88e367a406
This base implementation is still very barebones but it defines the path for how exporting will work (at least when embedding the .NET runtime). Many manual steps are still needed, which should be automatized in the future. For example, in addition to the API assemblies, now you also need to copy the GodotPlugins assembly to each game project.
287 lines
11 KiB
C++
287 lines
11 KiB
C++
/*************************************************************************/
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/* editor_internal_calls.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "editor_internal_calls.h"
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#ifdef UNIX_ENABLED
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#include <unistd.h> // access
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#endif
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#include "core/config/project_settings.h"
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#include "core/os/os.h"
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#include "core/version.h"
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#include "editor/debugger/editor_debugger_node.h"
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#include "editor/editor_node.h"
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#include "editor/editor_paths.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "main/main.h"
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#include "../csharp_script.h"
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#include "../godotsharp_dirs.h"
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#include "../utils/macos_utils.h"
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#include "code_completion.h"
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#include "../interop_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef __cplusplus
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#define MAYBE_UNUSED [[maybe_unused]]
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#else
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#define MAYBE_UNUSED
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#endif
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#ifdef __GNUC__
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#define GD_PINVOKE_EXPORT MAYBE_UNUSED __attribute__((visibility("default")))
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#elif defined(_WIN32)
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#define GD_PINVOKE_EXPORT MAYBE_UNUSED __declspec(dllexport)
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#else
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#define GD_PINVOKE_EXPORT MAYBE_UNUSED
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#endif
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GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_ResMetadataDir(godot_string *r_dest) {
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memnew_placement(r_dest, String(GodotSharpDirs::get_res_metadata_dir()));
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}
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GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_MonoUserDir(godot_string *r_dest) {
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memnew_placement(r_dest, String(GodotSharpDirs::get_mono_user_dir()));
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}
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GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_BuildLogsDirs(godot_string *r_dest) {
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#ifdef TOOLS_ENABLED
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memnew_placement(r_dest, String(GodotSharpDirs::get_build_logs_dir()));
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#else
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return nullptr;
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#endif
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}
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GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_ProjectSlnPath(godot_string *r_dest) {
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#ifdef TOOLS_ENABLED
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memnew_placement(r_dest, String(GodotSharpDirs::get_project_sln_path()));
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#else
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return nullptr;
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#endif
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}
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GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_ProjectCsProjPath(godot_string *r_dest) {
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#ifdef TOOLS_ENABLED
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memnew_placement(r_dest, String(GodotSharpDirs::get_project_csproj_path()));
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#else
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return nullptr;
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#endif
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}
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GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_DataEditorToolsDir(godot_string *r_dest) {
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#ifdef TOOLS_ENABLED
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memnew_placement(r_dest, String(GodotSharpDirs::get_data_editor_tools_dir()));
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#else
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return nullptr;
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#endif
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}
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GD_PINVOKE_EXPORT void godot_icall_EditorProgress_Create(const godot_string *p_task, const godot_string *p_label, int32_t p_amount, bool p_can_cancel) {
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String task = *reinterpret_cast<const String *>(p_task);
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String label = *reinterpret_cast<const String *>(p_label);
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EditorNode::progress_add_task(task, label, p_amount, (bool)p_can_cancel);
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}
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GD_PINVOKE_EXPORT void godot_icall_EditorProgress_Dispose(const godot_string *p_task) {
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String task = *reinterpret_cast<const String *>(p_task);
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EditorNode::progress_end_task(task);
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}
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GD_PINVOKE_EXPORT bool godot_icall_EditorProgress_Step(const godot_string *p_task, const godot_string *p_state, int32_t p_step, bool p_force_refresh) {
