582 lines
19 KiB
C++
582 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));
|
|
|
|
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::_build_solution_pressed() {
|
|
|
|
if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path())) {
|
|
if (!_create_project_solution())
|
|
return; // Failed to create solution
|
|
}
|
|
|
|
MonoBottomPanel::get_singleton()->call("_build_project_pressed");
|
|
}
|
|
|
|
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("_build_solution_pressed"), &GodotSharpEditor::_build_solution_pressed);
|
|
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_popup = memnew(PopupMenu);
|
|
menu_popup->hide();
|
|
menu_popup->set_as_toplevel(true);
|
|
menu_popup->set_pass_on_modal_close_click(false);
|
|
|
|
editor->add_tool_submenu_item("Mono", menu_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 in late alpha stage and, while already usable, ") +
|
|
"it is not meant for use in production.\n\n" +
|
|
"Projects can be exported to Linux, macOS and Windows, but not yet to mobile or web platforms. " +
|
|
"Bugs and usability issues will be addressed gradually over future releases, " +
|
|
"potentially 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, MSBuild 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");
|
|
|
|
ToolButton *build_button = memnew(ToolButton);
|
|
build_button->set_text("Build");
|
|
build_button->set_tooltip("Build solution");
|
|
build_button->set_focus_mode(Control::FOCUS_NONE);
|
|
build_button->connect("pressed", this, "_build_solution_pressed");
|
|
editor->get_menu_hb()->add_child(build_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;
|
|
}
|