/**************************************************************************/ /* editor_internal_calls.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "editor_internal_calls.h" #include "../csharp_script.h" #include "../godotsharp_dirs.h" #include "../interop_types.h" #include "../utils/macos_utils.h" #include "../utils/path_utils.h" #include "code_completion.h" #include "core/config/project_settings.h" #include "core/os/os.h" #include "core/version.h" #include "editor/debugger/editor_debugger_node.h" #include "editor/editor_node.h" #include "editor/editor_paths.h" #include "editor/editor_settings.h" #include "editor/gui/editor_run_bar.h" #include "editor/plugins/script_editor_plugin.h" #include "editor/themes/editor_scale.h" #include "main/main.h" #ifdef UNIX_ENABLED #include // access #endif #ifdef __cplusplus extern "C" { #endif void godot_icall_GodotSharpDirs_ResMetadataDir(godot_string *r_dest) { memnew_placement(r_dest, String(GodotSharpDirs::get_res_metadata_dir())); } void godot_icall_GodotSharpDirs_MonoUserDir(godot_string *r_dest) { memnew_placement(r_dest, String(GodotSharpDirs::get_mono_user_dir())); } void godot_icall_GodotSharpDirs_BuildLogsDirs(godot_string *r_dest) { #ifdef TOOLS_ENABLED memnew_placement(r_dest, String(GodotSharpDirs::get_build_logs_dir())); #else return nullptr; #endif } void godot_icall_GodotSharpDirs_DataEditorToolsDir(godot_string *r_dest) { #ifdef TOOLS_ENABLED memnew_placement(r_dest, String(GodotSharpDirs::get_data_editor_tools_dir())); #else return nullptr; #endif } void godot_icall_GodotSharpDirs_CSharpProjectName(godot_string *r_dest) { memnew_placement(r_dest, String(path::get_csharp_project_name())); } void godot_icall_EditorProgress_Create(const godot_string *p_task, const godot_string *p_label, int32_t p_amount, bool p_can_cancel) { String task = *reinterpret_cast(p_task); String label = *reinterpret_cast(p_label); EditorNode::progress_add_task(task, label, p_amount, (bool)p_can_cancel); } void godot_icall_EditorProgress_Dispose(const godot_string *p_task) { String task = *reinterpret_cast(p_task); EditorNode::progress_end_task(task); } bool godot_icall_EditorProgress_Step(const godot_string *p_task, const godot_string *p_state, int32_t p_step, bool p_force_refresh) { String task = *reinterpret_cast(p_task); String state = *reinterpret_cast(p_state); return EditorNode::progress_task_step(task, state, p_step, (bool)p_force_refresh); } void godot_icall_Internal_FullExportTemplatesDir(godot_string *r_dest) { String full_templates_dir = EditorPaths::get_singleton()->get_export_templates_dir().path_join(VERSION_FULL_CONFIG); memnew_placement(r_dest, String(full_templates_dir)); } bool godot_icall_Internal_IsMacOSAppBundleInstalled(const godot_string *p_bundle_id) { #ifdef MACOS_ENABLED String bundle_id = *reinterpret_cast(p_bundle_id); return (bool)macos_is_app_bundle_installed(bundle_id); #else (void)p_bundle_id; // UNUSED return (bool)false; #endif } bool godot_icall_Internal_GodotIs32Bits() { return sizeof(void *) == 4; } bool godot_icall_Internal_GodotIsRealTDouble() { #ifdef REAL_T_IS_DOUBLE return (bool)true; #else return (bool)false; #endif } void godot_icall_Internal_GodotMainIteration() { Main::iteration(); } bool godot_icall_Internal_IsAssembliesReloadingNeeded() { #ifdef GD_MONO_HOT_RELOAD return (bool)CSharpLanguage::get_singleton()->is_assembly_reloading_needed(); #else return (bool)false; #endif } void godot_icall_Internal_ReloadAssemblies(bool p_soft_reload) { #ifdef GD_MONO_HOT_RELOAD callable_mp(mono_bind::GodotSharp::get_singleton(), &mono_bind::GodotSharp::reload_assemblies).call_deferred(p_soft_reload); #endif } void godot_icall_Internal_EditorDebuggerNodeReloadScripts() { EditorDebuggerNode::get_singleton()->reload_all_scripts(); } bool godot_icall_Internal_ScriptEditorEdit(Resource *p_resource, int32_t p_line, int32_t p_col, bool p_grab_focus) { Ref resource = p_resource; return (bool)ScriptEditor::get_singleton()->edit(resource, p_line, p_col, (bool)p_grab_focus); } void godot_icall_Internal_EditorNodeShowScriptScreen() { EditorNode::get_singleton()->editor_select(EditorNode::EDITOR_SCRIPT); } void godot_icall_Internal_EditorRunPlay() { EditorRunBar::get_singleton()->play_main_scene(); } void godot_icall_Internal_EditorRunStop() { EditorRunBar::get_singleton()->stop_playing(); } void godot_icall_Internal_EditorPlugin_AddControlToEditorRunBar(Control *p_control) { EditorRunBar::get_singleton()->get_buttons_container()->add_child(p_control); } void godot_icall_Internal_ScriptEditorDebugger_ReloadScripts() { EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton(); if (ed) { ed->reload_all_scripts(); } } void godot_icall_Internal_CodeCompletionRequest(int32_t p_kind, const godot_string *p_script_file, godot_packed_array *r_ret) { String script_file = *reinterpret_cast(p_script_file); PackedStringArray suggestions = gdmono::get_code_completion((gdmono::CompletionKind)p_kind, script_file); memnew_placement(r_ret, PackedStringArray(suggestions)); } float godot_icall_Globals_EditorScale() { return EDSCALE; } void godot_icall_Globals_GlobalDef(const godot_string *p_setting, const godot_variant *p_default_value, bool p_restart_if_changed, godot_variant *r_result) { String setting = *reinterpret_cast(p_setting); Variant default_value = *reinterpret_cast(p_default_value); Variant result = _GLOBAL_DEF(setting, default_value, (bool)p_restart_if_changed); memnew_placement(r_result, Variant(result)); } void godot_icall_Globals_EditorDef(const godot_string *p_setting, const godot_variant *p_default_value, bool p_restart_if_changed, godot_variant *r_result) { String setting = *reinterpret_cast(p_setting); Variant default_value = *reinterpret_cast(p_default_value); Variant result = _EDITOR_DEF(setting, default_value, (bool)p_restart_if_changed); memnew_placement(r_result, Variant(result)); } void godot_icall_Globals_EditorDefShortcut(const godot_string *p_setting, const godot_string *p_name, Key p_keycode, bool p_physical, godot_variant *r_result) { String setting = *reinterpret_cast(p_setting); String name = *reinterpret_cast(p_name); Ref result = ED_SHORTCUT(setting, name, p_keycode, p_physical); memnew_placement(r_result, Variant(result)); } void godot_icall_Globals_EditorGetShortcut(const godot_string *p_setting, Ref *r_result) { String setting = *reinterpret_cast(p_setting); Ref result = ED_GET_SHORTCUT(setting); memnew_placement(r_result, Variant(result)); } void godot_icall_Globals_EditorShortcutOverride(const godot_string *p_setting, const godot_string *p_feature, Key p_keycode, bool p_physical) { String setting = *reinterpret_cast(p_setting); String feature = *reinterpret_cast(p_feature); ED_SHORTCUT_OVERRIDE(setting, feature, p_keycode, p_physical); } void godot_icall_Globals_TTR(const godot_string *p_text, godot_string *r_dest) { String text = *reinterpret_cast(p_text); memnew_placement(r_dest, String(TTR(text))); } void godot_icall_Utils_OS_GetPlatformName(godot_string *r_dest) { String os_name = OS::get_singleton()->get_name(); memnew_placement(r_dest, String(os_name)); } bool godot_icall_Utils_OS_UnixFileHasExecutableAccess(const godot_string *p_file_path) { #ifdef UNIX_ENABLED String file_path = *reinterpret_cast(p_file_path); return access(file_path.utf8().get_data(), X_OK) == 0; #else ERR_FAIL_V(false); #endif } #ifdef __cplusplus } #endif // The order in this array must match the declaration order of // the methods in 'GodotTools/Internals/Internal.cs'. static const void *unmanaged_callbacks[]{ (void *)godot_icall_GodotSharpDirs_ResMetadataDir, (void *)godot_icall_GodotSharpDirs_MonoUserDir, (void *)godot_icall_GodotSharpDirs_BuildLogsDirs, (void *)godot_icall_GodotSharpDirs_DataEditorToolsDir, (void *)godot_icall_GodotSharpDirs_CSharpProjectName, (void *)godot_icall_EditorProgress_Create, (void *)godot_icall_EditorProgress_Dispose, (void *)godot_icall_EditorProgress_Step, (void *)godot_icall_Internal_FullExportTemplatesDir, (void *)godot_icall_Internal_IsMacOSAppBundleInstalled, (void *)godot_icall_Internal_GodotIs32Bits, (void *)godot_icall_Internal_GodotIsRealTDouble, (void *)godot_icall_Internal_GodotMainIteration, (void *)godot_icall_Internal_IsAssembliesReloadingNeeded, (void *)godot_icall_Internal_ReloadAssemblies, (void *)godot_icall_Internal_EditorDebuggerNodeReloadScripts, (void *)godot_icall_Internal_ScriptEditorEdit, (void *)godot_icall_Internal_EditorNodeShowScriptScreen, (void *)godot_icall_Internal_EditorRunPlay, (void *)godot_icall_Internal_EditorRunStop, (void *)godot_icall_Internal_EditorPlugin_AddControlToEditorRunBar, (void *)godot_icall_Internal_ScriptEditorDebugger_ReloadScripts, (void *)godot_icall_Internal_CodeCompletionRequest, (void *)godot_icall_Globals_EditorScale, (void *)godot_icall_Globals_GlobalDef, (void *)godot_icall_Globals_EditorDef, (void *)godot_icall_Globals_EditorDefShortcut, (void *)godot_icall_Globals_EditorGetShortcut, (void *)godot_icall_Globals_EditorShortcutOverride, (void *)godot_icall_Globals_TTR, (void *)godot_icall_Utils_OS_GetPlatformName, (void *)godot_icall_Utils_OS_UnixFileHasExecutableAccess, }; const void **godotsharp::get_editor_interop_funcs(int32_t &r_size) { r_size = sizeof(unmanaged_callbacks); return unmanaged_callbacks; }