godot/modules/mono/editor/godotsharp_editor.cpp

569 lines
19 KiB
C++

/*************************************************************************/
/* godotsharp_editor.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 "godotsharp_editor.h"
#include "core/message_queue.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "scene/gui/control.h"
#include "scene/main/node.h"
#include "../csharp_script.h"
#include "../godotsharp_dirs.h"
#include "../mono_gd/gd_mono.h"
#include "../mono_gd/gd_mono_marshal.h"
#include "../utils/path_utils.h"
#include "bindings_generator.h"
#include "csharp_project.h"
#include "dotnet_solution.h"
#include "godotsharp_export.h"
#ifdef OSX_ENABLED
#include "../utils/osx_utils.h"
#endif
#ifdef WINDOWS_ENABLED
#include "../utils/mono_reg_utils.h"
#endif
GodotSharpEditor *GodotSharpEditor::singleton = NULL;
bool GodotSharpEditor::_create_project_solution() {
EditorProgress pr("create_csharp_solution", TTR("Generating solution..."), 2);
pr.step(TTR("Generating C# project..."));
String path = OS::get_singleton()->get_resource_dir();
String name = ProjectSettings::get_singleton()->get("application/config/name");
if (name.empty()) {
name = "UnnamedProject";
}
String guid = CSharpProject::generate_game_project(path, name);
if (guid.length()) {
DotNetSolution solution(name);
if (!solution.set_path(path)) {
show_error_dialog(TTR("Failed to create solution."));
return false;
}
DotNetSolution::ProjectInfo proj_info;
proj_info.guid = guid;
proj_info.relpath = name + ".csproj";
proj_info.configs.push_back("Debug");
proj_info.configs.push_back("Release");
proj_info.configs.push_back("Tools");
solution.add_new_project(name, proj_info);
Error sln_error = solution.save();
if (sln_error != OK) {
show_error_dialog(TTR("Failed to save solution."));
return false;
}
if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
return false;
if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
return false;
pr.step(TTR("Done"));
// Here, after all calls to progress_task_step
call_deferred("_remove_create_sln_menu_option");
} else {
show_error_dialog(TTR("Failed to create C# project."));
}
return true;
}
void GodotSharpEditor::_make_api_solutions_if_needed() {
// I'm sick entirely of ProgressDialog
static int attempts_left = 100;
if (MessageQueue::get_singleton()->is_flushing() || !SceneTree::get_singleton()) {
ERR_FAIL_COND(attempts_left == 0); // You've got to be kidding
if (SceneTree::get_singleton()) {
SceneTree::get_singleton()->connect("idle_frame", this, "_make_api_solutions_if_needed", Vector<Variant>());
} else {
call_deferred("_make_api_solutions_if_needed");
}
attempts_left--;
return;
}
// Recursion guard needed because signals don't play well with ProgressDialog either, but unlike
// the message queue, with signals the collateral damage should be minimal in the worst case.
static bool recursion_guard = false;
if (!recursion_guard) {
recursion_guard = true;
// Oneshot signals don't play well with ProgressDialog either, so we do it this way instead
SceneTree::get_singleton()->disconnect("idle_frame", this, "_make_api_solutions_if_needed");
_make_api_solutions_if_needed_impl();
recursion_guard = false;
}
}
void GodotSharpEditor::_make_api_solutions_if_needed_impl() {
// If the project has a solution and C# project make sure the API assemblies are present and up to date
String res_assemblies_dir = GodotSharpDirs::get_res_assemblies_dir();
if (!FileAccess::exists(res_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll")) ||
GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE)) {
if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
return;
}
if (!FileAccess::exists(res_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll")) ||
GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR)) {
if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
return; // Redundant? I don't think so
}
}
void GodotSharpEditor::_remove_create_sln_menu_option() {
menu_popup->remove_item(menu_popup->get_item_index(MENU_CREATE_SLN));
if (menu_popup->get_item_count() == 0)
menu_button->hide();
bottom_panel_btn->show();
}
void GodotSharpEditor::_show_about_dialog() {
bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
about_dialog_checkbox->set_pressed(show_on_start);
about_dialog->popup_centered_minsize();
}
void GodotSharpEditor::_toggle_about_dialog_on_start(bool p_enabled) {
bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
if (show_on_start != p_enabled) {
EditorSettings::get_singleton()->set_setting("mono/editor/show_info_on_start", p_enabled);
}
}
void GodotSharpEditor::_menu_option_pressed(int p_id) {
switch (p_id) {
case MENU_CREATE_SLN: {
_create_project_solution();
} break;
case MENU_ABOUT_CSHARP: {
_show_about_dialog();
} break;
default:
ERR_FAIL();
}
}
void GodotSharpEditor::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_READY: {
bool show_info_dialog = EDITOR_GET("mono/editor/show_info_on_start");
if (show_info_dialog) {
about_dialog->set_exclusive(true);
_show_about_dialog();
// Once shown a first time, it can be seen again via the Mono menu - it doesn't have to be exclusive then.
