,22 +131,9 @@ godot_gdnative_terminate!(_ as my_symbol_prefix_gdnative_terminate);

Yes, with NativeScript so long as you can create a `NativeScript` wrapper you can create GDScript bindings for a Rust crate. See the [logging recipe](../recipes/logging.md) for an example of wrapping a Rust logging crate for use with GDScript.


## How do I get auto-completion with rust-analyzer?

`godot-rust` generates most of the gdnative type's code at compile-time. Editors using [rust-analyzer](https://github.com/rust-analyzer/rust-analyzer) struggle to autocomplete those types:

![no-completion](img/no-completion.png)


People [reported](https://github.com/rust-analyzer/rust-analyzer/issues/5040) similar issues and found that switching on the `"rust-analyzer.cargo.loadOutDirsFromCheck": true` setting fixed it:

![completion](img/completion.png)


## How do I get auto-completion with IntelliJ-Rust plugin?

Similar to rust-analyzer, IntelliJ-Family IDEs struggle to autocomplete gdnative types generated at compile-time.
IntelliJ-Family IDEs struggle to autocomplete gdnative types generated at compile-time.

There are two problems preventing autocompletion of gdnative types in IntelliJ-Rust.

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