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Completion not working with the gl crate #3467
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As i know, there is no easy workarounds for builds script completions yet. However, since rust-lang/cargo#7622 are landed in stable, we are ready to implement all the machinery macros (which are on my high priority task list):
So please stay tuned :) Closed in flavor of #1964 |
For a workaround until then, |
Thank you so much for all the work you're doing! Can you test it with an enum such as |
As this is the top entry when searching for this issue I'll add my feedback here. With default settings the rust-analyzer plugin for VSCode currently does not show auto completions for |
@Mershl the option was renamed to |
As of 18 July 2022, nothing worked for me but I figured out myself:
Step 3: Reload vscode. |
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@flodiebold I just installed windows 11, vscode and rustanalyzer plugin and it wasn't there by default. |
@CodesOtakuYT try removing the option again, and see if anything changes. |
@flodiebold I just removed it and it still works, but it didn't work before adding the option in the first place. |
There was probably some other temporary error. I can pretty much guarantee that adding that setting does not help, since it's already the default value. |
In my way, |
The problem
I'm recently trying to write OpenGL related code with the
gl
crate, and found out that completion doesn't work with it. Typinggl::
and triggering completion shows nothing.From this issue from gl-rs, it seems that this is due to the
gl::*
functions being generated by a build script. Is there any workarounds to make completions work with this crate?Environment
rust-analyzer 9090c45
, automatically downloaded by the coc-rust-analyzer plugin for coc.nvimThe text was updated successfully, but these errors were encountered: