1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
|
using Godot;
using GodotTools.Utils;
using System;
using System.Collections.Generic;
using System.IO;
using GodotTools.Internals;
using GodotTools.ProjectEditor;
using File = GodotTools.Utils.File;
using Path = System.IO.Path;
using OS = GodotTools.Utils.OS;
namespace GodotTools
{
public class GodotSharpEditor : EditorPlugin, ISerializationListener
{
private EditorSettings editorSettings;
private PopupMenu menuPopup;
private AcceptDialog errorDialog;
private AcceptDialog aboutDialog;
private CheckBox aboutDialogCheckBox;
private ToolButton bottomPanelBtn;
private MonoDevelopInstance monoDevelopInstance;
private MonoDevelopInstance visualStudioForMacInstance;
public MonoBottomPanel MonoBottomPanel { get; private set; }
private bool CreateProjectSolution()
{
using (var pr = new EditorProgress("create_csharp_solution", "Generating solution...", 2)) // TTR("Generating solution...")
{
pr.Step("Generating C# project..."); // TTR("Generating C# project...")
string resourceDir = ProjectSettings.GlobalizePath("res://");
string path = resourceDir;
string name = (string) ProjectSettings.GetSetting("application/config/name");
if (name.Empty())
name = "UnnamedProject";
string guid = CSharpProject.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", "Release", "Tools"}
};
solution.AddNewProject(name, projectInfo);
try
{
solution.Save();
}
catch (IOException e)
{
ShowErrorDialog($"Failed to save solution. Exception message: {e.Message}"); // TTR
return false;
}
string apiConfig = "Debug";
if (!GodotSharpBuilds.MakeApiAssembly(ApiAssemblyType.Core, apiConfig))
return false;
if (!GodotSharpBuilds.MakeApiAssembly(ApiAssemblyType.Editor, apiConfig))
return false;
pr.Step("Done"); // TTR("Done")
// Here, after all calls to progress_task_step
CallDeferred(nameof(_RemoveCreateSlnMenuOption));
}
else
{
ShowErrorDialog("Failed to create C# project."); // TTR
}
return true;
}
}
private static int _makeApiSolutionsAttempts = 100;
private static bool _makeApiSolutionsRecursionGuard = false;
private void _MakeApiSolutionsIfNeeded()
{
// I'm sick entirely of ProgressDialog
if (Internal.IsMessageQueueFlushing() || Engine.GetMainLoop() == null)
{
if (_makeApiSolutionsAttempts == 0) // This better never happen or I swear...
throw new TimeoutException();
if (Engine.GetMainLoop() != null)
{
if (!Engine.GetMainLoop().IsConnected("idle_frame", this, nameof(_MakeApiSolutionsIfNeeded)))
Engine.GetMainLoop().Connect("idle_frame", this, nameof(_MakeApiSolutionsIfNeeded));
}
else
{
CallDeferred(nameof(_MakeApiSolutionsIfNeededImpl));
}
_makeApiSolutionsAttempts--;
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.
if (!_makeApiSolutionsRecursionGuard)
{
_makeApiSolutionsRecursionGuard = true;
// Oneshot signals don't play well with ProgressDialog either, so we do it this way instead
if (Engine.GetMainLoop().IsConnected("idle_frame", this, nameof(_MakeApiSolutionsIfNeeded)))
Engine.GetMainLoop().Disconnect("idle_frame", this, nameof(_MakeApiSolutionsIfNeeded));
_MakeApiSolutionsIfNeededImpl();
_makeApiSolutionsRecursionGuard = false;
}
}
private void _MakeApiSolutionsIfNeededImpl()
{
// If the project has a solution and C# project make sure the API assemblies are present and up to date
string api_config = "Debug";
string resAssembliesDir = Path.Combine(GodotSharpDirs.ResAssembliesBaseDir, api_config);
if (!File.Exists(Path.Combine(resAssembliesDir, $"{ApiAssemblyNames.Core}.dll")) ||
Internal.MetadataIsApiAssemblyInvalidated(ApiAssemblyType.Core))
{
if (!GodotSharpBuilds.MakeApiAssembly(ApiAssemblyType.Core, api_config))
return;
}
if (!File.Exists(Path.Combine(resAssembliesDir, $"{ApiAssemblyNames.Editor}.dll")) ||
Internal.MetadataIsApiAssemblyInvalidated(ApiAssemblyType.Editor))
{
if (!GodotSharpBuilds.MakeApiAssembly(ApiAssemblyType.Editor, api_config))
return; // Redundant? I don't think so!
}
}
private void _RemoveCreateSlnMenuOption()
{
menuPopup.RemoveItem(menuPopup.GetItemIndex((int) MenuOptions.CreateSln));
bottomPanelBtn.Show();
}
private void _ShowAboutDialog()
{
bool showOnStart = (bool) editorSettings.GetSetting("mono/editor/show_info_on_start");
aboutDialogCheckBox.Pressed = showOnStart;
aboutDialog.PopupCenteredMinsize();
}
private void _ToggleAboutDialogOnStart(bool enabled)
{
bool showOnStart = (bool) editorSettings.GetSetting("mono/editor/show_info_on_start");
if (showOnStart != enabled)
editorSettings.SetSetting("mono/editor/show_info_on_start", enabled);
}
private void _MenuOptionPressed(MenuOptions id)
{
switch (id)
{
case MenuOptions.CreateSln:
CreateProjectSolution();
break;
case MenuOptions.AboutCSharp:
_ShowAboutDialog();
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.MonoBottomPanel.BuildProjectPressed();
}
public override void _Notification(int what)
{
base._Notification(what);
if (what == NotificationReady)
{
bool showInfoDialog = (bool) editorSettings.GetSetting("mono/editor/show_info_on_start");
if (showInfoDialog)
{
aboutDialog.PopupExclusive = true;
_ShowAboutDialog();
// Once shown a first time, it can be seen again via the Mono menu - it doesn't have to be exclusive from that time on.
aboutDialog.PopupExclusive = false;
}
}
}
public enum MenuOptions
{
CreateSln,
AboutCSharp,
}
public enum ExternalEditor
{
None,
VisualStudio, // TODO (Windows-only)
VisualStudioForMac, // Mac-only
MonoDevelop,
VsCode
}
public void ShowErrorDialog(string message, string title = "Error")
{
errorDialog.WindowTitle = title;
errorDialog.DialogText = message;
errorDialog.PopupCenteredMinsize();
}
private static string _vsCodePath = string.Empty;
private static readonly string[] VsCodeNames =
{
"code", "code-oss", "vscode", "vscode-oss", "visual-studio-code", "visual-studio-code-oss"
};
public Error OpenInExternalEditor(Script script, int line, int col)
{
var editor = (ExternalEditor) editorSettings.GetSetting("mono/editor/external_editor");
switch (editor)
{
case ExternalEditor.VsCode:
{
if (_vsCodePath.Empty() || !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 osxAppBundleInstalled = false;
if (OS.IsOSX())
{
// The package path is '/Applications/Visual Studio Code.app'
const string vscodeBundleId = "com.microsoft.VSCode";
osxAppBundleInstalled = Internal.IsOsxAppBundleInstalled(vscodeBundleId);
if (osxAppBundleInstalled)
{
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");
}
}
var resourcePath = ProjectSettings.GlobalizePath("res://");
args.Add(resourcePath);
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
if (line >= 0)
{
args.Add("-g");
args.Add($"{scriptPath}:{line + 1}:{col}");
}
else
{
args.Add(scriptPath);
}
string command;
if (OS.IsOSX())
{
if (!osxAppBundleInstalled && _vsCodePath.Empty())
{
GD.PushError("Cannot find code editor: VSCode");
return Error.FileNotFound;
}
command = osxAppBundleInstalled ? "/usr/bin/open" : _vsCodePath;
}
else
{
if (_vsCodePath.Empty())
{
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;
}
case ExternalEditor.VisualStudioForMac:
goto case ExternalEditor.MonoDevelop;
case ExternalEditor.MonoDevelop:
{
MonoDevelopInstance GetMonoDevelopInstance(string solutionPath)
{
if (OS.IsOSX() && editor == ExternalEditor.VisualStudioForMac)
{
if (visualStudioForMacInstance == null)
visualStudioForMacInstance = new MonoDevelopInstance(solutionPath, MonoDevelopInstance.EditorId.VisualStudioForMac);
return visualStudioForMacInstance;
}
if (monoDevelopInstance == null)
monoDevelopInstance = new MonoDevelopInstance(solutionPath, MonoDevelopInstance.EditorId.MonoDevelop);
return monoDevelopInstance;
}
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
if (line >= 0)
scriptPath += $";{line + 1};{col}";
GetMonoDevelopInstance(GodotSharpDirs.ProjectSlnPath).Execute(scriptPath);
break;
}
case ExternalEditor.None:
return Error.Unavailable;
default:
throw new ArgumentOutOfRangeException();
}
return Error.Ok;
}
public bool OverridesExternalEditor()
{
return (ExternalEditor) editorSettings.GetSetting("mono/editor/external_editor") != ExternalEditor.None;
}
public override bool Build()
{
return GodotSharpBuilds.EditorBuildCallback();
}
public override void EnablePlugin()
{
base.EnablePlugin();
if (Instance != null)
throw new InvalidOperationException();
Instance = this;
var editorInterface = GetEditorInterface();
var editorBaseControl = editorInterface.GetBaseControl();
editorSettings = editorInterface.GetEditorSettings();
errorDialog = new AcceptDialog();
editorBaseControl.AddChild(errorDialog);
MonoBottomPanel = new MonoBottomPanel();
bottomPanelBtn = AddControlToBottomPanel(MonoBottomPanel, "Mono"); // TTR("Mono")
AddChild(new HotReloadAssemblyWatcher {Name = "HotReloadAssemblyWatcher"});
menuPopup = new PopupMenu();
menuPopup.Hide();
menuPopup.SetAsToplevel(true);
AddToolSubmenuItem("Mono", menuPopup);
// TODO: Remove or edit this info dialog once Mono support is no longer in alpha
{
menuPopup.AddItem("About C# support", (int) MenuOptions.AboutCSharp); // TTR("About C# support")
aboutDialog = new AcceptDialog();
editorBaseControl.AddChild(aboutDialog);
aboutDialog.WindowTitle = "Important: C# support is not feature-complete";
// We don't use DialogText 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)
var aboutVBox = new VBoxContainer();
aboutDialog.AddChild(aboutVBox);
// HBoxContainer for icon + label
var aboutHBox = new HBoxContainer();
aboutVBox.AddChild(aboutHBox);
var aboutIcon = new TextureRect();
aboutIcon.Texture = aboutIcon.GetIcon("NodeWarning", "EditorIcons");
aboutHBox.AddChild(aboutIcon);
var aboutLabel = new Label();
aboutHBox.AddChild(aboutLabel);
aboutLabel.RectMinSize = new Vector2(600, 150) * Internal.EditorScale;
aboutLabel.SizeFlagsVertical = (int) Control.SizeFlags.ExpandFill;
aboutLabel.Autowrap = true;
aboutLabel.Text =
"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!";
Internal.EditorDef("mono/editor/show_info_on_start", true);
// CheckBox in main container
aboutDialogCheckBox = new CheckBox {Text = "Show this warning when starting the editor"};
aboutDialogCheckBox.Connect("toggled", this, nameof(_ToggleAboutDialogOnStart));
aboutVBox.AddChild(aboutDialogCheckBox);
}
if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath))
{
// Defer this task because EditorProgress calls Main::iterarion() and the main loop is not yet initialized.
CallDeferred(nameof(_MakeApiSolutionsIfNeeded));
}
else
{
bottomPanelBtn.Hide();
menuPopup.AddItem("Create C# solution", (int) MenuOptions.CreateSln); // TTR("Create C# solution")
}
menuPopup.Connect("id_pressed", this, nameof(_MenuOptionPressed));
var buildButton = new ToolButton
{
Text = "Build",
HintTooltip = "Build solution",
FocusMode = Control.FocusModeEnum.None
};
buildButton.Connect("pressed", this, nameof(_BuildSolutionPressed));
AddControlToContainer(CustomControlContainer.Toolbar, buildButton);
// External editor settings
Internal.EditorDef("mono/editor/external_editor", ExternalEditor.None);
string settingsHintStr = "Disabled";
if (OS.IsWindows())
{
settingsHintStr += $",MonoDevelop:{(int) ExternalEditor.MonoDevelop}" +
$",Visual Studio Code:{(int) ExternalEditor.VsCode}";
}
else if (OS.IsOSX())
{
settingsHintStr += $",Visual Studio:{(int) ExternalEditor.VisualStudioForMac}" +
$",MonoDevelop:{(int) ExternalEditor.MonoDevelop}" +
$",Visual Studio Code:{(int) ExternalEditor.VsCode}";
}
else if (OS.IsUnix())
{
settingsHintStr += $",MonoDevelop:{(int) ExternalEditor.MonoDevelop}" +
$",Visual Studio Code:{(int) ExternalEditor.VsCode}";
}
editorSettings.AddPropertyInfo(new Godot.Collections.Dictionary
{
["type"] = Variant.Type.Int,
["name"] = "mono/editor/external_editor",
["hint"] = PropertyHint.Enum,
["hint_string"] = settingsHintStr
});
// Export plugin
AddExportPlugin(new GodotSharpExport());
GodotSharpBuilds.Initialize();
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
Instance = this;
}
// Singleton
public static GodotSharpEditor Instance { get; private set; }
private GodotSharpEditor()
{
}
}
}
|