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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 Environment = System.Environment;
using File = GodotTools.Utils.File;
using OS = GodotTools.Utils.OS;
using Path = System.IO.Path;
namespace GodotTools
{
public partial 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;
[UsedImplicitly]
private bool CreateProjectSolutionIfNeeded()
{
if (!File.Exists(GodotSharpDirs.ProjectSlnPath) || !File.Exists(GodotSharpDirs.ProjectCsProjPath))
{
return CreateProjectSolution();
}
return true;
}
private bool CreateProjectSolution()
{
using (var pr = new EditorProgress("create_csharp_solution", "Generating solution...".TTR(), 2))
{
pr.Step("Generating C# project...".TTR());
string resourceDir = ProjectSettings.GlobalizePath("res://");
string path = resourceDir;
string name = GodotSharpDirs.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<string> { "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("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(long 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();
}
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)(int)_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<string>
{
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(
$"Error when trying to run code editor: VisualStudio. Exception message: '{e.Message}'");
}
break;
}
case ExternalEditorId.VisualStudioForMac:
goto case ExternalEditorId.MonoDevelop;
case ExternalEditorId.Rider:
{
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
RiderPathManager.OpenFile(GodotSharpDirs.ProjectSlnPath, scriptPath, line);
return Error.Ok;
}
case ExternalEditorId.MonoDevelop:
{
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
GodotIdeManager.LaunchIdeAsync().ContinueWith(launchTask =>
{
var editorPick = launchTask.Result;
if (line >= 0)
editorPick?.SendOpenFile(scriptPath, line + 1, col);
else
editorPick?.SendOpenFile(scriptPath);
});
break;
}
case ExternalEditorId.VsCode:
{
if (string.IsNullOrEmpty(_vsCodePath) || !File.Exists(_vsCodePath))
{
// Try to search it again if it wasn't found last time or if it was removed from its location
_vsCodePath = VsCodeNames.SelectFirstNotNull(OS.PathWhich, orElse: string.Empty);
}
var args = new List<string>();
bool macOSAppBundleInstalled = false;
if (OS.IsMacOS)
{
// The package path is '/Applications/Visual Studio Code.app'
const string vscodeBundleId = "com.microsoft.VSCode";
macOSAppBundleInstalled = Internal.IsMacOSAppBundleInstalled(vscodeBundleId);
if (macOSAppBundleInstalled)
{
args.Add("-b");
args.Add(vscodeBundleId);
// The reusing of existing windows made by the 'open' command might not choose a wubdiw that is
// editing our folder. It's better to ask for a new window and let VSCode do the window management.
args.Add("-n");
// The open process must wait until the application finishes (which is instant in VSCode's case)
args.Add("--wait-apps");
args.Add("--args");
}
}
string resourcePath = ProjectSettings.GlobalizePath("res://");
args.Add(resourcePath);
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
if (line >= 0)
{
args.Add("-g");
args.Add($"{scriptPath}:{line}:{col}");
}
else
{
args.Add(scriptPath);
}
string command;
if (OS.IsMacOS)
{
if (!macOSAppBundleInstalled && string.IsNullOrEmpty(_vsCodePath))
{
GD.PushError("Cannot find code editor: VSCode");
return Error.FileNotFound;
}
command = macOSAppBundleInstalled ? "/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($"Error when trying to run code editor: VSCode. Exception message: '{e.Message}'");
}
break;
}
default:
throw new ArgumentOutOfRangeException();
}
return Error.Ok;
}
[UsedImplicitly]
public bool OverridesExternalEditor()
{
return (ExternalEditorId)(int)_editorSettings.GetSetting("mono/editor/external_editor") !=
ExternalEditorId.None;
}
public override bool _Build()
{
return BuildManager.EditorBuildCallback();
}
private void ApplyNecessaryChangesToSolution()
{
try
{
// Migrate solution from old configuration names to: Debug, ExportDebug and ExportRelease
DotNetSolution.MigrateFromOldConfigNames(GodotSharpDirs.ProjectSlnPath);
var msbuildProject = ProjectUtils.Open(GodotSharpDirs.ProjectCsProjPath)
?? throw new InvalidOperationException("Cannot open C# project.");
// NOTE: The order in which changes are made to the project is important
// Migrate to MSBuild project Sdks style if using the old style
ProjectUtils.MigrateToProjectSdksStyle(msbuildProject, GodotSharpDirs.ProjectAssemblyName);
ProjectUtils.EnsureGodotSdkIsUpToDate(msbuildProject);
if (msbuildProject.HasUnsavedChanges)
{
// Save a copy of the project before replacing it
FileUtils.SaveBackupCopy(GodotSharpDirs.ProjectCsProjPath);
msbuildProject.Save();
}
}
catch (Exception e)
{
GD.PushError(e.ToString());
}
}
private void BuildStateChanged()
{
if (_bottomPanelBtn != null)
_bottomPanelBtn.Icon = MSBuildPanel.BuildOutputView.BuildStateIcon;
}
public override void _EnablePlugin()
{
base._EnablePlugin();
if (Instance != null)
throw new InvalidOperationException();
Instance = this;
var dotNetSdkSearchVersion = Environment.Version;
// First we try to find the .NET Sdk ourselves to make sure we get the
// correct version first (`RegisterDefaults` always picks the latest).
