1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
301 lines
11 KiB
C++
301 lines
11 KiB
C++
/**************************************************************************/
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/* editor_run.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_run.h"
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#include "core/project_settings.h"
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#include "editor_settings.h"
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#include "main/main.h"
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#include "plugins/script_editor_plugin.h"
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#include "script_editor_debugger.h"
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EditorRun::Status EditorRun::get_status() const {
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return status;
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}
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String EditorRun::get_running_scene() const {
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return running_scene;
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}
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Error EditorRun::run(const String &p_scene, const String &p_custom_args, const List<String> &p_breakpoints, const bool &p_skip_breakpoints) {
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List<String> args;
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const Vector<String> &forwardable_args = Main::get_forwardable_cli_arguments(Main::CLI_SCOPE_PROJECT);
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for (int i = 0; i < forwardable_args.size(); i++) {
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args.push_back(forwardable_args[i]);
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}
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String resource_path = ProjectSettings::get_singleton()->get_resource_path();
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if (resource_path != "") {
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args.push_back("--path");
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args.push_back(resource_path.replace(" ", "%20"));
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}
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args.push_back("--remote-debug");
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const String conn_string = ScriptEditor::get_singleton()->get_debugger()->get_connection_string();
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if (!conn_string.empty()) {
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args.push_back(ScriptEditor::get_singleton()->get_debugger()->get_connection_string());
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} else { // Try anyway with default settings
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const String remote_host = EditorSettings::get_singleton()->get("network/debug/remote_host");
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const int remote_port = (int)EditorSettings::get_singleton()->get("network/debug/remote_port");
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args.push_back(remote_host + ":" + String::num(remote_port));
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}
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args.push_back("--allow_focus_steal_pid");
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args.push_back(itos(OS::get_singleton()->get_process_id()));
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if (debug_collisions) {
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args.push_back("--debug-collisions");
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}
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if (debug_navigation) {
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args.push_back("--debug-navigation");
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}
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if (debug_shader_fallbacks) {
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args.push_back("--debug-shader-fallbacks");
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}
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int screen = EditorSettings::get_singleton()->get("run/window_placement/screen");
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if (screen == 0) {
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// Same as editor
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screen = OS::get_singleton()->get_current_screen();
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} else if (screen == 1) {
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// Previous monitor (wrap to the other end if needed)
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screen = Math::wrapi(
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OS::get_singleton()->get_current_screen() - 1,
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0,
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OS::get_singleton()->get_screen_count());
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} else if (screen == 2) {
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// Next monitor (wrap to the other end if needed)
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screen = Math::wrapi(
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OS::get_singleton()->get_current_screen() + 1,
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0,
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OS::get_singleton()->get_screen_count());
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} else {
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// Fixed monitor ID
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// There are 3 special options, so decrement the option ID by 3 to get the monitor ID
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screen -= 3;
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}
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Rect2 screen_rect;
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screen_rect.position = OS::get_singleton()->get_screen_position(screen);
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screen_rect.size = OS::get_singleton()->get_screen_size(screen);
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Size2 desired_size;
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desired_size.x = ProjectSettings::get_singleton()->get("display/window/size/width");
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desired_size.y = ProjectSettings::get_singleton()->get("display/window/size/height");
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Size2 test_size;
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test_size.x = ProjectSettings::get_singleton()->get("display/window/size/test_width");
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test_size.y = ProjectSettings::get_singleton()->get("display/window/size/test_height");
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if (test_size.x > 0 && test_size.y > 0) {
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desired_size = test_size;
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}
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int window_placement = EditorSettings::get_singleton()->get("run/window_placement/rect");
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bool hidpi_proj = ProjectSettings::get_singleton()->get("display/window/dpi/allow_hidpi");
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int display_scale = 1;
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if (OS::get_singleton()->is_hidpi_allowed()) {
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if (hidpi_proj) {
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display_scale = 1; // Both editor and project runs in hiDPI mode, do not scale.
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} else {
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display_scale = OS::get_singleton()->get_screen_max_scale(); // Editor is in hiDPI mode, project is not, scale down.
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}
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} else {
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if (hidpi_proj) {
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display_scale = (1.f / OS::get_singleton()->get_screen_max_scale()); // Editor is not in hiDPI mode, project is, scale up.
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} else {
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display_scale = 1; // Both editor and project runs in lowDPI mode, do not scale.
