using Godot; using GodotTools.Core; using GodotTools.Export; using GodotTools.Utils; using System; using System.Collections.Generic; using System.IO; using System.Linq; using GodotTools.Build; using GodotTools.Ides; using GodotTools.Ides.Rider; using GodotTools.Internals; using GodotTools.ProjectEditor; using JetBrains.Annotations; using static GodotTools.Internals.Globals; using File = GodotTools.Utils.File; using OS = GodotTools.Utils.OS; using Path = System.IO.Path; namespace GodotTools { public class GodotSharpEditor : EditorPlugin, ISerializationListener { private EditorSettings _editorSettings; private PopupMenu _menuPopup; private AcceptDialog _errorDialog; private Button _bottomPanelBtn; private Button _toolBarBuildButton; // TODO Use WeakReference once we have proper serialization. private WeakRef _exportPluginWeak; public GodotIdeManager GodotIdeManager { get; private set; } public MSBuildPanel MSBuildPanel { get; private set; } public bool SkipBuildBeforePlaying { get; set; } = false; public static string ProjectAssemblyName { get { string projectAssemblyName = (string)ProjectSettings.GetSetting("application/config/name"); projectAssemblyName = projectAssemblyName.ToSafeDirName(); if (string.IsNullOrEmpty(projectAssemblyName)) projectAssemblyName = "UnnamedProject"; return projectAssemblyName; } } private bool CreateProjectSolution() { using (var pr = new EditorProgress("create_csharp_solution", "Generating solution...".TTR(), 3)) { pr.Step("Generating C# project...".TTR()); string resourceDir = ProjectSettings.GlobalizePath("res://"); string path = resourceDir; string name = ProjectAssemblyName; string guid = CsProjOperations.GenerateGameProject(path, name); if (guid.Length > 0) { var solution = new DotNetSolution(name) { DirectoryPath = path }; var projectInfo = new DotNetSolution.ProjectInfo { Guid = guid, PathRelativeToSolution = name + ".csproj", Configs = new List {"Debug", "ExportDebug", "ExportRelease"} }; solution.AddNewProject(name, projectInfo); try { solution.Save(); } catch (IOException e) { ShowErrorDialog("Failed to save solution. Exception message: ".TTR() + e.Message); return false; } pr.Step("Updating Godot API assemblies...".TTR()); string debugApiAssembliesError = Internal.UpdateApiAssembliesFromPrebuilt("Debug"); if (!string.IsNullOrEmpty(debugApiAssembliesError)) { ShowErrorDialog("Failed to update the Godot API assemblies: " + debugApiAssembliesError); return false; } string releaseApiAssembliesError = Internal.UpdateApiAssembliesFromPrebuilt("Release"); if (!string.IsNullOrEmpty(releaseApiAssembliesError)) { ShowErrorDialog("Failed to update the Godot API assemblies: " + releaseApiAssembliesError); return false; } pr.Step("Done".TTR()); // Here, after all calls to progress_task_step CallDeferred(nameof(_RemoveCreateSlnMenuOption)); } else { ShowErrorDialog("Failed to create C# project.".TTR()); } return true; } } private void _RemoveCreateSlnMenuOption() { _menuPopup.RemoveItem(_menuPopup.GetItemIndex((int)MenuOptions.CreateSln)); _bottomPanelBtn.Show(); _toolBarBuildButton.Show(); } private void _MenuOptionPressed(int id) { switch ((MenuOptions)id) { case MenuOptions.CreateSln: CreateProjectSolution(); break; case MenuOptions.SetupGodotNugetFallbackFolder: { try { string fallbackFolder = NuGetUtils.GodotFallbackFolderPath; NuGetUtils.AddFallbackFolderToUserNuGetConfigs(NuGetUtils.GodotFallbackFolderName, fallbackFolder); NuGetUtils.AddBundledPackagesToFallbackFolder(fallbackFolder); } catch (Exception e) { ShowErrorDialog("Failed to setup Godot NuGet Offline Packages: " + e.Message); } break; } default: throw new ArgumentOutOfRangeException(nameof(id), id, "Invalid menu option"); } } private void BuildSolutionPressed() { if (!File.Exists(GodotSharpDirs.ProjectSlnPath)) { if (!CreateProjectSolution()) return; // Failed to create solution } Instance.MSBuildPanel.BuildSolution(); } public override void _Ready() { base._Ready(); MSBuildPanel.BuildOutputView.BuildStateChanged += BuildStateChanged; } private enum MenuOptions { CreateSln, SetupGodotNugetFallbackFolder, } public void ShowErrorDialog(string message, string title = "Error") { _errorDialog.Title = title; _errorDialog.DialogText = message; _errorDialog.PopupCentered(); } private static string _vsCodePath = string.Empty; private static readonly string[] VsCodeNames = { "code", "code-oss", "vscode", "vscode-oss", "visual-studio-code", "visual-studio-code-oss" }; [UsedImplicitly] public Error OpenInExternalEditor(Script script, int line, int col) { var editorId = (ExternalEditorId)_editorSettings.GetSetting("mono/editor/external_editor"); switch (editorId) { case ExternalEditorId.None: // Not an error. Tells the caller to fallback to the global external editor settings or the built-in editor. return Error.Unavailable; case ExternalEditorId.VisualStudio: { string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); var args = new List { GodotSharpDirs.ProjectSlnPath, line >= 0 ? $"{scriptPath};{line + 1};{col + 1}" : scriptPath }; string command = Path.Combine(GodotSharpDirs.DataEditorToolsDir, "GodotTools.OpenVisualStudio.exe"); try { if (Godot.OS.IsStdoutVerbose()) Console.WriteLine($"Running: \"{command}\" {string.Join(" ", args.Select(a => $"\"{a}\""))}"); OS.RunProcess(command, args); } catch (Exception e) { GD.PushError($"Error when trying to run code editor: VisualStudio. Exception message: '{e.Message}'"); } break; } case ExternalEditorId.VisualStudioForMac: goto case ExternalEditorId.MonoDevelop; case ExternalEditorId.Rider: { string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); RiderPathManager.OpenFile(GodotSharpDirs.ProjectSlnPath, scriptPath, line); return Error.Ok; } case ExternalEditorId.MonoDevelop: { string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); GodotIdeManager.LaunchIdeAsync().ContinueWith(launchTask => { var editorPick = launchTask.Result; if (line >= 0) editorPick?.SendOpenFile(scriptPath, line + 1, col); else editorPick?.SendOpenFile(scriptPath); }); break; } case ExternalEditorId.VsCode: { if (string.IsNullOrEmpty(_vsCodePath) || !File.Exists(_vsCodePath)) { // Try to search it again if it wasn't found last time or if it was removed from its location _vsCodePath = VsCodeNames.SelectFirstNotNull(OS.PathWhich, orElse: string.Empty); } var args = new List(); bool osxAppBundleInstalled = false; if (OS.IsMacOS) { // The package path is '/Applications/Visual Studio Code.app' const string vscodeBundleId = "com.microsoft.VSCode"; osxAppBundleInstalled = Internal.IsOsxAppBundleInstalled(vscodeBundleId); if (osxAppBundleInstalled) { args.Add("-b"); args.Add(vscodeBundleId); // 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.Add("-n"); // The open process must wait until the application finishes (which is instant in VSCode's case) args.Add("--wait-apps"); args.Add("--args"); } } string resourcePath = ProjectSettings.GlobalizePath("res://"); args.Add(resourcePath); string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); if (line >= 0) { args.Add("-g"); args.Add($"{scriptPath}:{line}:{col}"); } else { args.Add(scriptPath); } string command; if (OS.IsMacOS) { if (!osxAppBundleInstalled && string.IsNullOrEmpty(_vsCodePath)) { GD.PushError("Cannot find code editor: VSCode"); return Error.FileNotFound; } command = osxAppBundleInstalled ? "/usr/bin/open" : _vsCodePath; } else { if (string.IsNullOrEmpty(_vsCodePath)) { GD.PushError("Cannot find code editor: VSCode"); return Error.FileNotFound; } command = _vsCodePath; } try { OS.RunProcess(command, args); } catch (Exception e) { GD.PushError($"Error when trying to run code editor: VSCode. Exception message: '{e.Message}'"); } break; } default: throw new ArgumentOutOfRangeException(); } return Error.Ok; } [UsedImplicitly] public bool OverridesExternalEditor() { return (ExternalEditorId)_editorSettings.GetSetting("mono/editor/external_editor") != ExternalEditorId.None; } public override bool _Build() { return BuildManager.EditorBuildCallback(); } private void ApplyNecessaryChangesToSolution() { try { // Migrate solution from old configuration names to: Debug, ExportDebug and ExportRelease DotNetSolution.MigrateFromOldConfigNames(GodotSharpDirs.ProjectSlnPath); var msbuildProject = ProjectUtils.Open(GodotSharpDirs.ProjectCsProjPath) ?? throw new Exception("Cannot open C# project"); // NOTE: The order in which changes are made to the project is important // Migrate to