/*************************************************************************/ /* 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()); } 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::_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("_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