godot/modules/mono/editor/godotsharp_editor.cpp

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/*************************************************************************/
/* godotsharp_editor.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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#include "godotsharp_editor.h"
#include "core/message_queue.h"
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#include "core/os/os.h"
#include "core/project_settings.h"
#include "scene/gui/control.h"
#include "scene/main/node.h"
#include "../csharp_script.h"
#include "../godotsharp_dirs.h"
#include "../mono_gd/gd_mono.h"
#include "../mono_gd/gd_mono_marshal.h"
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#include "../utils/path_utils.h"
#include "bindings_generator.h"
#include "csharp_project.h"
#include "dotnet_solution.h"
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#include "godotsharp_export.h"
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#ifdef OSX_ENABLED
#include "../utils/osx_utils.h"
#endif
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#ifdef WINDOWS_ENABLED
#include "../utils/mono_reg_utils.h"
#endif
GodotSharpEditor *GodotSharpEditor::singleton = NULL;
bool GodotSharpEditor::_create_project_solution() {
EditorProgress pr("create_csharp_solution", TTR("Generating solution..."), 2);
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pr.step(TTR("Generating C# project..."));
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String path = OS::get_singleton()->get_resource_dir();
String name = ProjectSettings::get_singleton()->get("application/config/name");
if (name.empty()) {
name = "UnnamedProject";
}
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String guid = CSharpProject::generate_game_project(path, name);
if (guid.length()) {
DotNetSolution solution(name);
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if (!solution.set_path(path)) {
show_error_dialog(TTR("Failed to create solution."));
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return false;
}
DotNetSolution::ProjectInfo proj_info;
proj_info.guid = guid;
proj_info.relpath = name + ".csproj";
proj_info.configs.push_back("Debug");
proj_info.configs.push_back("Release");
proj_info.configs.push_back("Tools");
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solution.add_new_project(name, proj_info);
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Error sln_error = solution.save();
if (sln_error != OK) {
show_error_dialog(TTR("Failed to save solution."));
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return false;
}
if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
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return false;
if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
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return false;
pr.step(TTR("Done"));
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// Here, after all calls to progress_task_step
call_deferred("_remove_create_sln_menu_option");
} else {
show_error_dialog(TTR("Failed to create C# project."));
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}
return true;
}
void GodotSharpEditor::_make_api_solutions_if_needed() {
// I'm sick entirely of ProgressDialog
static int attempts_left = 100;
if (MessageQueue::get_singleton()->is_flushing() || !SceneTree::get_singleton()) {
ERR_FAIL_COND(attempts_left == 0); // You've got to be kidding
if (SceneTree::get_singleton()) {
SceneTree::get_singleton()->connect("idle_frame", this, "_make_api_solutions_if_needed", Vector<Variant>());
} else {
call_deferred("_make_api_solutions_if_needed");
}
attempts_left--;
return;
}
// Recursion guard needed because signals don't play well with ProgressDialog either, but unlike
// the message queue, with signals the collateral damage should be minimal in the worst case.
