godot/modules/mono/editor/godotsharp_editor.cpp

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/*************************************************************************/
/* godotsharp_editor.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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/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 "../utils/path_utils.h"
#include "bindings_generator.h"
#include "csharp_project.h"
#include "net_solution.h"
#ifdef WINDOWS_ENABLED
#include "../utils/mono_reg_utils.h"
#endif
class MonoReloadNode : public Node {
GDCLASS(MonoReloadNode, Node)
protected:
void _notification(int p_what) {
switch (p_what) {
case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
CSharpLanguage::get_singleton()->reload_assemblies_if_needed(true);
} break;
default: {
} break;
};
}
};
GodotSharpEditor *GodotSharpEditor::singleton = NULL;
bool GodotSharpEditor::_create_project_solution() {
EditorProgress pr("create_csharp_solution", "Generating solution...", 2);
pr.step("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";
}
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String guid = CSharpProject::generate_game_project(path, name);
if (guid.length()) {
NETSolution solution(name);
if (!solution.set_path(path)) {
show_error_dialog("Failed to create solution.");
return false;
}
Vector<String> extra_configs;
extra_configs.push_back("Tools");
solution.add_new_project(name, guid, extra_configs);
Error sln_error = solution.save();
if (sln_error != OK) {
show_error_dialog("Failed to save solution.");
return false;
}
if (!GodotSharpBuilds::make_api_sln(GodotSharpBuilds::API_CORE))
return false;
if (!GodotSharpBuilds::make_api_sln(GodotSharpBuilds::API_EDITOR))
return false;
pr.step("Done");
// Here, after all calls to progress_task_step
call_deferred("_remove_create_sln_menu_option");
} else {
show_error_dialog("Failed to create C# project.");
}
return true;
}
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::_menu_option_pressed(int p_id) {
switch (p_id) {
case MENU_CREATE_SLN: {
_create_project_solution();
} break;
default:
ERR_FAIL();
}
}
void GodotSharpEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_create_project_solution"), &GodotSharpEditor::_create_project_solution);
ClassDB::bind_method(D_METHOD("_remove_create_sln_menu_option"), &GodotSharpEditor::_remove_create_sln_menu_option);
ClassDB::bind_method(D_METHOD("_menu_option_pressed", "id"), &GodotSharpEditor::_menu_option_pressed);
}
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_CODE: {
List<String> args;
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) + ":" + itos(p_col));
} else {
args.push_back(script_path);
}
static String program = path_which("code");
Error err = OS::get_singleton()->execute(program.length() ? program : "code", args, false);
if (err != OK) {
ERR_PRINT("GodotSharp: Could not execute external editor");
return err;
}
} break;
case EDITOR_MONODEVELOP: {
if (!monodevel_instance)
monodevel_instance = memnew(MonoDevelopInstance(GodotSharpDirs::get_project_sln_path()));
String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
monodevel_instance->execute(script_path);
} break;
case EDITOR_VISUAL_STUDIO:
// TODO
// devenv <PathToSolutionFolder>
// devenv /edit <PathToCsFile> /command "edit.goto <Line>"
// HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\VisualStudio\SxS\VS7
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;
monodevel_instance = NULL;
editor = p_editor;
error_dialog = memnew(AcceptDialog);
editor->get_gui_base()->add_child(error_dialog);
bottom_panel_btn = editor->add_bottom_panel_item("Mono", memnew(MonoBottomPanel(editor)));
godotsharp_builds = memnew(GodotSharpBuilds);
editor->add_child(memnew(MonoReloadNode));
menu_button = memnew(MenuButton);
menu_button->set_text("Mono");
menu_popup = menu_button->get_popup();
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)) {
bottom_panel_btn->hide();
menu_popup->add_item("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();
if (!ed_settings->has_setting("mono/editor/external_editor")) {
ed_settings->set_setting("mono/editor/external_editor", EDITOR_NONE);
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}
ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/editor/external_editor", PROPERTY_HINT_ENUM, "None,MonoDevelop,Visual Studio,Visual Studio Code"));
}
GodotSharpEditor::~GodotSharpEditor() {
singleton = NULL;
memdelete(godotsharp_builds);
if (monodevel_instance) {
memdelete(monodevel_instance);
monodevel_instance = NULL;
}
}