MSBuild project Sdks style if using the old style ProjectUtils.MigrateToProjectSdksStyle(msbuildProject, ProjectAssemblyName); ProjectUtils.EnsureGodotSdkIsUpToDate(msbuildProject); if (msbuildProject.HasUnsavedChanges) { // Save a copy of the project before replacing it FileUtils.SaveBackupCopy(GodotSharpDirs.ProjectCsProjPath); msbuildProject.Save(); } } catch (Exception e) { GD.PushError(e.ToString()); } } private void BuildStateChanged() { if (_bottomPanelBtn != null) _bottomPanelBtn.Icon = MSBuildPanel.BuildOutputView.BuildStateIcon; } public override void _EnablePlugin() { base._EnablePlugin(); if (Instance != null) throw new InvalidOperationException(); Instance = this; var editorInterface = GetEditorInterface(); var editorBaseControl = editorInterface.GetBaseControl(); _editorSettings = editorInterface.GetEditorSettings(); _errorDialog = new AcceptDialog(); editorBaseControl.AddChild(_errorDialog); MSBuildPanel = new MSBuildPanel(); _bottomPanelBtn = AddControlToBottomPanel(MSBuildPanel, "MSBuild".TTR()); AddChild(new HotReloadAssemblyWatcher {Name = "HotReloadAssemblyWatcher"}); _menuPopup = new PopupMenu(); _menuPopup.Hide(); AddToolSubmenuItem("C#", _menuPopup); _toolBarBuildButton = new Button { Text = "Build", HintTooltip = "Build solution", FocusMode = Control.FocusModeEnum.None }; _toolBarBuildButton.PressedSignal += BuildSolutionPressed; AddControlToContainer(CustomControlContainer.Toolbar, _toolBarBuildButton); if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath)) { ApplyNecessaryChangesToSolution(); } else { _bottomPanelBtn.Hide(); _toolBarBuildButton.Hide(); _menuPopup.AddItem("Create C# solution".TTR(), (int)MenuOptions.CreateSln); } _menuPopup.IdPressed += _MenuOptionPressed; // External editor settings EditorDef("mono/editor/external_editor", ExternalEditorId.None); string settingsHintStr = "Disabled"; if (OS.IsWindows) { settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudio}" + $",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" + $",Visual Studio Code:{(int)ExternalEditorId.VsCode}" + $",JetBrains Rider:{(int)ExternalEditorId.Rider}"; } else if (OS.IsMacOS) { settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudioForMac}" + $",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" + $",Visual Studio Code:{(int)ExternalEditorId.VsCode}" + $",JetBrains Rider:{(int)ExternalEditorId.Rider}"; } else if (OS.IsUnixLike) { settingsHintStr += $",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" + $",Visual Studio Code:{(int)ExternalEditorId.VsCode}" + $",JetBrains Rider:{(int)ExternalEditorId.Rider}"; } _editorSettings.AddPropertyInfo(new Godot.Collections.Dictionary { ["type"] = Variant.Type.Int, ["name"] = "mono/editor/external_editor", ["hint"] = PropertyHint.Enum, ["hint_string"] = settingsHintStr }); // Export plugin var exportPlugin = new ExportPlugin(); AddExportPlugin(exportPlugin); exportPlugin.RegisterExportSettings(); _exportPluginWeak = WeakRef(exportPlugin); try { // At startup we make sure NuGet.Config files have our Godot NuGet fallback folder included NuGetUtils.AddFallbackFolderToUserNuGetConfigs(NuGetUtils.GodotFallbackFolderName, NuGetUtils.GodotFallbackFolderPath); } catch (Exception e) { GD.PushError("Failed to add Godot NuGet Offline Packages to NuGet.Config: " + e.Message); } BuildManager.Initialize(); RiderPathManager.Initialize(); GodotIdeManager = new GodotIdeManager(); AddChild(GodotIdeManager); } protected override void Dispose(bool disposing) { base.Dispose(disposing); if (_exportPluginWeak != null) { // We need to dispose our export plugin before the editor destroys EditorSettings. // Otherwise, if the GC disposes it at a later time, EditorExportPlatformAndroid // will be freed after EditorSettings already was, and its device polling thread // will try to access the EditorSettings singleton, resulting in null dereferencing. (_exportPluginWeak.GetRef() as ExportPlugin)?.Dispose(); _exportPluginWeak.Dispose(); } GodotIdeManager?.Dispose(); } public void OnBeforeSerialize() { } public void OnAfterDeserialize() { Instance = this; } // Singleton public static GodotSharpEditor Instance { get; private set; } [UsedImplicitly] private GodotSharpEditor() { } } }