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
|
/*************************************************************************/
/* godotsharp_editor.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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/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 bool recursion_guard = false;
if (!recursion_guard) {
recursion_guard = true;
_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));
if (menu_popup->get_item_count() == 0)
menu_button->hide();
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<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
vscode_path = path_which("code");
}
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_button = memnew(MenuButton);
menu_button->set_text(TTR("Mono"));
menu_popup = menu_button->get_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 a brand new feature and a work in progress.\n") +
"It is currently in an alpha stage and is not suitable for use in production.\n\n" +
"As of Godot 3.1, C# support is not feature-complete and may crash in some situations. " +
"Bugs and usability issues will be addressed gradually over future 3.x releases, " +
"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, Mono 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)) {
// We can't use EditorProgress here. It calls Main::iterarion() and the main loop is not initialized yet.
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");
if (menu_popup->get_item_count() == 0)
menu_button->hide();
editor->get_menu_hb()->add_child(menu_button);
// External editor settings
EditorSettings *ed_settings = EditorSettings::get_singleton();
EDITOR_DEF("mono/editor/external_editor", EDITOR_NONE);
String settings_hint_str = "None";
#ifdef WINDOWS_ENABLED
settings_hint_str += ",MonoDevelop,Visual Studio Code";
#elif OSX_ENABLED
settings_hint_str += ",Visual Studio,MonoDevelop,Visual Studio Code";
#elif 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;
}
|