/*************************************************************************/ /* godotsharp_dirs.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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_dirs.h" #include "core/config/project_settings.h" #include "core/io/dir_access.h" #include "core/os/os.h" #ifdef TOOLS_ENABLED #include "core/version.h" #include "editor/editor_paths.h" #endif #ifdef ANDROID_ENABLED #include "mono_gd/support/android_support.h" #endif #include "mono_gd/gd_mono.h" namespace GodotSharpDirs { String _get_expected_build_config() { #ifdef TOOLS_ENABLED return "Debug"; #else #ifdef DEBUG_ENABLED return "ExportDebug"; #else return "ExportRelease"; #endif #endif } String _get_mono_user_dir() { #ifdef TOOLS_ENABLED if (EditorPaths::get_singleton()) { return EditorPaths::get_singleton()->get_data_dir().plus_file("mono"); } else { String settings_path; // Self-contained mode if a `._sc_` or `_sc_` file is present in executable dir. String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir(); // On macOS, look outside .app bundle, since .app bundle is read-only. if (OS::get_singleton()->has_feature("macos") && exe_dir.ends_with("MacOS") && exe_dir.plus_file("..").simplify_path().ends_with("Contents")) { exe_dir = exe_dir.plus_file("../../..").simplify_path(); } Ref d = DirAccess::create_for_path(exe_dir); if (d->file_exists("._sc_") || d->file_exists("_sc_")) { // contain yourself settings_path = exe_dir.plus_file("editor_data"); } else { settings_path = OS::get_singleton()->get_data_path().plus_file(OS::get_singleton()->get_godot_dir_name()); } return settings_path.plus_file("mono"); } #else return OS::get_singleton()->get_user_data_dir().plus_file("mono"); #endif } class _GodotSharpDirs { public: String res_data_dir; String res_metadata_dir; String res_assemblies_base_dir; String res_assemblies_dir; String res_config_dir; String res_temp_dir; String res_temp_assemblies_base_dir; String res_temp_assemblies_dir; String mono_user_dir; String mono_logs_dir; #ifdef TOOLS_ENABLED String mono_solutions_dir; String build_logs_dir; String sln_filepath; String csproj_filepath; String data_editor_tools_dir; String data_editor_prebuilt_api_dir; #else // Equivalent of res_assemblies_dir, but in the data directory rather than in 'res://'. // Only defined on export templates. Used when exporting assemblies outside of PCKs. String data_game_assemblies_dir; #endif String data_mono_etc_dir; String data_mono_lib_dir; #ifdef WINDOWS_ENABLED String data_mono_bin_dir; #endif private: _GodotSharpDirs() { res_data_dir = ProjectSettings::get_singleton()->get_project_data_path().plus_file("mono"); res_metadata_dir = res_data_dir.plus_file("metadata"); res_assemblies_base_dir = res_data_dir.plus_file("assemblies"); res_assemblies_dir = res_assemblies_base_dir.plus_file(GDMono::get_expected_api_build_config()); res_config_dir = res_data_dir.plus_file("etc").plus_file("mono"); // TODO use paths from csproj res_temp_dir = res_data_dir.plus_file("temp"); res_temp_assemblies_base_dir = res_temp_dir.plus_file("bin"); res_temp_assemblies_dir = res_temp_assemblies_base_dir.plus_file(_get_expected_build_config()); #ifdef JAVASCRIPT_ENABLED mono_user_dir = "user://"; #else mono_user_dir = _get_mono_user_dir(); #endif mono_logs_dir = mono_user_dir.plus_file("mono_logs"); #ifdef TOOLS_ENABLED mono_solutions_dir = mono_user_dir.plus_file("solutions"); build_logs_dir = mono_user_dir.plus_file("build_logs"); String appname = ProjectSettings::get_singleton()->get("application/config/name"); String appname_safe = OS::get_singleton()->get_safe_dir_name(appname); if (appname_safe.is_empty()) { appname_safe = "UnnamedProject"; } String base_path = ProjectSettings::get_singleton()->globalize_path("res://"); sln_filepath = base_path.plus_file(appname_safe + ".sln"); csproj_filepath = base_path.plus_file(appname_safe + ".csproj"); #endif String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir(); #ifdef TOOLS_ENABLED String data_dir_root = exe_dir.plus_file("GodotSharp"); data_editor_tools_dir = data_dir_root.plus_file("Tools"); data_editor_prebuilt_api_dir = data_dir_root.plus_file("Api"); String data_mono_root_dir = data_dir_root.plus_file("Mono"); data_mono_etc_dir = data_mono_root_dir.plus_file("etc"); #ifdef ANDROID_ENABLED data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir(); #else data_mono_lib_dir = data_mono_root_dir.plus_file("lib"); #endif #ifdef WINDOWS_ENABLED data_mono_bin_dir = data_mono_root_dir.plus_file("bin"); #endif #ifdef OSX_ENABLED if (!DirAccess::exists(data_editor_tools_dir)) { data_editor_tools_dir = exe_dir.plus_file("../Resources/GodotSharp/Tools"); } if (!DirAccess::exists(data_editor_prebuilt_api_dir)) { data_editor_prebuilt_api_dir = exe_dir.plus_file("../Resources/GodotSharp/Api"); } if (!DirAccess::exists(data_mono_root_dir)) { data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc"); data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib"); } #endif #else String appname = ProjectSettings::get_singleton()->get("application/config/name"); String appname_safe = OS::get_singleton()->get_safe_dir_name(appname); String data_dir_root = exe_dir.plus_file("data_" + appname_safe); if (!DirAccess::exists(data_dir_root)) { data_dir_root = exe_dir.plus_file("data_Godot"); } String data_mono_root_dir = data_dir_root.plus_file("Mono"); data_mono_etc_dir = data_mono_root_dir.plus_file("etc"); #ifdef ANDROID_ENABLED data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir(); #else data_mono_lib_dir = data_mono_root_dir.plus_file("lib"); data_game_assemblies_dir = data_dir_root.plus_file("Assemblies"); #endif #ifdef WINDOWS_ENABLED data_mono_bin_dir = data_mono_root_dir.plus_file("bin"); #endif #ifdef OSX_ENABLED if (!DirAccess::exists(data_mono_root_dir)) { data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc"); data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib"); } if (!DirAccess::exists(data_game_assemblies_dir)) { data_game_assemblies_dir = exe_dir.plus_file("../Resources/GodotSharp/Assemblies"); } #endif #endif } public: static _GodotSharpDirs &get_singleton() { static _GodotSharpDirs singleton; return singleton; } }; String get_res_data_dir() { return _GodotSharpDirs::get_singleton().res_data_dir; } String get_res_metadata_dir() { return _GodotSharpDirs::get_singleton().res_metadata_dir; } String get_res_assemblies_base_dir() { return _GodotSharpDirs::get_singleton().res_assemblies_base_dir; } String get_res_assemblies_dir() { return _GodotSharpDirs::get_singleton().res_assemblies_dir; } String get_res_config_dir() { return _GodotSharpDirs::get_singleton().res_config_dir; } String get_res_temp_dir() { return _GodotSharpDirs::get_singleton().res_temp_dir; } String get_res_temp_assemblies_base_dir() { return _GodotSharpDirs::get_singleton().res_temp_assemblies_base_dir; } String get_res_temp_assemblies_dir() { return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir; } String get_mono_user_dir() { return _GodotSharpDirs::get_singleton().mono_user_dir; } String get_mono_logs_dir() { return _GodotSharpDirs::get_singleton().mono_logs_dir; } #ifdef TOOLS_ENABLED String get_mono_solutions_dir() { return _GodotSharpDirs::get_singleton().mono_solutions_dir; } String get_build_logs_dir() { return _GodotSharpDirs::get_singleton().build_logs_dir; } String get_project_sln_path() { return _GodotSharpDirs::get_singleton().sln_filepath; } String get_project_csproj_path() { return _GodotSharpDirs::get_singleton().csproj_filepath; } String get_data_editor_tools_dir() { return _GodotSharpDirs::get_singleton().data_editor_tools_dir; } String get_data_editor_prebuilt_api_dir() { return _GodotSharpDirs::get_singleton().data_editor_prebuilt_api_dir; } #else String get_data_game_assemblies_dir() { return _GodotSharpDirs::get_singleton().data_game_assemblies_dir; } #endif String get_data_mono_etc_dir() { return _GodotSharpDirs::get_singleton().data_mono_etc_dir; } String get_data_mono_lib_dir() { return _GodotSharpDirs::get_singleton().data_mono_lib_dir; } #ifdef WINDOWS_ENABLED String get_data_mono_bin_dir() { return _GodotSharpDirs::get_singleton().data_mono_bin_dir; } #endif } // namespace GodotSharpDirs