31d09a807e
The setting is initially assigned the name of the Godot project, but it's kept freezed to prevent issues when renaming the Godot project. The user can always rename the C# project and solution manually and change the setting to the new name. Co-authored-by: Ignacio Roldán Etcheverry <ignalfonsore@gmail.com>
351 lines
11 KiB
C++
351 lines
11 KiB
C++
/*************************************************************************/
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/* godotsharp_dirs.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 "godotsharp_dirs.h"
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#include "core/os/dir_access.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#ifdef TOOLS_ENABLED
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#include "core/version.h"
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#include "editor/editor_settings.h"
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#endif
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#ifdef ANDROID_ENABLED
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#include "mono_gd/support/android_support.h"
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#endif
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#include "mono_gd/gd_mono.h"
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namespace GodotSharpDirs {
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String _get_expected_build_config() {
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#ifdef TOOLS_ENABLED
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return "Debug";
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#else
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#ifdef DEBUG_ENABLED
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return "ExportDebug";
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#else
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return "ExportRelease";
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#endif
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#endif
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}
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String _get_mono_user_dir() {
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#ifdef TOOLS_ENABLED
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if (EditorSettings::get_singleton()) {
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return EditorSettings::get_singleton()->get_data_dir().plus_file("mono");
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} else {
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String settings_path;
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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DirAccessRef d = DirAccess::create_for_path(exe_dir);
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if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
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// contain yourself
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settings_path = exe_dir.plus_file("editor_data");
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} else {
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settings_path = OS::get_singleton()->get_data_path().plus_file(OS::get_singleton()->get_godot_dir_name());
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}
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return settings_path.plus_file("mono");
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}
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#else
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return OS::get_singleton()->get_user_data_dir().plus_file("mono");
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#endif
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}
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class _GodotSharpDirs {
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public:
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String res_data_dir;
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String res_metadata_dir;
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String res_assemblies_base_dir;
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String res_assemblies_dir;
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String res_config_dir;
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String res_temp_dir;
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String res_temp_assemblies_base_dir;
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String res_temp_assemblies_dir;
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String mono_user_dir;
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String mono_logs_dir;
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#ifdef TOOLS_ENABLED
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String mono_solutions_dir;
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String build_logs_dir;
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String project_assembly_name;
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String sln_filepath;
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String csproj_filepath;
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String data_editor_tools_dir;
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String data_editor_prebuilt_api_dir;
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#else
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// Equivalent of res_assemblies_dir, but in the data directory rather than in 'res://'.
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// Only defined on export templates. Used when exporting assemblies outside of PCKs.
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String data_game_assemblies_dir;
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#endif
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String data_mono_etc_dir;
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String data_mono_lib_dir;
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#ifdef WINDOWS_ENABLED
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String data_mono_bin_dir;
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#endif
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private:
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_GodotSharpDirs() {
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res_data_dir = "res://.mono";
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res_metadata_dir = res_data_dir.plus_file("metadata");
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res_assemblies_base_dir = res_data_dir.plus_file("assemblies");
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res_assemblies_dir = res_assemblies_base_dir.plus_file(GDMono::get_expected_api_build_config());
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res_config_dir = res_data_dir.plus_file("etc").plus_file("mono");
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// TODO use paths from csproj
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res_temp_dir = res_data_dir.plus_file("temp");
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res_temp_assemblies_base_dir = res_temp_dir.plus_file("bin");
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res_temp_assemblies_dir = res_temp_assemblies_base_dir.plus_file(_get_expected_build_config());
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#ifdef JAVASCRIPT_ENABLED
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mono_user_dir = "user://";
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#else
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mono_user_dir = _get_mono_user_dir();
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#endif
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mono_logs_dir = mono_user_dir.plus_file("mono_logs");
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#ifdef TOOLS_ENABLED
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mono_solutions_dir = mono_user_dir.plus_file("solutions");
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build_logs_dir = mono_user_dir.plus_file("build_logs");
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GLOBAL_DEF("mono/project/assembly_name", "");
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GLOBAL_DEF("mono/project/solution_directory", "");
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GLOBAL_DEF("mono/project/c#_project_directory", "");
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.empty()) {
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appname_safe = "UnnamedProject";
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}
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project_assembly_name = ProjectSettings::get_singleton()->get("mono/project/assembly_name");
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if (project_assembly_name.empty()) {
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project_assembly_name = appname_safe;
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ProjectSettings::get_singleton()->set("mono/project/assembly_name", project_assembly_name);
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}
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String sln_parent_dir = ProjectSettings::get_singleton()->get("mono/project/solution_directory");
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if (sln_parent_dir.empty()) {
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sln_parent_dir = "res://";
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}
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String csproj_parent_dir = ProjectSettings::get_singleton()->get("mono/project/c#_project_directory");
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if (csproj_parent_dir.empty()) {
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csproj_parent_dir = "res://";
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}
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sln_filepath = ProjectSettings::get_singleton()->globalize_path(sln_parent_dir).plus_file(project_assembly_name + ".sln");
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csproj_filepath = ProjectSettings::get_singleton()->globalize_path(csproj_parent_dir).plus_file(project_assembly_name + ".csproj");
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#endif
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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#ifdef TOOLS_ENABLED
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String data_dir_root = exe_dir.plus_file("GodotSharp");