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String task = *reinterpret_cast<const String *>(p_task);
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String state = *reinterpret_cast<const String *>(p_state);
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return EditorNode::progress_task_step(task, state, p_step, (bool)p_force_refresh);
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}
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GD_PINVOKE_EXPORT void godot_icall_Internal_FullExportTemplatesDir(godot_string *r_dest) {
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String full_templates_dir = EditorPaths::get_singleton()->get_export_templates_dir().plus_file(VERSION_FULL_CONFIG);
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memnew_placement(r_dest, String(full_templates_dir));
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}
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GD_PINVOKE_EXPORT bool godot_icall_Internal_IsMacOSAppBundleInstalled(const godot_string *p_bundle_id) {
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#ifdef MACOS_ENABLED
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String bundle_id = *reinterpret_cast<const String *>(p_bundle_id);
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return (bool)macos_is_app_bundle_installed(bundle_id);
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#else
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(void)p_bundle_id; // UNUSED
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return (bool)false;
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#endif
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}
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GD_PINVOKE_EXPORT bool godot_icall_Internal_GodotIs32Bits() {
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return sizeof(void *) == 4;
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}
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GD_PINVOKE_EXPORT bool godot_icall_Internal_GodotIsRealTDouble() {
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#ifdef REAL_T_IS_DOUBLE
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return (bool)true;
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#else
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return (bool)false;
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#endif
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}
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GD_PINVOKE_EXPORT void godot_icall_Internal_GodotMainIteration() {
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Main::iteration();
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}
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GD_PINVOKE_EXPORT bool godot_icall_Internal_IsAssembliesReloadingNeeded() {
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#ifdef GD_MONO_HOT_RELOAD
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return (bool)CSharpLanguage::get_singleton()->is_assembly_reloading_needed();
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#else
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return (bool)false;
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#endif
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}
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GD_PINVOKE_EXPORT void godot_icall_Internal_ReloadAssemblies(bool p_soft_reload) {
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#ifdef GD_MONO_HOT_RELOAD
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mono_bind::GodotSharp::get_singleton()->call_deferred(SNAME("_reload_assemblies"), (bool)p_soft_reload);
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#endif
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}
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GD_PINVOKE_EXPORT void godot_icall_Internal_EditorDebuggerNodeReloadScripts() {
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EditorDebuggerNode::get_singleton()->reload_scripts();
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}
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GD_PINVOKE_EXPORT bool godot_icall_Internal_ScriptEditorEdit(Resource *p_resource, int32_t p_line, int32_t p_col, bool p_grab_focus) {
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Ref<Resource> resource = p_resource;
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return (bool)ScriptEditor::get_singleton()->edit(resource, p_line, p_col, (bool)p_grab_focus);
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}
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GD_PINVOKE_EXPORT void godot_icall_Internal_EditorNodeShowScriptScreen() {
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EditorNode::get_singleton()->call("_editor_select", EditorNode::EDITOR_SCRIPT);
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}
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GD_PINVOKE_EXPORT void godot_icall_Internal_EditorRunPlay() {
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EditorNode::get_singleton()->run_play();
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}
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GD_PINVOKE_EXPORT void godot_icall_Internal_EditorRunStop() {
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EditorNode::get_singleton()->run_stop();
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}
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GD_PINVOKE_EXPORT void godot_icall_Internal_ScriptEditorDebugger_ReloadScripts() {
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EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
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if (ed) {
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ed->reload_scripts();
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}
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}
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GD_PINVOKE_EXPORT void godot_icall_Internal_CodeCompletionRequest(int32_t p_kind, const godot_string *p_script_file, godot_packed_array *r_ret) {
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String script_file = *reinterpret_cast<const String *>(p_script_file);
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PackedStringArray suggestions = gdmono::get_code_completion((gdmono::CompletionKind)p_kind, script_file);
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memnew_placement(r_ret, PackedStringArray(suggestions));
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}
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GD_PINVOKE_EXPORT float godot_icall_Globals_EditorScale() {
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return EDSCALE;
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}
