/*************************************************************************/ /* editor_run.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "editor_run.h" #include "core/project_settings.h" #include "editor_settings.h" #include "main/main.h" #include "plugins/script_editor_plugin.h" #include "script_editor_debugger.h" EditorRun::Status EditorRun::get_status() const { return status; } String EditorRun::get_running_scene() const { return running_scene; } Error EditorRun::run(const String &p_scene, const String &p_custom_args, const List &p_breakpoints, const bool &p_skip_breakpoints) { List args; const Vector &forwardable_args = Main::get_forwardable_cli_arguments(Main::CLI_SCOPE_PROJECT); for (int i = 0; i < forwardable_args.size(); i++) { args.push_back(forwardable_args[i]); } String resource_path = ProjectSettings::get_singleton()->get_resource_path(); if (resource_path != "") { args.push_back("--path"); args.push_back(resource_path.replace(" ", "%20")); } args.push_back("--remote-debug"); const String conn_string = ScriptEditor::get_singleton()->get_debugger()->get_connection_string(); if (!conn_string.empty()) { args.push_back(ScriptEditor::get_singleton()->get_debugger()->get_connection_string()); } else { // Try anyway with default settings const String remote_host = EditorSettings::get_singleton()->get("network/debug/remote_host"); const int remote_port = (int)EditorSettings::get_singleton()->get("network/debug/remote_port"); args.push_back(remote_host + ":" + String::num(remote_port)); } args.push_back("--allow_focus_steal_pid"); args.push_back(itos(OS::get_singleton()->get_process_id())); if (debug_collisions) { args.push_back("--debug-collisions"); } if (debug_navigation) { args.push_back("--debug-navigation"); } if (debug_shader_fallbacks) { args.push_back("--debug-shader-fallbacks"); } int screen = EditorSettings::get_singleton()->get("run/window_placement/screen"); if (screen == 0) { // Same as editor screen = OS::get_singleton()->get_current_screen(); } else if (screen == 1) { // Previous monitor (wrap to the other end if needed) screen = Math::wrapi( OS::get_singleton()->get_current_screen() - 1, 0, OS::get_singleton()->get_screen_count()); } else if (screen == 2) { // Next monitor (wrap to the other end if needed) screen = Math::wrapi( OS::get_singleton()->get_current_screen() + 1, 0, OS::get_singleton()->get_screen_count()); } else { // Fixed monitor ID // There are 3 special options, so decrement the option ID by 3 to get the monitor ID screen -= 3; } Rect2 screen_rect; screen_rect.position = OS::get_singleton()->get_screen_position(screen); screen_rect.size = OS::get_singleton()->get_screen_size(screen); Size2 desired_size; desired_size.x = ProjectSettings::get_singleton()->get("display/window/size/width"); desired_size.y = ProjectSettings::get_singleton()->get("display/window/size/height"); Size2 test_size; test_size.x = ProjectSettings::get_singleton()->get("display/window/size/test_width"); test_size.y = ProjectSettings::get_singleton()->get("display/window/size/test_height"); if (test_size.x > 0 && test_size.y > 0) { desired_size = test_size; } int window_placement = EditorSettings::get_singleton()->get("run/window_placement/rect"); bool hidpi_proj = ProjectSettings::get_singleton()->get("display/window/dpi/allow_hidpi"); int display_scale = 1; if (OS::get_singleton()->is_hidpi_allowed()) { if (hidpi_proj) { display_scale = 1; // Both editor and project runs in hiDPI mode, do not scale. } else { display_scale = OS::get_singleton()->get_screen_max_scale(); // Editor is in hiDPI mode, project is not, scale down. } } else { if (hidpi_proj) { display_scale = (1.f / OS::get_singleton()->get_screen_max_scale()); // Editor is not in hiDPI mode, project is, scale up. } else { display_scale = 1; // Both editor and project runs in lowDPI mode, do not scale. } } screen_rect.position /= display_scale; screen_rect.size /= display_scale; switch (window_placement) { case 0: { // top left