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-rw-r--r--modules/mono/editor/godotsharp_editor.cpp582
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diff --git a/modules/mono/editor/godotsharp_editor.cpp b/modules/mono/editor/godotsharp_editor.cpp
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--- a/modules/mono/editor/godotsharp_editor.cpp
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-/*************************************************************************/
-/* godotsharp_editor.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "godotsharp_editor.h"
-
-#include "core/message_queue.h"
-#include "core/os/os.h"
-#include "core/project_settings.h"
-#include "scene/gui/control.h"
-#include "scene/main/node.h"
-
-#include "../csharp_script.h"
-#include "../godotsharp_dirs.h"
-#include "../mono_gd/gd_mono.h"
-#include "../mono_gd/gd_mono_marshal.h"
-#include "../utils/path_utils.h"
-#include "bindings_generator.h"
-#include "csharp_project.h"
-#include "dotnet_solution.h"
-#include "godotsharp_export.h"
-
-#ifdef OSX_ENABLED
-#include "../utils/osx_utils.h"
-#endif
-
-#ifdef WINDOWS_ENABLED
-#include "../utils/mono_reg_utils.h"
-#endif
-
-GodotSharpEditor *GodotSharpEditor::singleton = NULL;
-
-bool GodotSharpEditor::_create_project_solution() {
-
- EditorProgress pr("create_csharp_solution", TTR("Generating solution..."), 2);
-
- pr.step(TTR("Generating C# project..."));
-
- String path = OS::get_singleton()->get_resource_dir();
- String appname = ProjectSettings::get_singleton()->get("application/config/name");
- String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
- if (appname_safe.empty()) {
- appname_safe = "UnnamedProject";
- }
-
- String guid = CSharpProject::generate_game_project(path, appname_safe);
-
- if (guid.length()) {
-
- DotNetSolution solution(appname_safe);
-
- if (!solution.set_path(path)) {
- show_error_dialog(TTR("Failed to create solution."));
- return false;
- }
-
- DotNetSolution::ProjectInfo proj_info;
- proj_info.guid = guid;
- proj_info.relpath = appname_safe + ".csproj";
- proj_info.configs.push_back("Debug");
- proj_info.configs.push_back("Release");
- proj_info.configs.push_back("Tools");
-
- solution.add_new_project(appname_safe, proj_info);
-
- Error sln_error = solution.save();
-
- if (sln_error != OK) {
- show_error_dialog(TTR("Failed to save solution."));
- return false;
- }
-
- if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
- return false;
-
- if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
- return false;
-
- pr.step(TTR("Done"));
-
- // Here, after all calls to progress_task_step
- call_deferred("_remove_create_sln_menu_option");
-
- } else {
- show_error_dialog(TTR("Failed to create C# project."));
- }
-
- return true;
-}
-
-void GodotSharpEditor::_make_api_solutions_if_needed() {
- // I'm sick entirely of ProgressDialog
-
- static int attempts_left = 100;
-
- if (MessageQueue::get_singleton()->is_flushing() || !SceneTree::get_singleton()) {
- ERR_FAIL_COND(attempts_left == 0); // You've got to be kidding
-
- if (SceneTree::get_singleton()) {
- SceneTree::get_singleton()->connect("idle_frame", this, "_make_api_solutions_if_needed", Vector<Variant>());
- } else {
- call_deferred("_make_api_solutions_if_needed");
- }
-
- attempts_left--;
- return;
- }
-
- // Recursion guard needed because signals don't play well with ProgressDialog either, but unlike
- // the message queue, with signals the collateral damage should be minimal in the worst case.
