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/*************************************************************************/
/* godotsharp_editor.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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/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 "../utils/path_utils.h"
# include "bindings_generator.h"
# include "csharp_project.h"
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# include "godotsharp_export.h"
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# include "net_solution.h"
# ifdef WINDOWS_ENABLED
# include "../utils/mono_reg_utils.h"
# endif
GodotSharpEditor * GodotSharpEditor : : singleton = NULL ;
bool GodotSharpEditor : : _create_project_solution ( ) {
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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 " ) ;
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if ( name . empty ( ) ) {
name = " UnnamedProject " ;
}
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String guid = CSharpProject : : generate_game_project ( path , name ) ;
if ( guid . length ( ) ) {
NETSolution solution ( name ) ;
if ( ! solution . set_path ( path ) ) {
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show_error_dialog ( TTR ( " Failed to create solution. " ) ) ;
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return false ;
}
Vector < String > extra_configs ;
extra_configs . push_back ( " Tools " ) ;
solution . add_new_project ( name , guid , extra_configs ) ;
Error sln_error = solution . save ( ) ;
if ( sln_error ! = OK ) {
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show_error_dialog ( TTR ( " Failed to save solution. " ) ) ;
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return false ;
}
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if ( ! GodotSharpBuilds : : make_api_sln ( APIAssembly : : API_CORE ) )
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return false ;
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if ( ! GodotSharpBuilds : : make_api_sln ( APIAssembly : : API_EDITOR ) )
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return false ;
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pr . step ( TTR ( " Done " ) ) ;
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// Here, after all calls to progress_task_step
call_deferred ( " _remove_create_sln_menu_option " ) ;
} else {
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show_error_dialog ( TTR ( " Failed to create C# project. " ) ) ;
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}
return true ;
}
void GodotSharpEditor : : _remove_create_sln_menu_option ( ) {
menu_popup - > remove_item ( menu_popup - > get_item_index ( MENU_CREATE_SLN ) ) ;
if ( menu_popup - > get_item_count ( ) = = 0 )
menu_button - > hide ( ) ;
bottom_panel_btn - > show ( ) ;
}
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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 ) ;
}
}
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void GodotSharpEditor : : _menu_option_pressed ( int p_id ) {
switch ( p_id ) {
case MENU_CREATE_SLN : {
_create_project_solution ( ) ;
} break ;
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case MENU_ABOUT_CSHARP : {
_show_about_dialog ( ) ;
} break ;
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default :
ERR_FAIL ( ) ;
}
}
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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 ( " _create_project_solution " ) , & GodotSharpEditor : : _create_project_solution ) ;
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 ( " _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 ) ;
}
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_CODE : {
List < String > args ;
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 " ) ;
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args . push_back ( script_path + " : " + itos ( p_line + 1 ) + " : " + itos ( p_col ) ) ;
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} else {
args . push_back ( script_path ) ;
}
static String program = path_which ( " code " ) ;
Error err = OS : : get_singleton ( ) - > execute ( program . length ( ) ? program : " code " , args , false ) ;
if ( err ! = OK ) {
ERR_PRINT ( " GodotSharp: Could not execute external editor " ) ;
return err ;
}
} break ;
case EDITOR_MONODEVELOP : {
if ( ! monodevel_instance )
monodevel_instance = memnew ( MonoDevelopInstance ( GodotSharpDirs : : get_project_sln_path ( ) ) ) ;
String script_path = ProjectSettings : : get_singleton ( ) - > globalize_path ( p_script - > get_path ( ) ) ;
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if ( p_line > = 0 ) {
script_path + = " ; " + itos ( p_line + 1 ) + " ; " + itos ( p_col ) ;
}
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monodevel_instance - > execute ( script_path ) ;
} 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 ;
monodevel_instance = NULL ;
editor = p_editor ;
error_dialog = memnew ( AcceptDialog ) ;
editor - > get_gui_base ( ) - > add_child ( error_dialog ) ;
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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_button = memnew ( MenuButton ) ;
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menu_button - > set_text ( TTR ( " Mono " ) ) ;
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menu_popup = menu_button - > get_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 a brand new feature and a work in progress. \n " ) +
" It is at the alpha stage and thus not suitable for use in production. \n \n " +
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" As of Godot 3.0, C# support is not feature-complete and may crash in some situations. " +
" Bugs and usability issues will be addressed gradually over 3.0.x and 3.x releases, " +
" including compatibility breaking changes as new features are implemented for a better overall C# experience. \n \n " +
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" The main missing feature is the ability to export games using C# assemblies - you will therefore be able to develop and run games in the editor, " +
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" but not to share them as standalone binaries yet. This feature is of course high on the priority list and should be available as soon as possible. \n \n " +
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" If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, Mono 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 ) ) {
bottom_panel_btn - > hide ( ) ;
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menu_popup - > add_item ( TTR ( " Create C# solution " ) , MENU_CREATE_SLN ) ;
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}
menu_popup - > connect ( " id_pressed " , this , " _menu_option_pressed " ) ;
if ( menu_popup - > get_item_count ( ) = = 0 )
menu_button - > hide ( ) ;
editor - > get_menu_hb ( ) - > add_child ( menu_button ) ;
// External editor settings
EditorSettings * ed_settings = EditorSettings : : get_singleton ( ) ;
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EDITOR_DEF ( " mono/editor/external_editor " , EDITOR_NONE ) ;
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ed_settings - > add_property_hint ( PropertyInfo ( Variant : : INT , " mono/editor/external_editor " , PROPERTY_HINT_ENUM , " None,MonoDevelop,Visual Studio Code " ) ) ;
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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 ( monodevel_instance ) {
memdelete ( monodevel_instance ) ;
monodevel_instance = NULL ;
}
}
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MonoReloadNode * MonoReloadNode : : singleton = NULL ;
void MonoReloadNode : : _reload_timer_timeout ( ) {
CSharpLanguage : : get_singleton ( ) - > reload_assemblies_if_needed ( 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 ( ) ;
CSharpLanguage : : get_singleton ( ) - > reload_assemblies_if_needed ( true ) ;
} 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 ;
}