/*************************************************************************/ /* godotsharp_editor.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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/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 "../utils/path_utils.h" #include "bindings_generator.h" #include "csharp_project.h" #include "net_solution.h" #ifdef WINDOWS_ENABLED #include "../utils/mono_reg_utils.h" #endif GodotSharpEditor *GodotSharpEditor::singleton = NULL; bool GodotSharpEditor::_create_project_solution() { EditorProgress pr("create_csharp_solution", "Generating solution...", 2); pr.step("Generating C# project..."); String path = OS::get_singleton()->get_resource_dir(); String name = ProjectSettings::get_singleton()->get("application/config/name"); if (name.empty()) { name = "UnnamedProject"; } String guid = CSharpProject::generate_game_project(path, name); if (guid.length()) { NETSolution solution(name); if (!solution.set_path(path)) { show_error_dialog("Failed to create solution."); return false; } Vector<String> extra_configs; extra_configs.push_back("Tools"); solution.add_new_project(name, guid, extra_configs); Error sln_error = solution.save(); if (sln_error != OK) { show_error_dialog("Failed to save solution."); return false; } if (!GodotSharpBuilds::make_api_sln(GodotSharpBuilds::API_CORE)) return false; if (!GodotSharpBuilds::make_api_sln(GodotSharpBuilds::API_EDITOR)) return false; pr.step("Done"); // Here, after all calls to progress_task_step call_deferred("_remove_create_sln_menu_option"); } else { show_error_dialog("Failed to create C# project."); } return true; } void GodotSharpEditor::_remove_create_sln_menu_option() { menu_popup->remove_item(menu_popup->get_item_index(MENU_CREATE_SLN)); if (menu_popup->get_item_count() == 0) menu_button->hide(); bottom_panel_btn->show(); } void GodotSharpEditor::_menu_option_pressed(int p_id) { switch (p_id) { case MENU_CREATE_SLN: { _create_project_solution(); } break; default: ERR_FAIL(); } } void GodotSharpEditor::_bind_methods() { ClassDB::bind_method(D_METHOD("_create_project_solution"), &GodotSharpEditor::_create_project_solution); ClassDB::bind_method(D_METHOD("_remove_create_sln_menu_option"), &GodotSharpEditor::_remove_create_sln_menu_option); ClassDB::bind_method(D_METHOD("_menu_option_pressed", "id"), &GodotSharpEditor::_menu_option_pressed); } 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_CODE: { List<String> args; 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) + ":" + itos(p_col)); } else { args.push_back(script_path); } static String program = path_which("code"); Error err = OS::get_singleton()->execute(program.length() ? program : "code", args, false); if (err != OK) { ERR_PRINT("GodotSharp: Could not execute external editor"); return err; } } break; case EDITOR_MONODEVELOP: { if (!monodevel_instance) monodevel_instance = memnew(MonoDevelopInstance(GodotSharpDirs::get_project_sln_path())); String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path()); monodevel_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; monodevel_instance = NULL; editor = p_editor; error_dialog = memnew(AcceptDialog); editor->get_gui_base()->add_child(error_dialog); bottom_panel_btn = editor->add_bottom_panel_item("Mono", memnew(MonoBottomPanel(editor))); godotsharp_builds = memnew(GodotSharpBuilds); editor->add_child(memnew(MonoReloadNode)); menu_button = memnew(MenuButton); menu_button->set_text("Mono"); menu_popup = menu_button->get_popup(); 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)) { bottom_panel_btn->hide(); menu_popup->add_item("Create C# solution", MENU_CREATE_SLN); } menu_popup->connect("id_pressed", this, "_menu_option_pressed"); if (menu_popup->get_item_count() == 0) menu_button->hide(); editor->get_menu_hb()->add_child(menu_button); // External editor settings EditorSettings *ed_settings = EditorSettings::get_singleton(); EDITOR_DEF("mono/editor/external_editor", EDITOR_NONE); ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/editor/external_editor", PROPERTY_HINT_ENUM, "None,MonoDevelop,Visual Studio Code")); } GodotSharpEditor::~GodotSharpEditor() { singleton = NULL; memdelete(godotsharp_builds); if (monodevel_instance) { memdelete(monodevel_instance); monodevel_instance = NULL; } } MonoReloadNode *MonoReloadNode::singleton = NULL; void MonoReloadNode::_reload_timer_timeout() { CSharpLanguage::get_singleton()->reload_assemblies_if_needed(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(); CSharpLanguage::get_singleton()->reload_assemblies_if_needed(true); } 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; }