- static bool recursion_guard = false;
- if (!recursion_guard) {
- recursion_guard = true;
-
- // Oneshot signals don't play well with ProgressDialog either, so we do it this way instead
- SceneTree::get_singleton()->disconnect("idle_frame", this, "_make_api_solutions_if_needed");
-
- _make_api_solutions_if_needed_impl();
-
- recursion_guard = false;
- }
-}
-
-void GodotSharpEditor::_make_api_solutions_if_needed_impl() {
- // If the project has a solution and C# project make sure the API assemblies are present and up to date
- String res_assemblies_dir = GodotSharpDirs::get_res_assemblies_dir();
-
- if (!FileAccess::exists(res_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll")) ||
- GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE)) {
- if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
- return;
- }
-
- if (!FileAccess::exists(res_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll")) ||
- GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR)) {
- if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
- return; // Redundant? I don't think so
- }
-}
-
-void GodotSharpEditor::_remove_create_sln_menu_option() {
-
- menu_popup->remove_item(menu_popup->get_item_index(MENU_CREATE_SLN));
-
- bottom_panel_btn->show();
-}
-
-void GodotSharpEditor::_show_about_dialog() {
-
- bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
- about_dialog_checkbox->set_pressed(show_on_start);
- about_dialog->popup_centered_minsize();
-}
-
-void GodotSharpEditor::_toggle_about_dialog_on_start(bool p_enabled) {
-
- bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
- if (show_on_start != p_enabled) {
- EditorSettings::get_singleton()->set_setting("mono/editor/show_info_on_start", p_enabled);
- }
-}
-
-void GodotSharpEditor::_build_solution_pressed() {
-
- if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path())) {
- if (!_create_project_solution())
- return; // Failed to create solution
- }
-
- MonoBottomPanel::get_singleton()->call("_build_project_pressed");
-}
-
-void GodotSharpEditor::_menu_option_pressed(int p_id) {
-
- switch (p_id) {
- case MENU_CREATE_SLN: {
-
- _create_project_solution();
- } break;
- case MENU_ABOUT_CSHARP: {
-
- _show_about_dialog();
- } break;
- default:
- ERR_FAIL();
- }
-}
-
-void GodotSharpEditor::_notification(int p_notification) {
-
- switch (p_notification) {
-
- case NOTIFICATION_READY: {
-
- bool show_info_dialog = EDITOR_GET("mono/editor/show_info_on_start");
- if (show_info_dialog) {
- about_dialog->set_exclusive(true);
- _show_about_dialog();
- // Once shown a first time, it can be seen again via the Mono menu - it doesn't have to be exclusive then.
- about_dialog->set_exclusive(false);
- }
- }
- }
-}
-
-void GodotSharpEditor::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("_build_solution_pressed"), &GodotSharpEditor::_build_solution_pressed);
- ClassDB::bind_method(D_METHOD("_create_project_solution"), &GodotSharpEditor::_create_project_solution);
- ClassDB::bind_method(D_METHOD("_make_api_solutions_if_needed"), &GodotSharpEditor::_make_api_solutions_if_needed);
- ClassDB::bind_method(D_METHOD("_remove_create_sln_menu_option"), &GodotSharpEditor::_remove_create_sln_menu_option);
- ClassDB::bind_method(D_METHOD("_toggle_about_dialog_on_start"), &GodotSharpEditor::_toggle_about_dialog_on_start);
- ClassDB::bind_method(D_METHOD("_menu_option_pressed", "id"), &GodotSharpEditor::_menu_option_pressed);
-}
-
-MonoBoolean godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled(MonoString *p_bundle_id) {
-#ifdef OSX_ENABLED
- return (MonoBoolean)osx_is_app_bundle_installed(GDMonoMarshal::mono_string_to_godot(p_bundle_id));
-#else
- (void)p_bundle_id; // UNUSED
- ERR_FAIL_V(false);
-#endif
-}
-
-MonoString *godot_icall_Utils_OS_GetPlatformName() {
