This is an LSP for Pascal using CodeTools from Lazarus under the hood. In simple terms: this application can provide code completion features, for Pascal code, to all text editors that may be LSP clients (like VS Code, Emacs, NeoVim).
Distributed with Castle Game Engine. Download and install the engine and you will have the bin/pasls
binary in the engine directory.
Cooperates with Castle Game Engine VS Code extension. Our VS Code extension can be used to build and run CGE projects, and it can integrate with this LSP server.
We are fork of Philip Zander LSP Pascal server.
Which was in turm forked from https://github.com/arjanadriaanse/pascal-language-server , but has since been mostly rewritten.
CGE fork contributes back improvements that are not CGE-specific (see e.g. Isopod#1 , Isopod#2 , Isopod#4 ).
-
Works with Castle Game Engine VS Code extension out-of-the-box. In this case, you should not need to use
castle-pasls.ini
-- just configure everything using VS Code extension settings. -
We add capability to configure the LSP server using
castle-pasls.ini
to:- Define Castle Game Engine path that will make
pasls
aware of CGE units and autocomplete CGE API. - Add extra FPC options.
- Provide custom Lazarus config location (useful if you install Lazarus by fpcupdeluxe but still want
pasls
to read Lazarus config -- this is optional). - Improve debugging by known log filename and more complete JSON logs.
- Define Castle Game Engine path that will make
-
We can also auto-detect Castle Game Engine path in some situations:
- If the LSP server binary is distributed in
bin
of Castle Game Engine. - Or if the environment 'CASTLE_ENGINE_PATH` is defined.
- Or if you're on Unix and using
/usr/src/castle-engine/
or/usr/local/src/castle-engine/
.
- If the LSP server binary is distributed in
-
We also pass (to code completion engine) Castle Game Engine options that are also passed by CGE build tool like
-Mobjfpc -Sm -Sc -Sg -Si -Sh
. -
We autodetect OS and CPU harder, and we fix OS=
windows
to properwin64
orwin32
(common mistake, esp. because of genericptr/pasls-vscode#1 ).
- Code completion
- Signature help
- Go to declaration
- Go to definition
- Automatic dependency resolution for
.lpk
and.lpr
files - Works with include files, as long as they specify
{%MainUnit xxx.pas}
at the top (just like for Lazarus CodeTools) - Detection of Castle Game Engine unit paths in a various ways
First, make sure, submodules are loaded:
git submodule update --init --recursive
To compile, open the project file in Lazarus or use the command line:
cd server
lazbuild pasls.lpi
It is recommended to use Free Pascal Compiler version 3.2.0 and Lazarus version 2.0.8 or later, older versions are not officially supported.
For information on how to use the server from Neovim, see client/nvim.
To use the server from lsp-mode
in Emacs, install the separate
lsp-pascal
module.
Full example setup of it is documented in Michalis notes about LSP + Pascal.
Install the Castle Game Engine VS Code extension.
Any editor that allows you to add custom LSP configurations should work.
In order for the language server to find all the units, it needs to know the following parameters:
- location of the FPC standard library source files
- location of the FPC compiler executable
- location of the Lazarus install directory
- the OS you are compiling for
- the architecture you are compiling for
By default, the server will try to auto-detect these parameters from your Lazarus config. It will search for config files in the following locations (the exact paths will depend on your operating system):
<User settings directory>/lazarus
(e.g./home/user/.config/lazarus
)<User home directory>/.lazarus
(e.g./home/user/.lazarus
)<System settings directory>/lazarus
(e.g./etc/lazarus
)- Custom directory specified in
castle-pasls.ini
asconfig
in[lazarus]
section (see below for example). This is useful in case your Lazarus config is in a special directory, as e.g. usually setup by fpcupdeluxe.
In addition, you can also specify these parameters manually in one of the following ways:
-
Set the environment variables:
PP
— Path to the FPC compiler executableFPCDIR
— Path of the source code of the FPC standard libraryLAZARUSDIR
— Path of your Lazarus installationFPCTARGET
— Target OS (e.g. Linux, Darwin, ...)FPCTARGETCPU
— Target architecture (e.g. x86_64, AARCH64, ...)
This overrides auto-detected settings.
-
Or specify the locations via LSP
initializationOptions
. How this is done will depend on your client. The format is the following:{ "PP": "", "FPCDIR": "", "LAZARUSDIR": "", "FPCTARGET": "", "FPCTARGETCPU": "" }
This overrides environment variables.
Additional keys in LSP initialization options can be used to influence the LSP server behavior. See the docs of your LSP client (text editor) to know how to pass initialization options.
-
syntaxErrorReportingMode
(integer): Determines how to report syntax errors. Syntax errors indicate that CodeTools cannot understand the surrounding Pascal code well enough to provide any code completion.-
0 (default): Show an error message. This relies on the LSP client (text editor) handling the
window/showMessage
message. Support in various text editor:-
VS Code: works.
-
NeoVim (0.8.0): works, the message is shown for ~1 sec by default.
-
Emacs: works, the message is visible in echo area and the
*Messages*
buffer. You can filter out uselessNo completion found
messages to make it perfect, see https://github.com/michaliskambi/elisp/blob/master/lsp/kambi-pascal-lsp.el for example.
-
-
1: Return a fake completion item with the error message. This works well in VC Code and NeoVim -- while the completion item doesn't really complete anything, but the error message is clearly visible.
-
2: Return an error to the LSP client. Some LSP clients will just hide the error, but some (like Emacs) will show it clearly and prominently.
-
The pasls
reads configuration file castle-pasls.ini
in user config dir to enable some additional features.
Where exactly is the config file?
- On Unix:
$HOME/.config/pasls/castle-pasls.ini
- On Windows:
C:/Users/<username>/AppData/Local/pasls/castle-pasls.ini
- In general: Uncomment
WriteLn('Reading config from ', FileName);
inserver/castlelsp.pas
, runpasls
manually, see the output.
Allowed options:
[log]
;; Where to write log (contains DebugLog output, allows to debug how everything in pasls behaves).
;; We will add suffix with process id, like '.pid123' .
;; By default none.
filename=/tmp/pasls-log.txt
;; Whether to dump full JSON request/response contents to log (may be quite long).
;; By default this is false (0), and JSON request/response logs are cut at 2000 characters.
;; You change it to true (1) to have full logs, useful at debugging.
full_json=1
[lazarus]
;; Custom directory with Lazarus config.
;; It should contain files like environmentoptions.xml, fpcdefines.xml .
;; See the log output to know if pasls read successfully XML files from there.
config=/home/michalis/installed/fpclazarus/current/config_lazarus/
[castle]
;; Castle Game Engine location.
;;
;; Set this to make pasls autocomplete CGE API by:
;; 1. knowing paths to all CGE units (derived from this CGE path),
;; 2. using default CGE compilation settings, like -Mobjfpc and -Sh (used by CGE build tool and editor).
;;
;; NOTE: Instead of setting the engine path here,
;; VS Code users should configure "Engine Path" in the VS Code extension settings.
path=/home/michalis/sources/castle-engine/castle-engine/
[extra_options]
;; Specify as many extra FPC options as you want.
;; Each extra option must have a consecutive number, we start from 1, and stop when
;; an option does not exist (or is an empty string).
option_1=-Fu/home/michalis/sources/castle-engine/castle-engine/tests/code/tester-fpcunit
option_2=-dSOME_DEFINE
option_3=-dSOMETHING_MORE
- Renaming of identifiers
- “Find all references”
- Signature help: Highlight active parameter
- Code formatting?
- Signature help does not show all overloads