about_dialog->set_exclusive(false);
}
}
}
}
void GodotSharpEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_create_project_solution"), &GodotSharpEditor::_create_project_solution);
ClassDB::bind_method(D_METHOD("_make_api_solutions_if_needed"), &GodotSharpEditor::_make_api_solutions_if_needed);
ClassDB::bind_method(D_METHOD("_remove_create_sln_menu_option"), &GodotSharpEditor::_remove_create_sln_menu_option);
ClassDB::bind_method(D_METHOD("_toggle_about_dialog_on_start"), &GodotSharpEditor::_toggle_about_dialog_on_start);
ClassDB::bind_method(D_METHOD("_menu_option_pressed", "id"), &GodotSharpEditor::_menu_option_pressed);
}
MonoBoolean godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled(MonoString *p_bundle_id) {
#ifdef OSX_ENABLED
return (MonoBoolean)osx_is_app_bundle_installed(GDMonoMarshal::mono_string_to_godot(p_bundle_id));
#else
(void)p_bundle_id; // UNUSED
ERR_FAIL_V(false);
#endif
}
MonoString *godot_icall_Utils_OS_GetPlatformName() {
return GDMonoMarshal::mono_string_from_godot(OS::get_singleton()->get_name());
}
void GodotSharpEditor::register_internal_calls() {
static bool registered = false;
ERR_FAIL_COND(registered);
registered = true;
mono_add_internal_call("GodotSharpTools.Editor.MonoDevelopInstance::IsApplicationBundleInstalled", (void *)godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled);
mono_add_internal_call("GodotSharpTools.Utils.OS::GetPlatformName", (void *)godot_icall_Utils_OS_GetPlatformName);
GodotSharpBuilds::register_internal_calls();
GodotSharpExport::register_internal_calls();
}
void GodotSharpEditor::show_error_dialog(const String &p_message, const String &p_title) {
error_dialog->set_title(p_title);
error_dialog->set_text(p_message);
error_dialog->popup_centered_minsize();
}
Error GodotSharpEditor::open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) {
ExternalEditor editor = ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor")));
switch (editor) {
case EDITOR_VSCODE: {
static String vscode_path;
if (vscode_path.empty() || !FileAccess::exists(vscode_path)) {
// Try to search it again if it wasn't found last time or if it was removed from its location
bool found = false;
// TODO: Use initializer lists once C++11 is allowed
static Vector<String> vscode_names;
if (vscode_names.empty()) {
vscode_names.push_back("code");
vscode_names.push_back("code-oss");
vscode_names.push_back("vscode");
vscode_names.push_back("vscode-oss");
vscode_names.push_back("visual-studio-code");
vscode_names.push_back("visual-studio-code-oss");
}
for (int i = 0; i < vscode_names.size(); i++) {
vscode_path = path_which(vscode_names[i]);
if (!vscode_path.empty()) {
found = true;
break;
}
}
if (!found)
vscode_path.clear(); // Not found, clear so next time the empty() check is enough
}
List<String> args;
#ifdef OSX_ENABLED
// The package path is '/Applications/Visual Studio Code.app'
static const String vscode_bundle_id = "com.microsoft.VSCode";
static bool osx_app_bundle_installed = osx_is_app_bundle_installed(vscode_bundle_id);
if (osx_app_bundle_installed) {
args.push_back("-b");
args.push_back(vscode_bundle_id);
// The reusing of existing windows made by the 'open' command might not choose a wubdiw that is
// editing our folder. It's better to ask for a new window and let VSCode do the window management.
