269 lines
10 KiB
C++
269 lines
10 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "../csharp_script.h"
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#include "../godotsharp_dirs.h"
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#include "../interop_types.h"
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#include "../utils/macos_utils.h"
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#include "../utils/path_utils.h"
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#include "code_completion.h"
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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/gui/editor_run_bar.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "main/main.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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#ifdef __cplusplus
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extern "C" {
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#endif
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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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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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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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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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void godot_icall_GodotSharpDirs_CSharpProjectName(godot_string *r_dest) {
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memnew_placement(r_dest, String(path::get_csharp_project_name()));
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}
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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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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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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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void godot_icall_Internal_FullExportTemplatesDir(godot_string *r_dest) {
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String full_templates_dir = EditorPaths::get_singleton()->get_export_templates_dir().path_join(VERSION_FULL_CONFIG);
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memnew_placement(r_dest, String(full_templates_dir));
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}
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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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bool godot_icall_Internal_GodotIs32Bits() {
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return sizeof(void *) == 4;
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}
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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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void godot_icall_Internal_GodotMainIteration() {
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Main::iteration();
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}
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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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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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void godot_icall_Internal_EditorDebuggerNodeReloadScripts() {
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EditorDebuggerNode::get_singleton()->reload_scripts();
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}
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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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void godot_icall_Internal_EditorNodeShowScriptScreen() {
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EditorNode::get_singleton()->editor_select(EditorNode::EDITOR_SCRIPT);
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}
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void godot_icall_Internal_EditorRunPlay() {
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EditorRunBar::get_singleton()->play_main_scene();
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}
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void godot_icall_Internal_EditorRunStop() {
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EditorRunBar::get_singleton()->stop_playing();
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}
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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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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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float godot_icall_Globals_EditorScale() {
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return EDSCALE;
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}
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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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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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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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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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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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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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// The order in this array must match the declaration order of
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// the methods in 'GodotTools/Internals/Internal.cs'.
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static const void *unmanaged_callbacks[]{
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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_DataEditorToolsDir,
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(void *)godot_icall_GodotSharpDirs_CSharpProjectName,
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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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const void **godotsharp::get_editor_interop_funcs(int32_t &r_size) {
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r_size = sizeof(unmanaged_callbacks);
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return unmanaged_callbacks;
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}
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