diff options
Diffstat (limited to 'modules/mono/editor/godotsharp_editor.cpp')
-rw-r--r-- | modules/mono/editor/godotsharp_editor.cpp | 582 |
1 files changed, 0 insertions, 582 deletions
diff --git a/modules/mono/editor/godotsharp_editor.cpp b/modules/mono/editor/godotsharp_editor.cpp deleted file mode 100644 index 8dc5ced29f..0000000000 --- a/modules/mono/editor/godotsharp_editor.cpp +++ /dev/null @@ -1,582 +0,0 @@ -/*************************************************************************/ -/* 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; -} |