args.push_back("-n");
// The open process must wait until the application finishes (which is instant in VSCode's case)
args.push_back("--wait-apps");
args.push_back("--args");
}
#endif
args.push_back(ProjectSettings::get_singleton()->get_resource_path());
String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
if (p_line >= 0) {
args.push_back("-g");
args.push_back(script_path + ":" + itos(p_line + 1) + ":" + itos(p_col));
} else {
args.push_back(script_path);
}
#ifdef OSX_ENABLED
ERR_EXPLAIN("Cannot find code editor: VSCode");
ERR_FAIL_COND_V(!osx_app_bundle_installed && vscode_path.empty(), ERR_FILE_NOT_FOUND);
String command = osx_app_bundle_installed ? "/usr/bin/open" : vscode_path;
#else
ERR_EXPLAIN("Cannot find code editor: VSCode");
ERR_FAIL_COND_V(vscode_path.empty(), ERR_FILE_NOT_FOUND);
String command = vscode_path;
#endif
Error err = OS::get_singleton()->execute(command, args, false);
if (err != OK) {
ERR_PRINT("Error when trying to execute code editor: VSCode");
return err;
}
} break;
#ifdef OSX_ENABLED
case EDITOR_VISUALSTUDIO_MAC:
// [[fallthrough]];
#endif
case EDITOR_MONODEVELOP: {
#ifdef OSX_ENABLED
bool is_visualstudio = editor == EDITOR_VISUALSTUDIO_MAC;
MonoDevelopInstance **instance = is_visualstudio ?
&visualstudio_mac_instance :
&monodevelop_instance;
MonoDevelopInstance::EditorId editor_id = is_visualstudio ?
MonoDevelopInstance::VISUALSTUDIO_FOR_MAC :
MonoDevelopInstance::MONODEVELOP;
#else
MonoDevelopInstance **instance = &monodevelop_instance;
MonoDevelopInstance::EditorId editor_id = MonoDevelopInstance::MONODEVELOP;
#endif
if (!*instance)
*instance = memnew(MonoDevelopInstance(GodotSharpDirs::get_project_sln_path(), editor_id));
String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
if (p_line >= 0) {
script_path += ";" + itos(p_line + 1) + ";" + itos(p_col);
}
(*instance)->execute(script_path);
} break;
default:
return ERR_UNAVAILABLE;
}
return OK;
}
bool GodotSharpEditor::overrides_external_editor() {
return ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor"))) != EDITOR_NONE;
}
GodotSharpEditor::GodotSharpEditor(EditorNode *p_editor) {
singleton = this;
monodevelop_instance = NULL;
#ifdef OSX_ENABLED
visualstudio_mac_instance = NULL;
#endif
editor = p_editor;
error_dialog = memnew(AcceptDialog);
editor->get_gui_base()->add_child(error_dialog);
bottom_panel_btn = editor->add_bottom_panel_item(TTR("Mono"), memnew(MonoBottomPanel(editor)));
godotsharp_builds = memnew(GodotSharpBuilds);
editor->add_child(memnew(MonoReloadNode));
menu_button = memnew(MenuButton);
menu_button->set_text(TTR("Mono"));
menu_popup = menu_button->get_popup();
// TODO: Remove or edit this info dialog once Mono support is no longer in alpha
{
menu_popup->add_item(TTR("About C# support"), MENU_ABOUT_CSHARP);
about_dialog = memnew(AcceptDialog);
editor->get_gui_base()->add_child(about_dialog);
about_dialog->set_title("Important: C# support is not feature-complete");
// We don't use set_text() as the default AcceptDialog Label doesn't play well with the TextureRect and CheckBox
// we'll add. Instead we add containers and a new autowrapped Label inside.