args.push_back("--position"); args.push_back(itos(screen_rect.position.x) + "," + itos(screen_rect.position.y)); } break; case 1: { // centered Vector2 pos = screen_rect.position + ((screen_rect.size - desired_size) / 2).floor(); args.push_back("--position"); args.push_back(itos(pos.x) + "," + itos(pos.y)); } break; case 2: { // custom pos Vector2 pos = EditorSettings::get_singleton()->get("run/window_placement/rect_custom_position"); pos += screen_rect.position; args.push_back("--position"); args.push_back(itos(pos.x) + "," + itos(pos.y)); } break; case 3: { // force maximized Vector2 pos = screen_rect.position; args.push_back("--position"); args.push_back(itos(pos.x) + "," + itos(pos.y)); args.push_back("--maximized"); } break; case 4: { // force fullscreen Vector2 pos = screen_rect.position; args.push_back("--position"); args.push_back(itos(pos.x) + "," + itos(pos.y)); args.push_back("--fullscreen"); } break; } if (p_breakpoints.size()) { args.push_back("--breakpoints"); String bpoints; for (const List::Element *E = p_breakpoints.front(); E; E = E->next()) { bpoints += E->get().replace(" ", "%20"); if (E->next()) { bpoints += ","; } } args.push_back(bpoints); } if (p_skip_breakpoints) { args.push_back("--skip-breakpoints"); } if (p_scene != "") { args.push_back(p_scene); } String exec = OS::get_singleton()->get_executable_path(); if (p_custom_args != "") { // Allow the user to specify a command to run, similar to Steam's launch options. // In this case, Godot will no longer be run directly; it's up to the underlying command // to run it. For instance, this can be used on Linux to force a running project // to use Optimus using `prime-run` or similar. // Example: `prime-run %command% --time-scale 0.5` const int placeholder_pos = p_custom_args.find("%command%"); Vector custom_args; if (placeholder_pos != -1) { // Prepend executable-specific custom arguments. // If nothing is placed before `%command%`, behave as if no placeholder was specified. Vector exec_args = p_custom_args.substr(0, placeholder_pos).split(" ", false); if (exec_args.size() >= 1) { exec = exec_args[0]; exec_args.remove(0); // Append the Godot executable name before we append executable arguments // (since the order is reversed when using `push_front()`). args.push_front(OS::get_singleton()->get_executable_path()); } for (int i = exec_args.size() - 1; i >= 0; i--) { // Iterate backwards as we're pushing items in the reverse order. args.push_front(exec_args[i].replace(" ", "%20")); } // Append Godot-specific custom arguments. custom_args = p_custom_args.substr(placeholder_pos + String("%command%").size()).split(" ", false); for (int i = 0; i < custom_args.size(); i++) { args.push_back(custom_args[i].replace(" ", "%20")); } } else { // Append Godot-specific custom arguments. custom_args = p_custom_args.split(" ", false); for (int i = 0; i < custom_args.size(); i++) { args.push_back(custom_args[i].replace(" ", "%20")); } } } printf("Running: %ls", exec.c_str()); for (List::Element *E = args.front(); E; E = E->next()) { printf(" %ls", E->get().c_str()); }; printf("\n"); pid = 0; Error err = OS::get_singleton()->execute(exec, args, false, &pid); ERR_FAIL_COND_V(err, err); status = STATUS_PLAY; if (p_scene != "") { running_scene = p_scene; } return OK; } void EditorRun::stop() { if (status != STATUS_STOP && pid != 0) { OS::get_singleton()->kill(pid); } status = STATUS_STOP; running_scene = ""; } void EditorRun::set_debug_collisions(bool p_debug) { debug_collisions = p_debug; } bool EditorRun::get_debug_collisions() const { return debug_collisions; } void EditorRun::set_debug_navigation(bool p_debug) { debug_navigation = p_debug; } bool EditorRun::get_debug_navigation() const { return debug_navigation; } void EditorRun::set_debug_shader_fallbacks(bool p_debug) { debug_shader_fallbacks = p_debug; } bool EditorRun::get_debug_shader_fallbacks() const { return debug_shader_fallbacks; } EditorRun::EditorRun() { status = STATUS_STOP; running_scene = ""; debug_collisions = false; debug_navigation = false; debug_shader_fallbacks = false; }