godot/editor/editor_run.cpp

301 lines
11 KiB
C++

/*************************************************************************/
/* 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<String> &p_breakpoints, const bool &p_skip_breakpoints) {
List<String> args;
const Vector<String> &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<String>::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<String> 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<String> 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"));
}
}
}
// Pass the debugger stop shortcut to the running instance(s).
String shortcut;
VariantWriter::write_to_string(ED_GET_SHORTCUT("editor/stop"), shortcut);
OS::get_singleton()->set_environment("__GODOT_EDITOR_STOP_SHORTCUT__", shortcut);
printf("Running: %ls", exec.c_str());
for (List<String>::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;
}