// Main VBoxContainer (icon + label on top, checkbox at bottom)
VBoxContainer *about_vbc = memnew(VBoxContainer);
about_dialog->add_child(about_vbc);
// HBoxContainer for icon + label
HBoxContainer *about_hbc = memnew(HBoxContainer);
about_vbc->add_child(about_hbc);
TextureRect *about_icon = memnew(TextureRect);
about_hbc->add_child(about_icon);
Ref<Texture> about_icon_tex = about_icon->get_icon("NodeWarning", "EditorIcons");
about_icon->set_texture(about_icon_tex);
Label *about_label = memnew(Label);
about_hbc->add_child(about_label);
about_label->set_custom_minimum_size(Size2(600, 150) * EDSCALE);
about_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
about_label->set_autowrap(true);
String about_text =
String("C# support in Godot Engine is a brand new feature and a work in progress.\n") +
"It is currently in an alpha stage and is not suitable for use in production.\n\n" +
"As of Godot 3.1, C# support is not feature-complete and may crash in some situations. " +
"Bugs and usability issues will be addressed gradually over future 3.x releases, " +
"including compatibility breaking changes as new features are implemented for a better overall C# experience.\n\n" +
"If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, Mono version, IDE, etc:\n\n" +
" https://github.com/godotengine/godot/issues\n\n" +
"Your critical feedback at this stage will play a great role in shaping the C# support in future releases, so thank you!";
about_label->set_text(about_text);
EDITOR_DEF("mono/editor/show_info_on_start", true);
// CheckBox in main container
about_dialog_checkbox = memnew(CheckBox);
about_vbc->add_child(about_dialog_checkbox);
about_dialog_checkbox->set_text("Show this warning when starting the editor");
about_dialog_checkbox->connect("toggled", this, "_toggle_about_dialog_on_start");
}
String sln_path = GodotSharpDirs::get_project_sln_path();
String csproj_path = GodotSharpDirs::get_project_csproj_path();
if (FileAccess::exists(sln_path) && FileAccess::exists(csproj_path)) {
// Defer this task because EditorProgress calls Main::iterarion() and the main loop is not yet initialized.
call_deferred("_make_api_solutions_if_needed");
} else {
bottom_panel_btn->hide();
menu_popup->add_item(TTR("Create C# solution"), MENU_CREATE_SLN);
}
menu_popup->connect("id_pressed", this, "_menu_option_pressed");
if (menu_popup->get_item_count() == 0)
menu_button->hide();
editor->get_menu_hb()->add_child(menu_button);
// External editor settings
EditorSettings *ed_settings = EditorSettings::get_singleton();
EDITOR_DEF("mono/editor/external_editor", EDITOR_NONE);
String settings_hint_str = "Disabled";
#ifdef WINDOWS_ENABLED
settings_hint_str += ",MonoDevelop,Visual Studio Code";
#elif OSX_ENABLED
settings_hint_str += ",Visual Studio,MonoDevelop,Visual Studio Code";
#elif UNIX_ENABLED
settings_hint_str += ",MonoDevelop,Visual Studio Code";
#endif
ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/editor/external_editor", PROPERTY_HINT_ENUM, settings_hint_str));
// Export plugin
Ref<GodotSharpExport> godotsharp_export;
godotsharp_export.instance();
EditorExport::get_singleton()->add_export_plugin(godotsharp_export);
}
GodotSharpEditor::~GodotSharpEditor() {
singleton = NULL;
memdelete(godotsharp_builds);
if (monodevelop_instance) {
memdelete(monodevelop_instance);
monodevelop_instance = NULL;
}
}
MonoReloadNode *MonoReloadNode::singleton = NULL;
void MonoReloadNode::_reload_timer_timeout() {
if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
CSharpLanguage::get_singleton()->reload_assemblies(false);
}
}
void MonoReloadNode::restart_reload_timer() {
reload_timer->stop();
reload_timer->start();
}
void MonoReloadNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("_reload_timer_timeout"), &MonoReloadNode::_reload_timer_timeout);
}
void MonoReloadNode::_notification(int p_what) {
switch (p_what) {
case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
restart_reload_timer();
if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
CSharpLanguage::get_singleton()->reload_assemblies(false);
}
} break;
default: {
} break;
};
}
MonoReloadNode::MonoReloadNode() {
singleton = this;
reload_timer = memnew(Timer);
add_child(reload_timer);
reload_timer->set_one_shot(false);
reload_timer->set_wait_time(EDITOR_DEF("mono/assembly_watch_interval_sec", 0.5));
reload_timer->connect("timeout", this, "_reload_timer_timeout");
reload_timer->start();
}
MonoReloadNode::~MonoReloadNode() {
singleton = NULL;
}