virtualx-engine/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPathAttributeGenerator.cs
Ignacio Roldán Etcheverry 92503ae8db C#: Add source generator for properties and exports default values
The editor no longer needs to create temporary instances to get the
default values. The initializer values of the exported properties are
still evaluated at runtime. For example, in the following example,
`GetInitialValue()` will be called when first looks for default values:

```
[Export] int MyValue = GetInitialValue();
```

Exporting fields with a non-supported type now results in a compiler
error rather than a runtime error when the script is used.
2022-08-22 03:36:51 +02:00

183 lines
6.8 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Microsoft.CodeAnalysis.Text;
namespace Godot.SourceGenerators
{
[Generator]
public class ScriptPathAttributeGenerator : ISourceGenerator
{
public void Execute(GeneratorExecutionContext context)
{
if (context.AreGodotSourceGeneratorsDisabled())
return;
if (context.IsGodotToolsProject())
return;
// NOTE: NotNullWhen diagnostics don't work on projects targeting .NET Standard 2.0
// ReSharper disable once ReplaceWithStringIsNullOrEmpty
if (!context.TryGetGlobalAnalyzerProperty("GodotProjectDir", out string? godotProjectDir)
|| godotProjectDir!.Length == 0)
{
throw new InvalidOperationException("Property 'GodotProjectDir' is null or empty.");
}
Dictionary<INamedTypeSymbol, IEnumerable<ClassDeclarationSyntax>> godotClasses = context
.Compilation.SyntaxTrees
.SelectMany(tree =>
tree.GetRoot().DescendantNodes()
.OfType<ClassDeclarationSyntax>()
// Ignore inner classes
.Where(cds => !cds.IsNested())
.SelectGodotScriptClasses(context.Compilation)
// Report and skip non-partial classes
.Where(x =>
{
if (x.cds.IsPartial())
return true;
Common.ReportNonPartialGodotScriptClass(context, x.cds, x.symbol);
return false;
})
)
// Ignore classes whose name is not the same as the file name
.Where(x => Path.GetFileNameWithoutExtension(x.cds.SyntaxTree.FilePath) == x.symbol.Name)
.GroupBy(x => x.symbol)
.ToDictionary(g => g.Key, g => g.Select(x => x.cds));
foreach (var godotClass in godotClasses)
{
VisitGodotScriptClass(context, godotProjectDir,
symbol: godotClass.Key,
classDeclarations: godotClass.Value);
}
if (godotClasses.Count <= 0)
return;
AddScriptTypesAssemblyAttr(context, godotClasses);
}
private static void VisitGodotScriptClass(
GeneratorExecutionContext context,
string godotProjectDir,
INamedTypeSymbol symbol,
IEnumerable<ClassDeclarationSyntax> classDeclarations
)
{
var attributes = new StringBuilder();
// Remember syntax trees for which we already added an attribute, to prevent unnecessary duplicates.
var attributedTrees = new List<SyntaxTree>();
foreach (var cds in classDeclarations)
{
if (attributedTrees.Contains(cds.SyntaxTree))
continue;
attributedTrees.Add(cds.SyntaxTree);
if (attributes.Length != 0)
attributes.Append("\n");
attributes.Append(@"[ScriptPathAttribute(""res://");
attributes.Append(RelativeToDir(cds.SyntaxTree.FilePath, godotProjectDir));
attributes.Append(@""")]");
}
INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace;
string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ?
namespaceSymbol.FullQualifiedName() :
string.Empty;
bool hasNamespace = classNs.Length != 0;
var uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptPath_Generated";
var source = new StringBuilder();
// using Godot;
// namespace {classNs} {
// {attributesBuilder}
// partial class {className} { }
// }
source.Append("using Godot;\n");
if (hasNamespace)
{
source.Append("namespace ");
source.Append(classNs);
source.Append(" {\n\n");
}
source.Append(attributes);
source.Append("\npartial class ");
source.Append(symbol.NameWithTypeParameters());
source.Append("\n{\n}\n");
if (hasNamespace)
{
source.Append("\n}\n");
}
context.AddSource(uniqueHint.ToString(), SourceText.From(source.ToString(), Encoding.UTF8));
}
private static void AddScriptTypesAssemblyAttr(GeneratorExecutionContext context,
Dictionary<INamedTypeSymbol, IEnumerable<ClassDeclarationSyntax>> godotClasses)
{
var sourceBuilder = new StringBuilder();
sourceBuilder.Append("[assembly:");
sourceBuilder.Append(GodotClasses.AssemblyHasScriptsAttr);
sourceBuilder.Append("(new System.Type[] {");
bool first = true;
foreach (var godotClass in godotClasses)
{
var qualifiedName = godotClass.Key.ToDisplayString(
NullableFlowState.NotNull, SymbolDisplayFormat.FullyQualifiedFormat
.WithGenericsOptions(SymbolDisplayGenericsOptions.None));
if (!first)
sourceBuilder.Append(", ");
first = false;
sourceBuilder.Append("typeof(");
sourceBuilder.Append(qualifiedName);
if (godotClass.Key.IsGenericType)
sourceBuilder.Append($"<{new string(',', godotClass.Key.TypeParameters.Count() - 1)}>");
sourceBuilder.Append(")");
}
sourceBuilder.Append("})]\n");
context.AddSource("AssemblyScriptTypes_Generated",
SourceText.From(sourceBuilder.ToString(), Encoding.UTF8));
}
public void Initialize(GeneratorInitializationContext context)
{
}
private static string RelativeToDir(string path, string dir)
{
// Make sure the directory ends with a path separator
dir = Path.Combine(dir, " ").TrimEnd();
if (Path.DirectorySeparatorChar == '\\')
dir = dir.Replace("/", "\\") + "\\";
var fullPath = new Uri(Path.GetFullPath(path), UriKind.Absolute);
var relRoot = new Uri(Path.GetFullPath(dir), UriKind.Absolute);
// MakeRelativeUri converts spaces to %20, hence why we need UnescapeDataString
return Uri.UnescapeDataString(relRoot.MakeRelativeUri(fullPath).ToString());
}
}
}