256 lines
8.2 KiB
C++
256 lines
8.2 KiB
C++
/*************************************************************************/
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/* godotsharp_editor.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "godotsharp_editor.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "scene/gui/control.h"
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#include "scene/main/node.h"
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#include "../csharp_script.h"
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#include "../godotsharp_dirs.h"
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#include "../mono_gd/gd_mono.h"
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#include "../utils/path_utils.h"
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#include "bindings_generator.h"
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#include "csharp_project.h"
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#include "net_solution.h"
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#ifdef WINDOWS_ENABLED
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#include "../utils/mono_reg_utils.h"
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#endif
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class MonoReloadNode : public Node {
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GDCLASS(MonoReloadNode, Node)
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protected:
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void _notification(int p_what) {
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switch (p_what) {
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case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
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CSharpLanguage::get_singleton()->reload_assemblies_if_needed(true);
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} break;
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default: {
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} break;
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};
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}
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};
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GodotSharpEditor *GodotSharpEditor::singleton = NULL;
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bool GodotSharpEditor::_create_project_solution() {
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EditorProgress pr("create_csharp_solution", "Generating solution...", 2);
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pr.step("Generating C# project...");
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String path = OS::get_singleton()->get_resource_dir();
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String name = ProjectSettings::get_singleton()->get("application/config/name");
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String guid = CSharpProject::generate_game_project(path, name);
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if (guid.length()) {
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NETSolution solution(name);
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if (!solution.set_path(path)) {
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show_error_dialog("Failed to create solution.");
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return false;
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}
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Vector<String> extra_configs;
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extra_configs.push_back("Tools");
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solution.add_new_project(name, guid, extra_configs);
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Error sln_error = solution.save();
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if (sln_error != OK) {
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show_error_dialog("Failed to save solution.");
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return false;
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}
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if (!GodotSharpBuilds::make_api_sln(GodotSharpBuilds::API_CORE))
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return false;
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if (!GodotSharpBuilds::make_api_sln(GodotSharpBuilds::API_EDITOR))
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return false;
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pr.step("Done");
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// Here, after all calls to progress_task_step
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call_deferred("_remove_create_sln_menu_option");
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} else {
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show_error_dialog("Failed to create C# project.");
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}
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return true;
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}
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void GodotSharpEditor::_remove_create_sln_menu_option() {
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menu_popup->remove_item(menu_popup->get_item_index(MENU_CREATE_SLN));
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if (menu_popup->get_item_count() == 0)
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menu_button->hide();
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bottom_panel_btn->show();
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}
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void GodotSharpEditor::_menu_option_pressed(int p_id) {
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switch (p_id) {
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case MENU_CREATE_SLN: {
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_create_project_solution();
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} break;
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default:
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ERR_FAIL();
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}
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}
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void GodotSharpEditor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_create_project_solution"), &GodotSharpEditor::_create_project_solution);
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ClassDB::bind_method(D_METHOD("_remove_create_sln_menu_option"), &GodotSharpEditor::_remove_create_sln_menu_option);
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ClassDB::bind_method(D_METHOD("_menu_option_pressed", "id"), &GodotSharpEditor::_menu_option_pressed);
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}
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void GodotSharpEditor::show_error_dialog(const String &p_message, const String &p_title) {
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error_dialog->set_title(p_title);
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error_dialog->set_text(p_message);
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error_dialog->popup_centered_minsize();
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}
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Error GodotSharpEditor::open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) {
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ExternalEditor editor = ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor")));
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switch (editor) {
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case EDITOR_CODE: {
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List<String> args;
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args.push_back(ProjectSettings::get_singleton()->get_resource_path());
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String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
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if (p_line >= 0) {
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args.push_back("-g");
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args.push_back(script_path + ":" + itos(p_line) + ":" + itos(p_col));
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} else {
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args.push_back(script_path);
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}
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static String program = path_which("code");
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Error err = OS::get_singleton()->execute(program.length() ? program : "code", args, false);
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if (err != OK) {
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ERR_PRINT("GodotSharp: Could not execute external editor");
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return err;
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}
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} break;
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case EDITOR_MONODEVELOP: {
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if (!monodevel_instance)
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monodevel_instance = memnew(MonoDevelopInstance(GodotSharpDirs::get_project_sln_path()));
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String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
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monodevel_instance->execute(script_path);
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} break;
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case EDITOR_VISUAL_STUDIO:
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// TODO
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// devenv <PathToSolutionFolder>
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// devenv /edit <PathToCsFile> /command "edit.goto <Line>"
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// HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\SxS\VS7
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default:
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return ERR_UNAVAILABLE;
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}
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return OK;
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}
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bool GodotSharpEditor::overrides_external_editor() {
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return ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor"))) != EDITOR_NONE;
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}
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GodotSharpEditor::GodotSharpEditor(EditorNode *p_editor) {
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singleton = this;
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monodevel_instance = NULL;
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editor = p_editor;
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error_dialog = memnew(AcceptDialog);
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editor->get_gui_base()->add_child(error_dialog);
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bottom_panel_btn = editor->add_bottom_panel_item("Mono", memnew(MonoBottomPanel(editor)));
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godotsharp_builds = memnew(GodotSharpBuilds);
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editor->add_child(memnew(MonoReloadNode));
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menu_button = memnew(MenuButton);
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menu_button->set_text("Mono");
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menu_popup = menu_button->get_popup();
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String sln_path = GodotSharpDirs::get_project_sln_path();
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String csproj_path = GodotSharpDirs::get_project_csproj_path();
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if (!FileAccess::exists(sln_path) || !FileAccess::exists(csproj_path)) {
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bottom_panel_btn->hide();
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menu_popup->add_item("Create C# solution", MENU_CREATE_SLN);
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}
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menu_popup->connect("id_pressed", this, "_menu_option_pressed");
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if (menu_popup->get_item_count() == 0)
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menu_button->hide();
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editor->get_menu_hb()->add_child(menu_button);
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// External editor settings
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EditorSettings *ed_settings = EditorSettings::get_singleton();
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if (!ed_settings->has_setting("mono/editor/external_editor")) {
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ed_settings->set_setting("mono/editor/external_editor", EDITOR_NONE);
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}
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ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/editor/external_editor", PROPERTY_HINT_ENUM, "None,MonoDevelop,Visual Studio,Visual Studio Code"));
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}
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GodotSharpEditor::~GodotSharpEditor() {
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singleton = NULL;
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memdelete(godotsharp_builds);
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if (monodevel_instance) {
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memdelete(monodevel_instance);
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monodevel_instance = NULL;
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}
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}
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