614 lines
23 KiB
C#
614 lines
23 KiB
C#
using Godot;
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using GodotTools.Core;
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using GodotTools.Export;
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using GodotTools.Utils;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using GodotTools.Build;
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using GodotTools.Ides;
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using GodotTools.Ides.Rider;
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using GodotTools.Internals;
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using GodotTools.ProjectEditor;
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using JetBrains.Annotations;
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using static GodotTools.Internals.Globals;
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using Environment = System.Environment;
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using File = GodotTools.Utils.File;
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using OS = GodotTools.Utils.OS;
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using Path = System.IO.Path;
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namespace GodotTools
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{
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public partial class GodotSharpEditor : EditorPlugin, ISerializationListener
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{
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public static class Settings
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{
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public const string ExternalEditor = "dotnet/editor/external_editor";
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public const string VerbosityLevel = "dotnet/build/verbosity_level";
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public const string NoConsoleLogging = "dotnet/build/no_console_logging";
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public const string CreateBinaryLog = "dotnet/build/create_binary_log";
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}
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private EditorSettings _editorSettings;
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private PopupMenu _menuPopup;
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private AcceptDialog _errorDialog;
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private ConfirmationDialog _confirmCreateSlnDialog;
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private Button _bottomPanelBtn;
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private Button _toolBarBuildButton;
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// TODO Use WeakReference once we have proper serialization.
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private WeakRef _exportPluginWeak;
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public GodotIdeManager GodotIdeManager { get; private set; }
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public MSBuildPanel MSBuildPanel { get; private set; }
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public bool SkipBuildBeforePlaying { get; set; } = false;
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[UsedImplicitly]
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private bool CreateProjectSolutionIfNeeded()
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{
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if (!File.Exists(GodotSharpDirs.ProjectSlnPath) || !File.Exists(GodotSharpDirs.ProjectCsProjPath))
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{
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return CreateProjectSolution();
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}
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return true;
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}
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private bool CreateProjectSolution()
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{
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using (var pr = new EditorProgress("create_csharp_solution", "Generating solution...".TTR(), 2))
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{
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pr.Step("Generating C# project...".TTR());
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string csprojDir = Path.GetDirectoryName(GodotSharpDirs.ProjectCsProjPath);
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string slnDir = Path.GetDirectoryName(GodotSharpDirs.ProjectSlnPath);
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string name = GodotSharpDirs.ProjectAssemblyName;
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string guid = CsProjOperations.GenerateGameProject(csprojDir, name);
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if (guid.Length > 0)
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{
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var solution = new DotNetSolution(name)
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{
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DirectoryPath = slnDir
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};
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var projectInfo = new DotNetSolution.ProjectInfo
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{
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Guid = guid,
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PathRelativeToSolution = Path.GetRelativePath(slnDir, GodotSharpDirs.ProjectCsProjPath),
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Configs = new List<string> { "Debug", "ExportDebug", "ExportRelease" }
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};
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solution.AddNewProject(name, projectInfo);
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try
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{
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solution.Save();
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}
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catch (IOException e)
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{
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ShowErrorDialog("Failed to save solution. Exception message: ".TTR() + e.Message);
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return false;
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}
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pr.Step("Done".TTR());
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// Here, after all calls to progress_task_step
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CallDeferred(nameof(_ShowDotnetFeatures));
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}
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else
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{
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ShowErrorDialog("Failed to create C# project.".TTR());
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}
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return true;
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}
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}
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private void _ShowDotnetFeatures()
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{
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_bottomPanelBtn.Show();
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_toolBarBuildButton.Show();
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}
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private void _MenuOptionPressed(long id)
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{
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switch ((MenuOptions)id)
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{
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case MenuOptions.CreateSln:
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{
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if (File.Exists(GodotSharpDirs.ProjectSlnPath) || File.Exists(GodotSharpDirs.ProjectCsProjPath))
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{
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ShowConfirmCreateSlnDialog();
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}
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else
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{
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CreateProjectSolution();
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}
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break;
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}
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case MenuOptions.SetupGodotNugetFallbackFolder:
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{
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try
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{
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string fallbackFolder = NuGetUtils.GodotFallbackFolderPath;
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NuGetUtils.AddFallbackFolderToGodotNuGetConfigs(NuGetUtils.GodotFallbackFolderName,
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fallbackFolder);
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NuGetUtils.AddBundledPackagesToFallbackFolder(fallbackFolder);
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}
