virtualx-engine/modules/mono/editor/godotsharp_builds.h
Ignacio Etcheverry 02d5ff4cd0 Improve the C# API projects generation
- Now there is only one solution that contains both GodotSharp and GodotSharpEditor project. Previously we had one solution for each project
- GodotSharpEditor reference GodotShatp with a 'ProjectReference'. Previously it was a 'Reference' to the assembly
- This also simplifies the command line option to generate this solution: 'godot --generate-cs-api <OutputDir>'
2018-11-08 01:05:22 +01:00

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/*************************************************************************/
/* godotsharp_builds.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef GODOTSHARP_BUILDS_H
#define GODOTSHARP_BUILDS_H
#include "../mono_gd/gd_mono.h"
#include "mono_bottom_panel.h"
#include "mono_build_info.h"
typedef void (*GodotSharpBuild_ExitCallback)(int);
class GodotSharpBuilds {
private:
struct BuildProcess {
Ref<MonoGCHandle> build_instance;
MonoBuildInfo build_info;
MonoBuildTab *build_tab;
GodotSharpBuild_ExitCallback exit_callback;
bool exited;
int exit_code;
void on_exit(int p_exit_code);
void start(bool p_blocking = false);
BuildProcess() {}
BuildProcess(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback = NULL);
};
HashMap<MonoBuildInfo, BuildProcess, MonoBuildInfo::Hasher> builds;
static String _api_folder_name(APIAssembly::Type p_api_type);
static GodotSharpBuilds *singleton;
public:
enum BuildTool {
MSBUILD_MONO,
#ifdef WINDOWS_ENABLED
MSBUILD_VS,
#endif
XBUILD // Deprecated
};
_FORCE_INLINE_ static GodotSharpBuilds *get_singleton() { return singleton; }
static void register_internal_calls();
static void show_build_error_dialog(const String &p_message);
void build_exit_callback(const MonoBuildInfo &p_build_info, int p_exit_code);
void restart_build(MonoBuildTab *p_build_tab);
void stop_build(MonoBuildTab *p_build_tab);
bool build(const MonoBuildInfo &p_build_info);
bool build_async(const MonoBuildInfo &p_build_info, GodotSharpBuild_ExitCallback p_callback = NULL);
static bool build_api_sln(const String &p_api_sln_dir, const String &p_config);
static bool copy_api_assembly(const String &p_src_dir, const String &p_dst_dir, const String &p_assembly_name, APIAssembly::Type p_api_type);
static bool make_api_assembly(APIAssembly::Type p_api_type);
static bool build_project_blocking(const String &p_config);
static bool editor_build_callback();
GodotSharpBuilds();
~GodotSharpBuilds();
};
#endif // GODOTSHARP_BUILDS_H