virtualx-engine/modules/mono
Yuri Sizov 95b27fe8c7 Reorganize code related to editor theming
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.

Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.

All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
2024-01-16 11:57:45 +01:00
..
build_scripts Merge pull request #80489 from raulsntos/dotnet/diagnostics 2023-10-17 23:59:17 +02:00
doc_classes
editor Reorganize code related to editor theming 2024-01-16 11:57:45 +01:00
glue C#: Fix return type hint for methods. 2024-01-09 04:28:17 +08:00
icons
mono_gd [iOS] Fix dotnet export. 2023-11-16 15:05:44 +02:00
thirdparty
utils
.editorconfig
.gitignore
__init__.py
class_db_api_json.cpp [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
class_db_api_json.h
config.py Add C# iOS support 2023-10-09 18:22:56 +02:00
csharp_script.cpp C#: Fix return type hint for methods. 2024-01-09 04:28:17 +08:00
csharp_script.h Add const lvalue ref to container parameters 2024-01-05 14:49:57 -03:00
Directory.Build.props
Directory.Build.targets
godotsharp_defs.h
godotsharp_dirs.cpp Haiku: Remove remnants of past WIP platform port 2023-09-07 16:37:51 +02:00
godotsharp_dirs.h
interop_types.h
managed_callable.cpp Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-10-08 17:23:33 +02:00
managed_callable.h
mono_gc_handle.cpp
mono_gc_handle.h
README.md
register_types.cpp
register_types.h
SCsub
signal_awaiter_utils.cpp
signal_awaiter_utils.h

How to build and run

  1. Build Godot with the module enabled: module_mono_enabled=yes.
  2. After building Godot, use it to generate the C# glue code:
    <godot_binary> --generate-mono-glue ./modules/mono/glue
    
  3. Build the C# solutions:
    ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin
    

The paths specified in these examples assume the command is being run from the Godot source root.

How to deal with NuGet packages

We distribute the API assemblies, our source generators, and our custom MSBuild project SDK as NuGet packages. This is all transparent to the user, but it can make things complicated during development.

In order to use Godot with a development of those packages, we must create a local NuGet source where MSBuild can find them. This can be done with the .NET CLI:

dotnet nuget add source ~/MyLocalNugetSource --name MyLocalNugetSource

The Godot NuGet packages must be added to that local source. Additionally, we must make sure there are no other versions of the package in the NuGet cache, as MSBuild may pick one of those instead.

In order to simplify this process, the build_assemblies.py script provides the following --push-nupkgs-local option:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource

This option ensures the packages will be added to the specified local NuGet source and that conflicting versions of the package are removed from the NuGet cache. It's recommended to always use this option when building the C# solutions during development to avoid mistakes.

Double Precision Support (REAL_T_IS_DOUBLE)

Follow the above instructions but build Godot with the precision=double argument to scons

When building the NuGet packages, specify --precision=double - for example:

./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
    --push-nupkgs-local ~/MyLocalNugetSource --precision=double