static bool recursion_guard = false;
if (!recursion_guard) {
recursion_guard = true;
// Oneshot signals don't play well with ProgressDialog either, so we do it this way instead
SceneTree::get_singleton()->disconnect("idle_frame", this, "_make_api_solutions_if_needed");
_make_api_solutions_if_needed_impl();
recursion_guard = false;
}
}
void GodotSharpEditor::_make_api_solutions_if_needed_impl() {
// If the project has a solution and C# project make sure the API assemblies are present and up to date
String res_assemblies_dir = GodotSharpDirs::get_res_assemblies_dir();
if (!FileAccess::exists(res_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll")) ||
GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE)) {
if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
return;
}
if (!FileAccess::exists(res_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll")) ||
GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR)) {
if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
return; // Redundant? I don't think so
}
}
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void GodotSharpEditor::_remove_create_sln_menu_option() {
menu_popup->remove_item(menu_popup->get_item_index(MENU_CREATE_SLN));
bottom_panel_btn->show();
}
void GodotSharpEditor::_show_about_dialog() {
bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
about_dialog_checkbox->set_pressed(show_on_start);
about_dialog->popup_centered_minsize();
}
void GodotSharpEditor::_toggle_about_dialog_on_start(bool p_enabled) {
bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
if (show_on_start != p_enabled) {
EditorSettings::get_singleton()->set_setting("mono/editor/show_info_on_start", p_enabled);
}
}
void GodotSharpEditor::_build_solution_pressed() {
if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path())) {
if (!_create_project_solution())
return; // Failed to create solution
}
MonoBottomPanel::get_singleton()->call("_build_project_pressed");
}
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void GodotSharpEditor::_menu_option_pressed(int p_id) {
switch (p_id) {
case MENU_CREATE_SLN: {
_create_project_solution();
} break;
case MENU_ABOUT_CSHARP: {
_show_about_dialog();
} break;
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default:
ERR_FAIL();
}
}
void GodotSharpEditor::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_READY: {
bool show_info_dialog = EDITOR_GET("mono/editor/show_info_on_start");
if (show_info_dialog) {
about_dialog->set_exclusive(true);
_show_about_dialog();
// Once shown a first time, it can be seen again via the Mono menu - it doesn't have to be exclusive then.
about_dialog->set_exclusive(false);
}
}
}
}
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void GodotSharpEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_build_solution_pressed"), &GodotSharpEditor::_build_solution_pressed);
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ClassDB::bind_method(D_METHOD("_create_project_solution"), &GodotSharpEditor::_create_project_solution);
ClassDB::bind_method(D_METHOD("_make_api_solutions_if_needed"), &GodotSharpEditor::_make_api_solutions_if_needed);
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ClassDB::bind_method(D_METHOD("_remove_create_sln_menu_option"), &GodotSharpEditor::_remove_create_sln_menu_option);
ClassDB::bind_method(D_METHOD("_toggle_about_dialog_on_start"), &GodotSharpEditor::_toggle_about_dialog_on_start);
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ClassDB::bind_method(D_METHOD("_menu_option_pressed", "id"), &GodotSharpEditor::_menu_option_pressed);
}
MonoBoolean godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled(MonoString *p_bundle_id) {
#ifdef OSX_ENABLED
return (MonoBoolean)osx_is_app_bundle_installed(GDMonoMarshal::mono_string_to_godot(p_bundle_id));
#else
(void)p_bundle_id; // UNUSED
ERR_FAIL_V(false);
#endif
}
MonoString *godot_icall_Utils_OS_GetPlatformName() {
return GDMonoMarshal::mono_string_from_godot(OS::get_singleton()->get_name());
}
void GodotSharpEditor::register_internal_calls() {
static bool registered = false;
ERR_FAIL_COND(registered);
registered = true;
mono_add_internal_call("GodotSharpTools.Editor.MonoDevelopInstance::IsApplicationBundleInstalled", (void *)godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled);
mono_add_internal_call("GodotSharpTools.Utils.OS::GetPlatformName", (void *)godot_icall_Utils_OS_GetPlatformName);
GodotSharpBuilds::register_internal_calls();
Mono: Editor and export template dependencies and fixes - Bundle editor dependencies: - 'GodotSharp': Root data directory for the editor - 'Tools': Editor dependencies. Only GodotSharp.dll for now. - 'Api': Prebuilt GodotSharp and GodotSharpEditor API assemblies. - 'Mono': Mono files to bundle with the editor. - 'bin': (Optional, not used for now) Mono bin directory. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - 'lib/mono/4.5': Framework assemblies. - Added build option to copy the required files from the mono installation to 'GodotSharp/Mono'. Enable with 'copy_mono_root=yes'. Disabled by default. - Export template dependencies: - 'data_AppName'/'data_Godot': - 'Mono': Mono files to bundle with the game. - 'etc': Mono configuration files. - 'lib': Mono dependency shared libraries. - The data directory is generated when compiling and must be bundled with the export templates. In the case of OSX, the data directory must be placed inside the 'osx.zip' export template. - In OSX, alternative location for directories (needed for app bundles) are: - 'data_AppName/Mono/etc' --> '../Resources/GodotSharp/Mono/etc' - 'data_AppName/Mono/lib' --> '../Frameworks/GodotSharp/Mono/lib' - The editor can bundle prebuilt API assemblies. - Generate them with a tools build by running: `--generate-cs-core-api <GodotSharp_OutputDir> --generate-cs-editor-api <GodotSharpEditor_OutputDir> <GodotSharp_OutputDir>/bin/Release/GodotSharp.dll` (This command will be simplified in the future and both projects will be in the same solution) - Build the solutions and copy the output files to '#bin/GodotSharp/Api'. - Fixed API assembly being added twice during the export process.