if (DotNetFinder.TryFindDotNetSdk(dotNetSdkSearchVersion, out var sdkVersion, out string sdkPath))
{
if (Godot.OS.IsStdoutVerbose())
Console.WriteLine($"Found .NET Sdk version '{sdkVersion}': {sdkPath}");
ProjectUtils.MSBuildLocatorRegisterMSBuildPath(sdkPath);
}
else
{
try
{
ProjectUtils.MSBuildLocatorRegisterDefaults(out sdkVersion, out sdkPath);
if (Godot.OS.IsStdoutVerbose())
Console.WriteLine($"Found .NET Sdk version '{sdkVersion}': {sdkPath}");
}
catch (InvalidOperationException e)
{
if (Godot.OS.IsStdoutVerbose())
GD.PrintErr(e.ToString());
GD.PushError($".NET Sdk not found. The required version is '{dotNetSdkSearchVersion}'.");
}
}
var editorInterface = GetEditorInterface();
var editorBaseControl = editorInterface.GetBaseControl();
_editorSettings = editorInterface.GetEditorSettings();
GodotSharpDirs.RegisterProjectSettings();
_errorDialog = new AcceptDialog();
editorBaseControl.AddChild(_errorDialog);
MSBuildPanel = new MSBuildPanel();
MSBuildPanel.Ready += () =>
MSBuildPanel.BuildOutputView.BuildStateChanged += BuildStateChanged;
_bottomPanelBtn = AddControlToBottomPanel(MSBuildPanel, "MSBuild".TTR());
AddChild(new HotReloadAssemblyWatcher { Name = "HotReloadAssemblyWatcher" });
_menuPopup = new PopupMenu();
_menuPopup.Hide();
AddToolSubmenuItem("C#", _menuPopup);
var buildSolutionShortcut = (Shortcut)EditorShortcut("mono/build_solution");
_toolBarBuildButton = new Button
{
Text = "Build",
TooltipText = "Build Solution".TTR(),
FocusMode = Control.FocusModeEnum.None,
Shortcut = buildSolutionShortcut,
ShortcutInTooltip = true
};
_toolBarBuildButton.Pressed += 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"] = (int)Variant.Type.Int,
["name"] = "mono/editor/external_editor",
["hint"] = (int)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)
{
if (disposing)
{
if (IsInstanceValid(_exportPluginWeak))
{
// 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().AsGodotObject() as ExportPlugin)?.Dispose();
_exportPluginWeak.Dispose();
}
GodotIdeManager?.Dispose();
}
base.Dispose(disposing);
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
Instance = this;
}
// Singleton
public static GodotSharpEditor Instance { get; private set; }
[UsedImplicitly]
private static IntPtr InternalCreateInstance(IntPtr unmanagedCallbacks, int unmanagedCallbacksSize)
{
Internal.Initialize(unmanagedCallbacks, unmanagedCallbacksSize);
return new GodotSharpEditor().NativeInstance;
}
}
}
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