ee8e5146a4
The following two bugs were fixed: - For classes without namespace we were still generating `namespace {` without a namespace identifier, causing a syntax error. - For classes with nested namespaces we were generating only the innermost part of the namespace was being generated, e.g.: for `Foo.Bar` we were generating `namespace Bar {` instead of `namespace Foo.Bar {`. This wasn't causing any build error, but because of the wrong namespace Godot wasn't able to find the class associated with the script.
182 lines
6.7 KiB
C#
182 lines
6.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using Microsoft.CodeAnalysis;
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using Microsoft.CodeAnalysis.CSharp.Syntax;
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using Microsoft.CodeAnalysis.Text;
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namespace Godot.SourceGenerators
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{
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[Generator]
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public class ScriptPathAttributeGenerator : ISourceGenerator
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{
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public void Execute(GeneratorExecutionContext context)
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{
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if (context.TryGetGlobalAnalyzerProperty("GodotScriptPathAttributeGenerator", out string? toggle)
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&& toggle == "disabled")
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{
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return;
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}
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// NOTE: IsNullOrEmpty doesn't work well with nullable checks
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// ReSharper disable once ReplaceWithStringIsNullOrEmpty
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if (!context.TryGetGlobalAnalyzerProperty("GodotProjectDir", out string? godotProjectDir)
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|| godotProjectDir!.Length == 0)
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{
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throw new InvalidOperationException("Property 'GodotProjectDir' is null or empty.");
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}
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var godotClasses = context.Compilation.SyntaxTrees
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.SelectMany(tree =>
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tree.GetRoot().DescendantNodes()
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.OfType<ClassDeclarationSyntax>()
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// Ignore inner classes
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.Where(cds => !(cds.Parent is ClassDeclarationSyntax))
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.SelectGodotScriptClasses(context.Compilation)
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// Report and skip non-partial classes
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.Where(x =>
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{
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if (x.cds.IsPartial() || x.symbol.HasDisableGeneratorsAttribute())
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return true;
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Common.ReportNonPartialGodotScriptClass(context, x.cds, x.symbol);
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return false;
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})
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)
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// Ignore classes whose name is not the same as the file name
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.Where(x => Path.GetFileNameWithoutExtension(x.cds.SyntaxTree.FilePath) == x.symbol.Name)
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.GroupBy(x => x.symbol)
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.ToDictionary(g => g.Key, g => g.Select(x => x.cds));
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foreach (var godotClass in godotClasses)
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{
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VisitGodotScriptClass(context, godotProjectDir,
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symbol: godotClass.Key,
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classDeclarations: godotClass.Value);
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}
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if (godotClasses.Count <= 0)
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return;
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AddScriptTypesAssemblyAttr(context, godotClasses);
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}
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private static void VisitGodotScriptClass(
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GeneratorExecutionContext context,
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string godotProjectDir,
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INamedTypeSymbol symbol,
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IEnumerable<ClassDeclarationSyntax> classDeclarations
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)
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{
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var attributes = new StringBuilder();
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// Remember syntax trees for which we already added an attribute, to prevent unnecessary duplicates.
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var attributedTrees = new List<SyntaxTree>();
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foreach (var cds in classDeclarations)
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{
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if (attributedTrees.Contains(cds.SyntaxTree))
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continue;
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attributedTrees.Add(cds.SyntaxTree);
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if (attributes.Length != 0)
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attributes.Append("\n");
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attributes.Append(@"[ScriptPathAttribute(""res://");
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attributes.Append(RelativeToDir(cds.SyntaxTree.FilePath, godotProjectDir));
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attributes.Append(@""")]");
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}
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string className = symbol.Name;
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INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace;
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string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ?
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namespaceSymbol.FullQualifiedName() :
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string.Empty;
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bool hasNamespace = classNs.Length != 0;
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string uniqueName = hasNamespace ?
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classNs + "." + className + "_ScriptPath_Generated" :
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className + "_ScriptPath_Generated";
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var source = new StringBuilder();
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// using Godot;
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// namespace {classNs} {
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// {attributesBuilder}
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// partial class {className} { }
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// }
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source.Append("using Godot;\n");
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if (hasNamespace)
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{
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source.Append("namespace ");
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source.Append(classNs);
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source.Append(" {\n\n");
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}
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source.Append(attributes);
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source.Append("\n partial class ");
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source.Append(className);
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source.Append("\n{\n}\n");
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if (hasNamespace)
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{
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source.Append("\n}\n");
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}
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context.AddSource(uniqueName, SourceText.From(source.ToString(), Encoding.UTF8));
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}
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private static void AddScriptTypesAssemblyAttr(GeneratorExecutionContext context,
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Dictionary<INamedTypeSymbol, IEnumerable<ClassDeclarationSyntax>> godotClasses)
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{
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var sourceBuilder = new StringBuilder();
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sourceBuilder.Append("[assembly:");
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sourceBuilder.Append(GodotClasses.AssemblyHasScriptsAttr);
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sourceBuilder.Append("(new System.Type[] {");
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bool first = true;
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foreach (var godotClass in godotClasses)
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{
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var qualifiedName = godotClass.Key.ToDisplayString(
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NullableFlowState.NotNull, SymbolDisplayFormat.FullyQualifiedFormat);
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if (!first)
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sourceBuilder.Append(", ");
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first = false;
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sourceBuilder.Append("typeof(");
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sourceBuilder.Append(qualifiedName);
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sourceBuilder.Append(")");
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}
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sourceBuilder.Append("})]\n");
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context.AddSource("AssemblyScriptTypes_Generated",
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SourceText.From(sourceBuilder.ToString(), Encoding.UTF8));
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}
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public void Initialize(GeneratorInitializationContext context)
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{
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}
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private static string RelativeToDir(string path, string dir)
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{
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// Make sure the directory ends with a path separator
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dir = Path.Combine(dir, " ").TrimEnd();
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if (Path.DirectorySeparatorChar == '\\')
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dir = dir.Replace("/", "\\") + "\\";
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var fullPath = new Uri(Path.GetFullPath(path), UriKind.Absolute);
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var relRoot = new Uri(Path.GetFullPath(dir), UriKind.Absolute);
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// MakeRelativeUri converts spaces to %20, hence why we need UnescapeDataString
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return Uri.UnescapeDataString(relRoot.MakeRelativeUri(fullPath).ToString());
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}
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}
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}
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