- return GDMonoMarshal::mono_string_from_godot(OS::get_singleton()->get_name());
-}
-
-void GodotSharpEditor::register_internal_calls() {
-
- static bool registered = false;
- ERR_FAIL_COND(registered);
- registered = true;
-
- mono_add_internal_call("GodotSharpTools.Editor.MonoDevelopInstance::IsApplicationBundleInstalled", (void *)godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled);
- mono_add_internal_call("GodotSharpTools.Utils.OS::GetPlatformName", (void *)godot_icall_Utils_OS_GetPlatformName);
-
- GodotSharpBuilds::register_internal_calls();
- GodotSharpExport::register_internal_calls();
-}
-
-void GodotSharpEditor::show_error_dialog(const String &p_message, const String &p_title) {
-
- error_dialog->set_title(p_title);
- error_dialog->set_text(p_message);
- error_dialog->popup_centered_minsize();
-}
-
-Error GodotSharpEditor::open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) {
-
- ExternalEditor editor = ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor")));
-
- switch (editor) {
- case EDITOR_VSCODE: {
- static String vscode_path;
-
- if (vscode_path.empty() || !FileAccess::exists(vscode_path)) {
- // Try to search it again if it wasn't found last time or if it was removed from its location
- bool found = false;
-
- // TODO: Use initializer lists once C++11 is allowed
-
- static Vector<String> vscode_names;
- if (vscode_names.empty()) {
- vscode_names.push_back("code");
- vscode_names.push_back("code-oss");
- vscode_names.push_back("vscode");
- vscode_names.push_back("vscode-oss");
- vscode_names.push_back("visual-studio-code");
- vscode_names.push_back("visual-studio-code-oss");
- }
- for (int i = 0; i < vscode_names.size(); i++) {
- vscode_path = path_which(vscode_names[i]);
- if (!vscode_path.empty()) {
- found = true;
- break;
- }
- }
-
- if (!found)
- vscode_path.clear(); // Not found, clear so next time the empty() check is enough
- }
-
- List<String> args;
-
-#ifdef OSX_ENABLED
- // The package path is '/Applications/Visual Studio Code.app'
- static const String vscode_bundle_id = "com.microsoft.VSCode";
- static bool osx_app_bundle_installed = osx_is_app_bundle_installed(vscode_bundle_id);
-
- if (osx_app_bundle_installed) {
- args.push_back("-b");
- args.push_back(vscode_bundle_id);
-
- // The reusing of existing windows made by the 'open' command might not choose a wubdiw that is
- // editing our folder. It's better to ask for a new window and let VSCode do the window management.
- args.push_back("-n");
-
- // The open process must wait until the application finishes (which is instant in VSCode's case)
- args.push_back("--wait-apps");
-
- args.push_back("--args");
- }
-#endif
-
- args.push_back(ProjectSettings::get_singleton()->get_resource_path());
-
- String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
-
- if (p_line >= 0) {
- args.push_back("-g");
- args.push_back(script_path + ":" + itos(p_line + 1) + ":" + itos(p_col));
- } else {
- args.push_back(script_path);
- }
-
-#ifdef OSX_ENABLED
- ERR_EXPLAIN("Cannot find code editor: VSCode");
- ERR_FAIL_COND_V(!osx_app_bundle_installed && vscode_path.empty(), ERR_FILE_NOT_FOUND);
-
- String command = osx_app_bundle_installed ? "/usr/bin/open" : vscode_path;
-#else
- ERR_EXPLAIN("Cannot find code editor: VSCode");
- ERR_FAIL_COND_V(vscode_path.empty(), ERR_FILE_NOT_FOUND);
-
- String command = vscode_path;
-#endif
-
- Error err = OS::get_singleton()->execute(command, args, false);
-
- if (err != OK) {
- ERR_PRINT("Error when trying to execute code editor: VSCode");
- return err;
- }
- } break;
-#ifdef OSX_ENABLED
- case EDITOR_VISUALSTUDIO_MAC:
- // [[fallthrough]];
-#endif
- case EDITOR_MONODEVELOP: {
-#ifdef OSX_ENABLED
- bool is_visualstudio = editor == EDITOR_VISUALSTUDIO_MAC;
-
- MonoDevelopInstance **instance = is_visualstudio ?
