/*************************************************************************/ /* 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 name = ProjectSettings::get_singleton()->get("application/config/name"); if (name.empty()) { name = "UnnamedProject"; } String guid = CSharpProject::generate_game_project(path, name); if (guid.length()) { DotNetSolution solution(name); 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 = name + ".csproj"; proj_info.configs.push_back("Debug"); proj_info.configs.push_back("Release"); proj_info.configs.push_back("Tools"); solution.add_new_project(name, 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; }