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}
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}
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screen_rect.position /= display_scale;
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screen_rect.size /= display_scale;
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switch (window_placement) {
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case 0: { // top left
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args.push_back("--position");
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args.push_back(itos(screen_rect.position.x) + "," + itos(screen_rect.position.y));
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} break;
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case 1: { // centered
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Vector2 pos = screen_rect.position + ((screen_rect.size - desired_size) / 2).floor();
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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} break;
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case 2: { // custom pos
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Vector2 pos = EditorSettings::get_singleton()->get("run/window_placement/rect_custom_position");
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pos += screen_rect.position;
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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} break;
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case 3: { // force maximized
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Vector2 pos = screen_rect.position;
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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args.push_back("--maximized");
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} break;
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case 4: { // force fullscreen
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Vector2 pos = screen_rect.position;
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args.push_back("--position");
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args.push_back(itos(pos.x) + "," + itos(pos.y));
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args.push_back("--fullscreen");
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} break;
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}
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if (p_breakpoints.size()) {
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args.push_back("--breakpoints");
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String bpoints;
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for (const List<String>::Element *E = p_breakpoints.front(); E; E = E->next()) {
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bpoints += E->get().replace(" ", "%20");
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if (E->next()) {
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bpoints += ",";
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}
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}
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args.push_back(bpoints);
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}
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if (p_skip_breakpoints) {
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args.push_back("--skip-breakpoints");
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}
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if (p_scene != "") {
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args.push_back(p_scene);
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}
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String exec = OS::get_singleton()->get_executable_path();
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if (p_custom_args != "") {
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// Allow the user to specify a command to run, similar to Steam's launch options.
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// In this case, Godot will no longer be run directly; it's up to the underlying command
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// to run it. For instance, this can be used on Linux to force a running project
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// to use Optimus using `prime-run` or similar.
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// Example: `prime-run %command% --time-scale 0.5`
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const int placeholder_pos = p_custom_args.find("%command%");
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Vector<String> custom_args;
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if (placeholder_pos != -1) {
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// Prepend executable-specific custom arguments.
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// If nothing is placed before `%command%`, behave as if no placeholder was specified.
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Vector<String> exec_args = p_custom_args.substr(0, placeholder_pos).split(" ", false);
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if (exec_args.size() >= 1) {
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exec = exec_args[0];
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exec_args.remove(0);
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// Append the Godot executable name before we append executable arguments
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// (since the order is reversed when using `push_front()`).
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args.push_front(OS::get_singleton()->get_executable_path());
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}
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for (int i = exec_args.size() - 1; i >= 0; i--) {
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// Iterate backwards as we're pushing items in the reverse order.
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args.push_front(exec_args[i].replace(" ", "%20"));
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}
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// Append Godot-specific custom arguments.
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custom_args = p_custom_args.substr(placeholder_pos + String("%command%").size()).split(" ", false);
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for (int i = 0; i < custom_args.size(); i++) {
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args.push_back(custom_args[i].replace(" ", "%20"));
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}
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} else {
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// Append Godot-specific custom arguments.
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custom_args = p_custom_args.split(" ", false);
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for (int i = 0; i < custom_args.size(); i++) {
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args.push_back(custom_args[i].replace(" ", "%20"));
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}
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}
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}
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// Pass the debugger stop shortcut to the running instance(s).
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String shortcut;
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VariantWriter::write_to_string(ED_GET_SHORTCUT("editor/stop"), shortcut);
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OS::get_singleton()->set_environment("__GODOT_EDITOR_STOP_SHORTCUT__", shortcut);
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printf("Running: %ls", exec.c_str());
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for (List<String>::Element *E = args.front(); E; E = E->next()) {
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printf(" %ls", E->get().c_str());
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};
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printf("\n");
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pid = 0;
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Error err = OS::get_singleton()->execute(exec, args, false, &pid);
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ERR_FAIL_COND_V(err, err);
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status = STATUS_PLAY;
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if (p_scene != "") {
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running_scene = p_scene;
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}
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return OK;
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}
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void EditorRun::stop() {
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if (status != STATUS_STOP && pid != 0) {
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OS::get_singleton()->kill(pid);
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}
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status = STATUS_STOP;
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running_scene = "";
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}
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void EditorRun::set_debug_collisions(bool p_debug) {
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debug_collisions = p_debug;
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}
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bool EditorRun::get_debug_collisions() const {
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return debug_collisions;
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}
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void EditorRun::set_debug_navigation(bool p_debug) {
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debug_navigation = p_debug;
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}
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bool EditorRun::get_debug_navigation() const {
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return debug_navigation;
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}
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void EditorRun::set_debug_shader_fallbacks(bool p_debug) {
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debug_shader_fallbacks = p_debug;
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}
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bool EditorRun::get_debug_shader_fallbacks() const {
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return debug_shader_fallbacks;
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}
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EditorRun::EditorRun() {
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status = STATUS_STOP;
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running_scene = "";
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debug_collisions = false;
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debug_navigation = false;
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debug_shader_fallbacks = false;
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}
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