- &visualstudio_mac_instance :
- &monodevelop_instance;
-
- MonoDevelopInstance::EditorId editor_id = is_visualstudio ?
- MonoDevelopInstance::VISUALSTUDIO_FOR_MAC :
- MonoDevelopInstance::MONODEVELOP;
-#else
- MonoDevelopInstance **instance = &monodevelop_instance;
- MonoDevelopInstance::EditorId editor_id = MonoDevelopInstance::MONODEVELOP;
-#endif
-
- if (!*instance)
- *instance = memnew(MonoDevelopInstance(GodotSharpDirs::get_project_sln_path(), editor_id));
-
- String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
-
- if (p_line >= 0) {
- script_path += ";" + itos(p_line + 1) + ";" + itos(p_col);
- }
-
- (*instance)->execute(script_path);
- } break;
- default:
- return ERR_UNAVAILABLE;
- }
-
- return OK;
-}
-
-bool GodotSharpEditor::overrides_external_editor() {
-
- return ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor"))) != EDITOR_NONE;
-}
-
-GodotSharpEditor::GodotSharpEditor(EditorNode *p_editor) {
-
- singleton = this;
-
- monodevelop_instance = NULL;
-#ifdef OSX_ENABLED
- visualstudio_mac_instance = NULL;
-#endif
-
- editor = p_editor;
-
- error_dialog = memnew(AcceptDialog);
- editor->get_gui_base()->add_child(error_dialog);
-
- bottom_panel_btn = editor->add_bottom_panel_item(TTR("Mono"), memnew(MonoBottomPanel(editor)));
-
- godotsharp_builds = memnew(GodotSharpBuilds);
-
- editor->add_child(memnew(MonoReloadNode));
-
- menu_popup = memnew(PopupMenu);
- menu_popup->hide();
- menu_popup->set_as_toplevel(true);
- menu_popup->set_pass_on_modal_close_click(false);
-
- editor->add_tool_submenu_item("Mono", menu_popup);
-
- // TODO: Remove or edit this info dialog once Mono support is no longer in alpha
- {
- menu_popup->add_item(TTR("About C# support"), MENU_ABOUT_CSHARP);
- about_dialog = memnew(AcceptDialog);
- editor->get_gui_base()->add_child(about_dialog);
- about_dialog->set_title("Important: C# support is not feature-complete");
-
- // We don't use set_text() as the default AcceptDialog Label doesn't play well with the TextureRect and CheckBox
- // we'll add. Instead we add containers and a new autowrapped Label inside.
-
- // Main VBoxContainer (icon + label on top, checkbox at bottom)
- VBoxContainer *about_vbc = memnew(VBoxContainer);
- about_dialog->add_child(about_vbc);
-
- // HBoxContainer for icon + label
- HBoxContainer *about_hbc = memnew(HBoxContainer);
- about_vbc->add_child(about_hbc);
-
- TextureRect *about_icon = memnew(TextureRect);
- about_hbc->add_child(about_icon);
- Ref<Texture> about_icon_tex = about_icon->get_icon("NodeWarning", "EditorIcons");
- about_icon->set_texture(about_icon_tex);
-
- Label *about_label = memnew(Label);
- about_hbc->add_child(about_label);
- about_label->set_custom_minimum_size(Size2(600, 150) * EDSCALE);
- about_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
- about_label->set_autowrap(true);
- String about_text =
- String("C# support in Godot Engine is in late alpha stage and, while already usable, ") +
- "it is not meant for use in production.\n\n" +
- "Projects can be exported to Linux, macOS and Windows, but not yet to mobile or web platforms. " +
- "Bugs and usability issues will be addressed gradually over future releases, " +
- "potentially including compatibility breaking changes as new features are implemented for a better overall C# experience.\n\n" +
- "If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, MSBuild version, IDE, etc.:\n\n" +
- " https://github.com/godotengine/godot/issues\n\n" +
- "Your critical feedback at this stage will play a great role in shaping the C# support in future releases, so thank you!";
- about_label->set_text(about_text);
-
- EDITOR_DEF("mono/editor/show_info_on_start", true);
-
- // CheckBox in main container
- about_dialog_checkbox = memnew(CheckBox);
- about_vbc->add_child(about_dialog_checkbox);
- about_dialog_checkbox->set_text("Show this warning when starting the editor");
- about_dialog_checkbox->connect("toggled", this, "_toggle_about_dialog_on_start");
- }
-
- String sln_path = GodotSharpDirs::get_project_sln_path();
- String csproj_path = GodotSharpDirs::get_project_csproj_path();
-
- if (FileAccess::exists(sln_path) && FileAccess::exists(csproj_path)) {
- // Defer this task because EditorProgress calls Main::iterarion() and the main loop is not yet initialized.