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catch (Exception e)
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{
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ShowErrorDialog("Failed to setup Godot NuGet Offline Packages: " + e.Message);
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}
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break;
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}
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default:
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throw new ArgumentOutOfRangeException(nameof(id), id, "Invalid menu option");
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}
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}
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private void BuildSolutionPressed()
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{
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if (!File.Exists(GodotSharpDirs.ProjectSlnPath))
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{
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if (!CreateProjectSolution())
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return; // Failed to create solution
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}
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Instance.MSBuildPanel.BuildSolution();
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}
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private enum MenuOptions
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{
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CreateSln,
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SetupGodotNugetFallbackFolder,
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}
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public void ShowErrorDialog(string message, string title = "Error")
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{
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_errorDialog.Title = title;
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_errorDialog.DialogText = message;
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_errorDialog.PopupCentered();
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}
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public void ShowConfirmCreateSlnDialog()
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{
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_confirmCreateSlnDialog.Title = "C# solution already exists. This will override the existing C# project file, any manual changes will be lost.".TTR();
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_confirmCreateSlnDialog.DialogText = "Create C# solution".TTR();
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_confirmCreateSlnDialog.PopupCentered();
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}
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private static string _vsCodePath = string.Empty;
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private static readonly string[] VsCodeNames =
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{
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"code", "code-oss", "vscode", "vscode-oss", "visual-studio-code", "visual-studio-code-oss"
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};
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[UsedImplicitly]
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public Error OpenInExternalEditor(Script script, int line, int col)
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{
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var editorId = _editorSettings.GetSetting(Settings.ExternalEditor).As<ExternalEditorId>();
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switch (editorId)
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{
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case ExternalEditorId.None:
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// Not an error. Tells the caller to fallback to the global external editor settings or the built-in editor.
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return Error.Unavailable;
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case ExternalEditorId.VisualStudio:
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{
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string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
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var args = new List<string>
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{
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GodotSharpDirs.ProjectSlnPath,
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line >= 0 ? $"{scriptPath};{line + 1};{col + 1}" : scriptPath
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};
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string command = Path.Combine(GodotSharpDirs.DataEditorToolsDir, "GodotTools.OpenVisualStudio.exe");
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try
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{
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if (Godot.OS.IsStdOutVerbose())
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Console.WriteLine(
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$"Running: \"{command}\" {string.Join(" ", args.Select(a => $"\"{a}\""))}");
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OS.RunProcess(command, args);
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}
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catch (Exception e)
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{
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GD.PushError(
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$"Error when trying to run code editor: VisualStudio. Exception message: '{e.Message}'");
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}
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break;
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}
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case ExternalEditorId.VisualStudioForMac:
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goto case ExternalEditorId.MonoDevelop;
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case ExternalEditorId.Rider:
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{
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string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
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RiderPathManager.OpenFile(GodotSharpDirs.ProjectSlnPath, scriptPath, line);
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return Error.Ok;
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}
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case ExternalEditorId.MonoDevelop:
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{
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string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
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GodotIdeManager.LaunchIdeAsync().ContinueWith(launchTask =>
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{
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var editorPick = launchTask.Result;
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if (line >= 0)
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editorPick?.SendOpenFile(scriptPath, line + 1, col);
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else
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editorPick?.SendOpenFile(scriptPath);
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});
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break;
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}
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case ExternalEditorId.VsCode:
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{
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if (string.IsNullOrEmpty(_vsCodePath) || !File.Exists(_vsCodePath))
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{
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// Try to search it again if it wasn't found last time or if it was removed from its location
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_vsCodePath = VsCodeNames.SelectFirstNotNull(OS.PathWhich, orElse: string.Empty);
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}
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var args = new List<string>();
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bool macOSAppBundleInstalled = false;
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if (OS.IsMacOS)
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{
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// The package path is '/Applications/Visual Studio Code.app'
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const string vscodeBundleId = "com.microsoft.VSCode";
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macOSAppBundleInstalled = Internal.IsMacOSAppBundleInstalled(vscodeBundleId);
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if (macOSAppBundleInstalled)
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{
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args.Add("-b");
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args.Add(vscodeBundleId);
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// The reusing of existing windows made by the 'open' command might not choose a wubdiw that is
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// editing our folder. It's better to ask for a new window and let VSCode do the window management.