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GodotSharpExport::register_internal_calls();
}
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void GodotSharpEditor::show_error_dialog(const String &p_message, const String &p_title) {
error_dialog->set_title(p_title);
error_dialog->set_text(p_message);
error_dialog->popup_centered_minsize();
}
Error GodotSharpEditor::open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) {
ExternalEditor editor = ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor")));
switch (editor) {
case EDITOR_VSCODE: {
static String vscode_path;
if (vscode_path.empty() || !FileAccess::exists(vscode_path)) {
// Try to search it again if it wasn't found last time or if it was removed from its location
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bool found = false;
// TODO: Use initializer lists once C++11 is allowed
static Vector<String> vscode_names;
if (vscode_names.empty()) {
vscode_names.push_back("code");
vscode_names.push_back("code-oss");
vscode_names.push_back("vscode");
vscode_names.push_back("vscode-oss");
vscode_names.push_back("visual-studio-code");
vscode_names.push_back("visual-studio-code-oss");
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}
for (int i = 0; i < vscode_names.size(); i++) {
vscode_path = path_which(vscode_names[i]);
if (!vscode_path.empty()) {
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found = true;
break;
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}
}
if (!found)
vscode_path.clear(); // Not found, clear so next time the empty() check is enough
}
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List<String> args;
#ifdef OSX_ENABLED
// The package path is '/Applications/Visual Studio Code.app'
static const String vscode_bundle_id = "com.microsoft.VSCode";
static bool osx_app_bundle_installed = osx_is_app_bundle_installed(vscode_bundle_id);
if (osx_app_bundle_installed) {
args.push_back("-b");
args.push_back(vscode_bundle_id);
// The reusing of existing windows made by the 'open' command might not choose a wubdiw that is
// editing our folder. It's better to ask for a new window and let VSCode do the window management.
args.push_back("-n");
// The open process must wait until the application finishes (which is instant in VSCode's case)
args.push_back("--wait-apps");
args.push_back("--args");
}
#endif
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args.push_back(ProjectSettings::get_singleton()->get_resource_path());
String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
if (p_line >= 0) {
args.push_back("-g");
args.push_back(script_path + ":" + itos(p_line + 1) + ":" + itos(p_col));
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} else {
args.push_back(script_path);
}
#ifdef OSX_ENABLED
ERR_EXPLAIN("Cannot find code editor: VSCode");
ERR_FAIL_COND_V(!osx_app_bundle_installed && vscode_path.empty(), ERR_FILE_NOT_FOUND);
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String command = osx_app_bundle_installed ? "/usr/bin/open" : vscode_path;
#else
ERR_EXPLAIN("Cannot find code editor: VSCode");
ERR_FAIL_COND_V(vscode_path.empty(), ERR_FILE_NOT_FOUND);
String command = vscode_path;
#endif
Error err = OS::get_singleton()->execute(command, args, false);
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if (err != OK) {
ERR_PRINT("Error when trying to execute code editor: VSCode");
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return err;
}
} break;
#ifdef OSX_ENABLED
case EDITOR_VISUALSTUDIO_MAC:
// [[fallthrough]];
#endif
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case EDITOR_MONODEVELOP: {
#ifdef OSX_ENABLED
bool is_visualstudio = editor == EDITOR_VISUALSTUDIO_MAC;
MonoDevelopInstance **instance = is_visualstudio ?