- call_deferred("_make_api_solutions_if_needed");
- } else {
- bottom_panel_btn->hide();
- menu_popup->add_item(TTR("Create C# solution"), MENU_CREATE_SLN);
- }
-
- menu_popup->connect("id_pressed", this, "_menu_option_pressed");
-
- ToolButton *build_button = memnew(ToolButton);
- build_button->set_text("Build");
- build_button->set_tooltip("Build solution");
- build_button->set_focus_mode(Control::FOCUS_NONE);
- build_button->connect("pressed", this, "_build_solution_pressed");
- editor->get_menu_hb()->add_child(build_button);
-
- // External editor settings
- EditorSettings *ed_settings = EditorSettings::get_singleton();
- EDITOR_DEF("mono/editor/external_editor", EDITOR_NONE);
-
- String settings_hint_str = "Disabled";
-
-#if defined(WINDOWS_ENABLED)
- settings_hint_str += ",MonoDevelop,Visual Studio Code";
-#elif defined(OSX_ENABLED)
- settings_hint_str += ",Visual Studio,MonoDevelop,Visual Studio Code";
-#elif defined(UNIX_ENABLED)
- settings_hint_str += ",MonoDevelop,Visual Studio Code";
-#endif
-
- ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/editor/external_editor", PROPERTY_HINT_ENUM, settings_hint_str));
-
- // Export plugin
- Ref<GodotSharpExport> godotsharp_export;
- godotsharp_export.instance();
- EditorExport::get_singleton()->add_export_plugin(godotsharp_export);
-}
-
-GodotSharpEditor::~GodotSharpEditor() {
-
- singleton = NULL;
-
- memdelete(godotsharp_builds);
-
- if (monodevelop_instance) {
- memdelete(monodevelop_instance);
- monodevelop_instance = NULL;
- }
-}
-
-MonoReloadNode *MonoReloadNode::singleton = NULL;
-
-void MonoReloadNode::_reload_timer_timeout() {
-
- if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
- CSharpLanguage::get_singleton()->reload_assemblies(false);
- }
-}
-
-void MonoReloadNode::restart_reload_timer() {
-
- reload_timer->stop();
- reload_timer->start();
-}
-
-void MonoReloadNode::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("_reload_timer_timeout"), &MonoReloadNode::_reload_timer_timeout);
-}
-
-void MonoReloadNode::_notification(int p_what) {
- switch (p_what) {
- case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
- restart_reload_timer();
- if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
- CSharpLanguage::get_singleton()->reload_assemblies(false);
- }
- } break;
- default: {
- } break;
- };
-}
-
-MonoReloadNode::MonoReloadNode() {
-
- singleton = this;
-
- reload_timer = memnew(Timer);
- add_child(reload_timer);
- reload_timer->set_one_shot(false);
- reload_timer->set_wait_time(EDITOR_DEF("mono/assembly_watch_interval_sec", 0.5));
- reload_timer->connect("timeout", this, "_reload_timer_timeout");
- reload_timer->start();
-}
-
-MonoReloadNode::~MonoReloadNode() {
-
- singleton = NULL;
-}