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args.Add("-n");
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// The open process must wait until the application finishes (which is instant in VSCode's case)
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args.Add("--wait-apps");
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args.Add("--args");
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}
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}
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args.Add(Path.GetDirectoryName(GodotSharpDirs.ProjectSlnPath));
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string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
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if (line >= 0)
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{
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args.Add("-g");
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args.Add($"{scriptPath}:{line + 1}:{col + 1}");
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}
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else
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{
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args.Add(scriptPath);
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}
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string command;
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if (OS.IsMacOS)
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{
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if (!macOSAppBundleInstalled && string.IsNullOrEmpty(_vsCodePath))
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{
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GD.PushError("Cannot find code editor: VSCode");
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return Error.FileNotFound;
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}
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command = macOSAppBundleInstalled ? "/usr/bin/open" : _vsCodePath;
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}
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else
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{
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if (string.IsNullOrEmpty(_vsCodePath))
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{
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GD.PushError("Cannot find code editor: VSCode");
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return Error.FileNotFound;
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}
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command = _vsCodePath;
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}
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try
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{
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OS.RunProcess(command, args);
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}
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catch (Exception e)
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{
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GD.PushError($"Error when trying to run code editor: VSCode. Exception message: '{e.Message}'");
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}
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break;
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}
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default:
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throw new ArgumentOutOfRangeException();
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}
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return Error.Ok;
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}
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[UsedImplicitly]
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public bool OverridesExternalEditor()
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{
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return _editorSettings.GetSetting(Settings.ExternalEditor).As<ExternalEditorId>() != ExternalEditorId.None;
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}
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public override bool _Build()
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{
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return BuildManager.EditorBuildCallback();
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}
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private void ApplyNecessaryChangesToSolution()
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{
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try
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{
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// Migrate solution from old configuration names to: Debug, ExportDebug and ExportRelease
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DotNetSolution.MigrateFromOldConfigNames(GodotSharpDirs.ProjectSlnPath);
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var msbuildProject = ProjectUtils.Open(GodotSharpDirs.ProjectCsProjPath)
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?? throw new InvalidOperationException("Cannot open C# project.");
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// NOTE: The order in which changes are made to the project is important
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// Migrate to MSBuild project Sdks style if using the old style
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ProjectUtils.MigrateToProjectSdksStyle(msbuildProject, GodotSharpDirs.ProjectAssemblyName);
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ProjectUtils.EnsureGodotSdkIsUpToDate(msbuildProject);
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if (msbuildProject.HasUnsavedChanges)
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{
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// Save a copy of the project before replacing it
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FileUtils.SaveBackupCopy(GodotSharpDirs.ProjectCsProjPath);
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msbuildProject.Save();
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}
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}
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catch (Exception e)
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{
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GD.PushError(e.ToString());
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}
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}
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private void BuildStateChanged()
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{
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if (_bottomPanelBtn != null)
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_bottomPanelBtn.Icon = MSBuildPanel.BuildOutputView.BuildStateIcon;
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}
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public override void _EnablePlugin()
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{
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base._EnablePlugin();
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ProjectSettingsChanged += GodotSharpDirs.DetermineProjectLocation;
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if (Instance != null)
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throw new InvalidOperationException();
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Instance = this;
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var dotNetSdkSearchVersion = Environment.Version;
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// First we try to find the .NET Sdk ourselves to make sure we get the
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// correct version first (`RegisterDefaults` always picks the latest).
