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authorIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2021-12-28 23:25:16 +0100
committerIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-08-22 03:36:51 +0200
commit88e367a4066773a6fbfe2ea25dc2e81d2035d791 (patch)
treea219a4332cb7b4c05daacce718af76347774df77 /modules/mono/editor/editor_internal_calls.cpp
parentf88d8902cfc0d6a9441e794eb47611ef4ed0d46c (diff)
C#/netcore: Add base desktop game export implementation
This base implementation is still very barebones but it defines the path for how exporting will work (at least when embedding the .NET runtime). Many manual steps are still needed, which should be automatized in the future. For example, in addition to the API assemblies, now you also need to copy the GodotPlugins assembly to each game project.
Diffstat (limited to 'modules/mono/editor/editor_internal_calls.cpp')
-rw-r--r--modules/mono/editor/editor_internal_calls.cpp18
1 files changed, 1 insertions, 17 deletions
diff --git a/modules/mono/editor/editor_internal_calls.cpp b/modules/mono/editor/editor_internal_calls.cpp
index 5b1bc8ccbf..1544e61315 100644
--- a/modules/mono/editor/editor_internal_calls.cpp
+++ b/modules/mono/editor/editor_internal_calls.cpp
@@ -74,10 +74,6 @@ GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_ResMetadataDir(godot_string *r
memnew_placement(r_dest, String(GodotSharpDirs::get_res_metadata_dir()));
}
-GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_ResTempAssembliesBaseDir(godot_string *r_dest) {
- memnew_placement(r_dest, String(GodotSharpDirs::get_res_temp_assemblies_base_dir()));
-}
-
GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_MonoUserDir(godot_string *r_dest) {
memnew_placement(r_dest, String(GodotSharpDirs::get_mono_user_dir()));
}
@@ -189,16 +185,6 @@ GD_PINVOKE_EXPORT void godot_icall_Internal_EditorNodeShowScriptScreen() {
EditorNode::get_singleton()->call("_editor_select", EditorNode::EDITOR_SCRIPT);
}
-GD_PINVOKE_EXPORT void godot_icall_Internal_MonoWindowsInstallRoot(godot_string *r_dest) {
-#ifdef WINDOWS_ENABLED
- String install_root_dir = GDMono::get_singleton()->get_mono_reg_info().install_root_dir;
- memnew_placement(r_dest, String(install_root_dir));
-#else
- memnew_placement(r_dest, String);
- return;
-#endif
-}
-
GD_PINVOKE_EXPORT void godot_icall_Internal_EditorRunPlay() {
EditorNode::get_singleton()->run_play();
}
@@ -267,9 +253,8 @@ GD_PINVOKE_EXPORT bool godot_icall_Utils_OS_UnixFileHasExecutableAccess(const go
}
#endif
-void *godotsharp_editor_pinvoke_funcs[32] = {
+void *godotsharp_editor_pinvoke_funcs[30] = {
(void *)godot_icall_GodotSharpDirs_ResMetadataDir,
- (void *)godot_icall_GodotSharpDirs_ResTempAssembliesBaseDir,
(void *)godot_icall_GodotSharpDirs_MonoUserDir,
(void *)godot_icall_GodotSharpDirs_BuildLogsDirs,
(void *)godot_icall_GodotSharpDirs_ProjectSlnPath,
@@ -288,7 +273,6 @@ void *godotsharp_editor_pinvoke_funcs[32] = {
(void *)godot_icall_Internal_EditorDebuggerNodeReloadScripts,
(void *)godot_icall_Internal_ScriptEditorEdit,
(void *)godot_icall_Internal_EditorNodeShowScriptScreen,
- (void *)godot_icall_Internal_MonoWindowsInstallRoot,
(void *)godot_icall_Internal_EditorRunPlay,
(void *)godot_icall_Internal_EditorRunStop,
(void *)godot_icall_Internal_ScriptEditorDebugger_ReloadScripts,