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GD_PINVOKE_EXPORT void godot_icall_Globals_GlobalDef(const godot_string *p_setting, const godot_variant *p_default_value, bool p_restart_if_changed, godot_variant *r_result) {
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String setting = *reinterpret_cast<const String *>(p_setting);
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Variant default_value = *reinterpret_cast<const Variant *>(p_default_value);
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Variant result = _GLOBAL_DEF(setting, default_value, (bool)p_restart_if_changed);
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memnew_placement(r_result, Variant(result));
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}
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GD_PINVOKE_EXPORT void godot_icall_Globals_EditorDef(const godot_string *p_setting, const godot_variant *p_default_value, bool p_restart_if_changed, godot_variant *r_result) {
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String setting = *reinterpret_cast<const String *>(p_setting);
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Variant default_value = *reinterpret_cast<const Variant *>(p_default_value);
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Variant result = _EDITOR_DEF(setting, default_value, (bool)p_restart_if_changed);
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memnew_placement(r_result, Variant(result));
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}
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GD_PINVOKE_EXPORT void godot_icall_Globals_EditorShortcut(const godot_string *p_setting, godot_variant *r_result) {
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String setting = *reinterpret_cast<const String *>(p_setting);
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Ref<Shortcut> result = ED_GET_SHORTCUT(setting);
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memnew_placement(r_result, Variant(result));
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}
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GD_PINVOKE_EXPORT void godot_icall_Globals_TTR(const godot_string *p_text, godot_string *r_dest) {
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String text = *reinterpret_cast<const String *>(p_text);
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memnew_placement(r_dest, String(TTR(text)));
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}
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GD_PINVOKE_EXPORT void godot_icall_Utils_OS_GetPlatformName(godot_string *r_dest) {
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String os_name = OS::get_singleton()->get_name();
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memnew_placement(r_dest, String(os_name));
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}
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GD_PINVOKE_EXPORT bool godot_icall_Utils_OS_UnixFileHasExecutableAccess(const godot_string *p_file_path) {
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#ifdef UNIX_ENABLED
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String file_path = *reinterpret_cast<const String *>(p_file_path);
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return access(file_path.utf8().get_data(), X_OK) == 0;
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#else
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ERR_FAIL_V(false);
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#endif
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}
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#ifdef __cplusplus
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}
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#endif
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void *godotsharp_editor_pinvoke_funcs[30] = {
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(void *)godot_icall_GodotSharpDirs_ResMetadataDir,
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(void *)godot_icall_GodotSharpDirs_MonoUserDir,
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(void *)godot_icall_GodotSharpDirs_BuildLogsDirs,
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(void *)godot_icall_GodotSharpDirs_ProjectSlnPath,
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(void *)godot_icall_GodotSharpDirs_ProjectCsProjPath,
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(void *)godot_icall_GodotSharpDirs_DataEditorToolsDir,
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(void *)godot_icall_EditorProgress_Create,
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(void *)godot_icall_EditorProgress_Dispose,
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(void *)godot_icall_EditorProgress_Step,
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(void *)godot_icall_Internal_FullExportTemplatesDir,
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(void *)godot_icall_Internal_IsMacOSAppBundleInstalled,
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(void *)godot_icall_Internal_GodotIs32Bits,
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(void *)godot_icall_Internal_GodotIsRealTDouble,
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(void *)godot_icall_Internal_GodotMainIteration,
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(void *)godot_icall_Internal_IsAssembliesReloadingNeeded,
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(void *)godot_icall_Internal_ReloadAssemblies,
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(void *)godot_icall_Internal_EditorDebuggerNodeReloadScripts,
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(void *)godot_icall_Internal_ScriptEditorEdit,
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(void *)godot_icall_Internal_EditorNodeShowScriptScreen,
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(void *)godot_icall_Internal_EditorRunPlay,
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(void *)godot_icall_Internal_EditorRunStop,
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(void *)godot_icall_Internal_ScriptEditorDebugger_ReloadScripts,
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(void *)godot_icall_Internal_CodeCompletionRequest,
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(void *)godot_icall_Globals_EditorScale,
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(void *)godot_icall_Globals_GlobalDef,
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(void *)godot_icall_Globals_EditorDef,
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(void *)godot_icall_Globals_EditorShortcut,
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(void *)godot_icall_Globals_TTR,
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(void *)godot_icall_Utils_OS_GetPlatformName,
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(void *)godot_icall_Utils_OS_UnixFileHasExecutableAccess,
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};
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