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if (DotNetFinder.TryFindDotNetSdk(dotNetSdkSearchVersion, out var sdkVersion, out string sdkPath))
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{
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if (Godot.OS.IsStdOutVerbose())
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Console.WriteLine($"Found .NET Sdk version '{sdkVersion}': {sdkPath}");
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ProjectUtils.MSBuildLocatorRegisterMSBuildPath(sdkPath);
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}
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else
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{
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try
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{
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ProjectUtils.MSBuildLocatorRegisterDefaults(out sdkVersion, out sdkPath);
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if (Godot.OS.IsStdOutVerbose())
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Console.WriteLine($"Found .NET Sdk version '{sdkVersion}': {sdkPath}");
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}
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catch (InvalidOperationException e)
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{
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if (Godot.OS.IsStdOutVerbose())
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GD.PrintErr(e.ToString());
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GD.PushError($".NET Sdk not found. The required version is '{dotNetSdkSearchVersion}'.");
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}
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}
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var editorInterface = GetEditorInterface();
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var editorBaseControl = editorInterface.GetBaseControl();
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_editorSettings = editorInterface.GetEditorSettings();
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_errorDialog = new AcceptDialog();
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editorBaseControl.AddChild(_errorDialog);
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_confirmCreateSlnDialog = new ConfirmationDialog();
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_confirmCreateSlnDialog.Confirmed += () => CreateProjectSolution();
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editorBaseControl.AddChild(_confirmCreateSlnDialog);
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MSBuildPanel = new MSBuildPanel();
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MSBuildPanel.Ready += () =>
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MSBuildPanel.BuildOutputView.BuildStateChanged += BuildStateChanged;
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_bottomPanelBtn = AddControlToBottomPanel(MSBuildPanel, "MSBuild".TTR());
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AddChild(new HotReloadAssemblyWatcher { Name = "HotReloadAssemblyWatcher" });
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_menuPopup = new PopupMenu();
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_menuPopup.Hide();
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AddToolSubmenuItem("C#", _menuPopup);
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var buildSolutionShortcut = (Shortcut)EditorShortcut("mono/build_solution");
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_toolBarBuildButton = new Button
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{
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Text = "Build",
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TooltipText = "Build Solution".TTR(),
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FocusMode = Control.FocusModeEnum.None,
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Shortcut = buildSolutionShortcut,
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ShortcutInTooltip = true
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};
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_toolBarBuildButton.Pressed += BuildSolutionPressed;
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AddControlToContainer(CustomControlContainer.Toolbar, _toolBarBuildButton);
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if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath))
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{
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ApplyNecessaryChangesToSolution();
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}
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else
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{
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_bottomPanelBtn.Hide();
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_toolBarBuildButton.Hide();
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}
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_menuPopup.AddItem("Create C# solution".TTR(), (int)MenuOptions.CreateSln);
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_menuPopup.IdPressed += _MenuOptionPressed;
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// External editor settings
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EditorDef(Settings.ExternalEditor, Variant.From(ExternalEditorId.None));
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EditorDef(Settings.VerbosityLevel, Variant.From(VerbosityLevelId.Normal));
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EditorDef(Settings.NoConsoleLogging, false);
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EditorDef(Settings.CreateBinaryLog, false);
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string settingsHintStr = "Disabled";
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if (OS.IsWindows)
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{
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settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudio}" +
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$",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
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$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
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$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