&visualstudio_mac_instance :
&monodevelop_instance;
MonoDevelopInstance::EditorId editor_id = is_visualstudio ?
MonoDevelopInstance::VISUALSTUDIO_FOR_MAC :
MonoDevelopInstance::MONODEVELOP;
#else
MonoDevelopInstance **instance = &monodevelop_instance;
MonoDevelopInstance::EditorId editor_id = MonoDevelopInstance::MONODEVELOP;
#endif
if (!*instance)
*instance = memnew(MonoDevelopInstance(GodotSharpDirs::get_project_sln_path(), editor_id));
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String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
if (p_line >= 0) {
script_path += ";" + itos(p_line + 1) + ";" + itos(p_col);
}
(*instance)->execute(script_path);
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} break;
default:
return ERR_UNAVAILABLE;
}
return OK;
}
bool GodotSharpEditor::overrides_external_editor() {
return ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor"))) != EDITOR_NONE;
}
GodotSharpEditor::GodotSharpEditor(EditorNode *p_editor) {
singleton = this;
monodevelop_instance = NULL;
#ifdef OSX_ENABLED
visualstudio_mac_instance = NULL;
#endif
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editor = p_editor;
error_dialog = memnew(AcceptDialog);
editor->get_gui_base()->add_child(error_dialog);
bottom_panel_btn = editor->add_bottom_panel_item(TTR("Mono"), memnew(MonoBottomPanel(editor)));
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godotsharp_builds = memnew(GodotSharpBuilds);
editor->add_child(memnew(MonoReloadNode));
menu_popup = memnew(PopupMenu);
menu_popup->hide();
menu_popup->set_as_toplevel(true);
menu_popup->set_pass_on_modal_close_click(false);
editor->add_tool_submenu_item("Mono", menu_popup);
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// TODO: Remove or edit this info dialog once Mono support is no longer in alpha
{
menu_popup->add_item(TTR("About C# support"), MENU_ABOUT_CSHARP);
about_dialog = memnew(AcceptDialog);
editor->get_gui_base()->add_child(about_dialog);
about_dialog->set_title("Important: C# support is not feature-complete");
// We don't use set_text() as the default AcceptDialog Label doesn't play well with the TextureRect and CheckBox
// we'll add. Instead we add containers and a new autowrapped Label inside.
