296 lines
10 KiB
C++
296 lines
10 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) 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 "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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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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