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data_editor_tools_dir = data_dir_root.plus_file("Tools");
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data_editor_prebuilt_api_dir = data_dir_root.plus_file("Api");
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String data_mono_root_dir = data_dir_root.plus_file("Mono");
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data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
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#ifdef ANDROID_ENABLED
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data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
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#else
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data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
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#endif
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#ifdef WINDOWS_ENABLED
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data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
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#endif
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#ifdef OSX_ENABLED
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if (!DirAccess::exists(data_editor_tools_dir)) {
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data_editor_tools_dir = exe_dir.plus_file("../Resources/GodotSharp/Tools");
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}
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if (!DirAccess::exists(data_editor_prebuilt_api_dir)) {
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data_editor_prebuilt_api_dir = exe_dir.plus_file("../Resources/GodotSharp/Api");
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}
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if (!DirAccess::exists(data_mono_root_dir)) {
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data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
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data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
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}
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#endif
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#else
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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String data_dir_root = exe_dir.plus_file("data_" + appname_safe);
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = exe_dir.plus_file("data_Godot");
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}
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String data_mono_root_dir = data_dir_root.plus_file("Mono");
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data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
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#ifdef ANDROID_ENABLED
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data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
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#else
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data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
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data_game_assemblies_dir = data_dir_root.plus_file("Assemblies");
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#endif
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#ifdef WINDOWS_ENABLED
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data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
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#endif
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#ifdef OSX_ENABLED
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if (!DirAccess::exists(data_mono_root_dir)) {
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data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
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data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
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}
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if (!DirAccess::exists(data_game_assemblies_dir)) {
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data_game_assemblies_dir = exe_dir.plus_file("../Resources/GodotSharp/Assemblies");
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}
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#endif
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#endif
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}
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_GodotSharpDirs(const _GodotSharpDirs &);
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_GodotSharpDirs &operator=(const _GodotSharpDirs &);
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public:
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static _GodotSharpDirs &get_singleton() {
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static _GodotSharpDirs singleton;
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return singleton;
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}
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};
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String get_res_data_dir() {
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return _GodotSharpDirs::get_singleton().res_data_dir;
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}
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String get_res_metadata_dir() {
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return _GodotSharpDirs::get_singleton().res_metadata_dir;
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}
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String get_res_assemblies_base_dir() {
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return _GodotSharpDirs::get_singleton().res_assemblies_base_dir;
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}
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String get_res_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().res_assemblies_dir;
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}
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String get_res_config_dir() {
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return _GodotSharpDirs::get_singleton().res_config_dir;
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}
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String get_res_temp_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_dir;
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}
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String get_res_temp_assemblies_base_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_assemblies_base_dir;
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}
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String get_res_temp_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
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}
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String get_mono_user_dir() {
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return _GodotSharpDirs::get_singleton().mono_user_dir;
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}
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String get_mono_logs_dir() {
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return _GodotSharpDirs::get_singleton().mono_logs_dir;
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}
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#ifdef TOOLS_ENABLED
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String get_mono_solutions_dir() {
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return _GodotSharpDirs::get_singleton().mono_solutions_dir;
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}
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String get_build_logs_dir() {
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return _GodotSharpDirs::get_singleton().build_logs_dir;
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}
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String get_project_assembly_name() {
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return _GodotSharpDirs::get_singleton().project_assembly_name;
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}
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String get_project_sln_path() {
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return _GodotSharpDirs::get_singleton().sln_filepath;
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}
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String get_project_csproj_path() {
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return _GodotSharpDirs::get_singleton().csproj_filepath;
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}
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String get_data_editor_tools_dir() {
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return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
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}
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String get_data_editor_prebuilt_api_dir() {
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return _GodotSharpDirs::get_singleton().data_editor_prebuilt_api_dir;
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}
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#else
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String get_data_game_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().data_game_assemblies_dir;
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}
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#endif
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String get_data_mono_etc_dir() {
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return _GodotSharpDirs::get_singleton().data_mono_etc_dir;
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}
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String get_data_mono_lib_dir() {
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return _GodotSharpDirs::get_singleton().data_mono_lib_dir;
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}
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#ifdef WINDOWS_ENABLED
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String get_data_mono_bin_dir() {
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return _GodotSharpDirs::get_singleton().data_mono_bin_dir;
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}
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#endif
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} // namespace GodotSharpDirs
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