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}
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else if (OS.IsMacOS)
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{
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settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudioForMac}" +
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$",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
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$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
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$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
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}
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else if (OS.IsUnixLike)
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{
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settingsHintStr += $",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
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$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
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$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
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}
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_editorSettings.AddPropertyInfo(new Godot.Collections.Dictionary
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{
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["type"] = (int)Variant.Type.Int,
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["name"] = Settings.ExternalEditor,
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["hint"] = (int)PropertyHint.Enum,
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["hint_string"] = settingsHintStr
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});
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var verbosityLevels = Enum.GetValues<VerbosityLevelId>().Select(level => $"{Enum.GetName(level)}:{(int)level}");
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_editorSettings.AddPropertyInfo(new Godot.Collections.Dictionary
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{
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["type"] = (int)Variant.Type.Int,
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["name"] = Settings.VerbosityLevel,
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["hint"] = (int)PropertyHint.Enum,
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["hint_string"] = string.Join(",", verbosityLevels),
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});
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OnSettingsChanged();
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_editorSettings.SettingsChanged += OnSettingsChanged;
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// Export plugin
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var exportPlugin = new ExportPlugin();
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AddExportPlugin(exportPlugin);
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exportPlugin.RegisterExportSettings();
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_exportPluginWeak = WeakRef(exportPlugin);
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try
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{
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// At startup we make sure NuGet.Config files have our Godot NuGet fallback folder included
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NuGetUtils.AddFallbackFolderToGodotNuGetConfigs(NuGetUtils.GodotFallbackFolderName,
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NuGetUtils.GodotFallbackFolderPath);
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}
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catch (Exception e)
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{
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GD.PushError("Failed to add Godot NuGet Offline Packages to NuGet.Config: " + e.Message);
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}
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BuildManager.Initialize();
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RiderPathManager.Initialize();
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GodotIdeManager = new GodotIdeManager();
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AddChild(GodotIdeManager);
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}
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|
|
|
public override void _DisablePlugin()
|
|
{
|
|
base._DisablePlugin();
|
|
|
|
_editorSettings.SettingsChanged -= OnSettingsChanged;
|
|
}
|
|
|
|
private void OnSettingsChanged()
|
|
{
|
|
// We want to force NoConsoleLogging to true when the VerbosityLevel is at Detailed or above.
|
|
// At that point, there's so much info logged that it doesn't make sense to display it in
|
|
// the tiny editor window, and it'd make the editor hang or crash anyway.
|
|
var verbosityLevel = _editorSettings.GetSetting(Settings.VerbosityLevel).As<VerbosityLevelId>();
|
|
var hideConsoleLog = (bool)_editorSettings.GetSetting(Settings.NoConsoleLogging);
|
|
if (verbosityLevel >= VerbosityLevelId.Detailed && !hideConsoleLog)
|
|
_editorSettings.SetSetting(Settings.NoConsoleLogging, Variant.From(true));
|
|
}
|
|
|
|
protected override void Dispose(bool disposing)
|
|
{
|
|
if (disposing)
|
|
{
|
|
if (IsInstanceValid(_exportPluginWeak))
|
|
{
|
|
// We need to dispose our export plugin before the editor destroys EditorSettings.
|
|
// Otherwise, if the GC disposes it at a later time, EditorExportPlatformAndroid
|
|
// will be freed after EditorSettings already was, and its device polling thread
|
|
// will try to access the EditorSettings singleton, resulting in null dereferencing.
|
|
(_exportPluginWeak.GetRef().AsGodotObject() as ExportPlugin)?.Dispose();
|
|
|
|
_exportPluginWeak.Dispose();
|
|
}
|
|
|
|
GodotIdeManager?.Dispose();
|
|
}
|
|
|
|
base.Dispose(disposing);
|
|
}
|
|
|
|
public void OnBeforeSerialize()
|
|
{
|
|
}
|
|
|
|
public void OnAfterDeserialize()
|
|
{
|
|
Instance = this;
|
|
}
|
|
|
|
// Singleton
|
|
|
|
public static GodotSharpEditor Instance { get; private set; }
|
|
|
|
[UsedImplicitly]
|
|
private static IntPtr InternalCreateInstance(IntPtr unmanagedCallbacks, int unmanagedCallbacksSize)
|
|
{
|
|
Internal.Initialize(unmanagedCallbacks, unmanagedCallbacksSize);
|
|
return new GodotSharpEditor().NativeInstance;
|
|
}
|
|
}
|
|
}
|