// Main VBoxContainer (icon + label on top, checkbox at bottom)
VBoxContainer *about_vbc = memnew(VBoxContainer);
about_dialog->add_child(about_vbc);
// HBoxContainer for icon + label
HBoxContainer *about_hbc = memnew(HBoxContainer);
about_vbc->add_child(about_hbc);
TextureRect *about_icon = memnew(TextureRect);
about_hbc->add_child(about_icon);
Ref<Texture> about_icon_tex = about_icon->get_icon("NodeWarning", "EditorIcons");
about_icon->set_texture(about_icon_tex);
Label *about_label = memnew(Label);
about_hbc->add_child(about_label);
about_label->set_custom_minimum_size(Size2(600, 150) * EDSCALE);
about_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
about_label->set_autowrap(true);
String about_text =
String("C# support in Godot Engine is in late alpha stage and, while already usable, ") +
"it is not meant for use in production.\n\n" +
"Projects can be exported to Linux, macOS and Windows, but not yet to mobile or web platforms. " +
"Bugs and usability issues will be addressed gradually over future releases, " +
"potentially including compatibility breaking changes as new features are implemented for a better overall C# experience.\n\n" +
"If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, MSBuild version, IDE, etc.:\n\n" +
" https://github.com/godotengine/godot/issues\n\n" +
"Your critical feedback at this stage will play a great role in shaping the C# support in future releases, so thank you!";
about_label->set_text(about_text);
EDITOR_DEF("mono/editor/show_info_on_start", true);
// CheckBox in main container
about_dialog_checkbox = memnew(CheckBox);
about_vbc->add_child(about_dialog_checkbox);
about_dialog_checkbox->set_text("Show this warning when starting the editor");
about_dialog_checkbox->connect("toggled", this, "_toggle_about_dialog_on_start");
}
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String sln_path = GodotSharpDirs::get_project_sln_path();
String csproj_path = GodotSharpDirs::get_project_csproj_path();
if (FileAccess::exists(sln_path) && FileAccess::exists(csproj_path)) {
// Defer this task because EditorProgress calls Main::iterarion() and the main loop is not yet initialized.
call_deferred("_make_api_solutions_if_needed");
} else {
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bottom_panel_btn->hide();
menu_popup->add_item(TTR("Create C# solution"), MENU_CREATE_SLN);
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}
menu_popup->connect("id_pressed", this, "_menu_option_pressed");
ToolButton *build_button = memnew(ToolButton);
build_button->set_text("Build");
build_button->set_tooltip("Build solution");
build_button->set_focus_mode(Control::FOCUS_NONE);
build_button->connect("pressed", this, "_build_solution_pressed");
editor->get_menu_hb()->add_child(build_button);
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// External editor settings
EditorSettings *ed_settings = EditorSettings::get_singleton();
EDITOR_DEF("mono/editor/external_editor", EDITOR_NONE);
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String settings_hint_str = "Disabled";
#if defined(WINDOWS_ENABLED)
settings_hint_str += ",MonoDevelop,Visual Studio Code";
#elif defined(OSX_ENABLED)
settings_hint_str += ",Visual Studio,MonoDevelop,Visual Studio Code";
#elif defined(UNIX_ENABLED)
settings_hint_str += ",MonoDevelop,Visual Studio Code";
#endif
ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/editor/external_editor", PROPERTY_HINT_ENUM, settings_hint_str));
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// Export plugin
Ref<GodotSharpExport> godotsharp_export;
godotsharp_export.instance();
EditorExport::get_singleton()->add_export_plugin(godotsharp_export);
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}
GodotSharpEditor::~GodotSharpEditor() {
singleton = NULL;
memdelete(godotsharp_builds);
if (monodevelop_instance) {
memdelete(monodevelop_instance);
monodevelop_instance = NULL;
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}
}
MonoReloadNode *MonoReloadNode::singleton = NULL;
void MonoReloadNode::_reload_timer_timeout() {
if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
CSharpLanguage::get_singleton()->reload_assemblies(false);
}
}
void MonoReloadNode::restart_reload_timer() {
reload_timer->stop();
reload_timer->start();
}
void MonoReloadNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("_reload_timer_timeout"), &MonoReloadNode::_reload_timer_timeout);
}
void MonoReloadNode::_notification(int p_what) {
switch (p_what) {
case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
restart_reload_timer();
if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
CSharpLanguage::get_singleton()->reload_assemblies(false);
}
} break;
default: {
} break;
};
}
MonoReloadNode::MonoReloadNode() {
singleton = this;
reload_timer = memnew(Timer);
add_child(reload_timer);
reload_timer->set_one_shot(false);
reload_timer->set_wait_time(EDITOR_DEF("mono/assembly_watch_interval_sec", 0.5));
reload_timer->connect("timeout", this, "_reload_timer_timeout");
reload_timer->start();
}
MonoReloadNode::~MonoReloadNode() {
singleton = NULL;
}