godot/modules/mono/editor/godotsharp_editor.h
Ignacio Etcheverry 00f758099b Make sure API assemblies are up to date at startup
- If there is a solution and C# project at startup, make sure API assemblies are up to date.
- Fix prebuilt assemblies only being used when building the game project, and not in other instances.
2018-10-19 00:13:15 +02:00

133 lines
4.2 KiB
C++

/*************************************************************************/
/* godotsharp_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#ifndef GODOTSHARP_EDITOR_H
#define GODOTSHARP_EDITOR_H
#include "godotsharp_builds.h"
#include "monodevelop_instance.h"
class GodotSharpEditor : public Node {
GDCLASS(GodotSharpEditor, Object)
EditorNode *editor;
MenuButton *menu_button;
PopupMenu *menu_popup;
AcceptDialog *error_dialog;
AcceptDialog *about_dialog;
CheckBox *about_dialog_checkbox;
ToolButton *bottom_panel_btn;
GodotSharpBuilds *godotsharp_builds;
MonoDevelopInstance *monodevelop_instance;
#ifdef OSX_ENABLED
MonoDevelopInstance *visualstudio_mac_instance;
#endif
bool _create_project_solution();
void _make_api_solutions_if_needed();
void _make_api_solutions_if_needed_impl();
void _remove_create_sln_menu_option();
void _show_about_dialog();
void _toggle_about_dialog_on_start(bool p_enabled);
void _menu_option_pressed(int p_id);
static GodotSharpEditor *singleton;
protected:
void _notification(int p_notification);
static void _bind_methods();
public:
enum MenuOptions {
MENU_CREATE_SLN,
MENU_ABOUT_CSHARP,
};
enum ExternalEditor {
EDITOR_NONE,
#ifdef WINDOWS_ENABLED
//EDITOR_VISUALSTUDIO, // TODO
EDITOR_MONODEVELOP,
EDITOR_VSCODE
#elif OSX_ENABLED
EDITOR_VISUALSTUDIO_MAC,
EDITOR_MONODEVELOP,
EDITOR_VSCODE
#elif UNIX_ENABLED
EDITOR_MONODEVELOP,
EDITOR_VSCODE
#endif
};
_FORCE_INLINE_ static GodotSharpEditor *get_singleton() { return singleton; }
static void register_internal_calls();
void show_error_dialog(const String &p_message, const String &p_title = "Error");
Error open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col);
bool overrides_external_editor();
GodotSharpEditor(EditorNode *p_editor);
~GodotSharpEditor();
};
class MonoReloadNode : public Node {
GDCLASS(MonoReloadNode, Node)
Timer *reload_timer;
void _reload_timer_timeout();
static MonoReloadNode *singleton;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
_FORCE_INLINE_ static MonoReloadNode *get_singleton() { return singleton; }
void restart_reload_timer();
MonoReloadNode();
~MonoReloadNode();
};
#endif // GODOTSHARP_EDITOR_H