GDTerm the Godot In-Editor Terminal
This project was created to address the needs of developers who are working on their game in the Godot editor and also need to perform actions at the command line (like start and stop servers, monitor logs, etc.).
It might also help people who use one of the alternative programming languages,
as it's possible to run Helix, Neovim, or Emacs within gdterm.
In other words this is for those of us who like to keep the Godot Editor in full-screen and not shuffle their windows when needing to do command line tasks.
It provides the following features:
- Multiple terminals in main screen area (the same place as the 2D/3D/Script/Assets go).
- Pseudo-terminal interface to default shell
- Emulates an ANSI terminal (16 colors)
- Independent scrollback in each terminal
- Copy and paste in each terminal
- Works fine with typical command line tools: vi, top, tail
- Supports unicode with caveats
The following are its current limitations
- Only provided for Linux and Windows (Mac in the future)
- Developed against Godot 4.3-stable
- Godot supported Linux or Windows distribution
- Environment suitable for compiling an extension (if compiling from source)
Source is on GitHub and there is the latest stable version in the GD Asset Lib
To use the pre-compiled binaries:
- git clone http://github.com/markeel/gdterm
- copy addons directory to the Godot project you need this extension
To compile from source instead of using the pre-compiled library:
- git clone http://github.com/markeel/gdterm
- cd gdterm
- git submodule update --init --recursive
- scons
- copy addons directory to the Godot project you need this extension
- Within your Godot project
- From menubar: Project->Project Settings...
- Click Plugins tab
- Select Enabled checkbox next to "GDTerm"
A default instance of a terminal will be available when selecting the "Terminal" button
The mouse can be used to select text:
- single-click and drag to highlight characters
- double-click and drag to highlight words
- triple-click and drag to highlight lines
The context menu (Right-Click) includes a copy and paste which goes to the system clipboard.
A new terminal can be created by adding one above, below, left, or right of the window the context menu is in.
A terminal can be closed from the context menu as well.
A restart will clear the window and start a new terminal session. This is also the way to get a terminal session going again if the shell being used by this terminal has been exited.
The GDTerm plugin has the following settings available under Editor->Editor Settings...
The settings are in the Gdterm section and are as follows:
-
Layout: This indicates where the terminal should reside within the Godot editor.
-
main - The terminal will be in the main window (same place as 2D, 3D, Script, and AssetLib) this option gives the most room for doing tasks like editing configuration files or examining listings.
-
bottom - The terminal will be in the bottom panel area (where Output, Debugger, Audio, etc.) are located.
-
both - There will be 2 terminals (one in the main area, and the other in the bottom panel)
-
-
Theme: This has one of the 3 themes supported, and changes the colors, foreground and background for all the terminal windows.
-
Initial Commands: This is zero, one, or more commands that will be executed when a terminal window starts up. They are only executed when initially created or a "restart" is performed on the window.
The GDTerm plugin expects all input and output to be UTF-8. This is the default for most Linux distributions, if it isn't in your distribution, the easiest option may be to change your locale. The underlying Windows pseudo-terminal also uses UTF-8 so you do not have to do anything special in a Windows environment.
Having said that, not all programs in Windows are Unicode aware and you will likely see strange characters since those programs (like "type") don't understand Unicode or UTF-8. It is generally safer to use Powershell on the Windows platform.
The GDTerm plugin attempts to handle special unicode characters that are composed from multiple unicode code points, but it is limited by the available fonts to render those characters and how the applications you are actually running treat those characters.
For instance the way that the bash shell behaves and the way that vi behave are not entirely consistent when using composed unicode characters. If you just have a few, it will probably be sufficient. For better or worse, most of the other terminals I compared GDTerm with also have issues with those kinds of characters.
This is a brand new extension, so if you run into problems, create an issue, for general questions you can use the Discussions tab.
markeel
-
0.99
- Support for Editor Settings
- Better support for Unicode
-
0.95
- Support for Windows
-
0.9
- Initial Release
This project is licensed under the MIT License - see the LICENSE.md file for details
You wouldn't be here if you weren't already using the Godot Game Engine: See Godot Engine
The ANSI code interpretation is built using libtmt, but slightly extended to support scrollback. See libtmt
The fonts used are Source Code Pro from Google Fonts, With license as follows:
Copyright 2010, 2012 Adobe Systems Incorporated (http://www.adobe.com/), with Reserved Font Name 'Source'. All Rights Reserved. Source is a trademark of Adobe Systems Incorporated in the United States and/or other countries.
This Font Software is licensed under the SIL Open Font License, Version 1.1 . This license is available with a FAQ at: https://openfontlicense.org
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
The bell sound:
Copyright: Dr. Richard Boulanger et al
URL: http://www.archive.org/details/Berklee44v12
License: CC-BY Attribution 3.0 Unported