using Godot; using GodotTools.Utils; using System; using System.Collections.Generic; using System.IO; using GodotTools.Internals; using GodotTools.ProjectEditor; using static GodotTools.Internals.Globals; using File = GodotTools.Utils.File; using Path = System.IO.Path; using OS = GodotTools.Utils.OS; namespace GodotTools { public class GodotSharpEditor : EditorPlugin, ISerializationListener { private EditorSettings editorSettings; private PopupMenu menuPopup; private AcceptDialog errorDialog; private AcceptDialog aboutDialog; private CheckBox aboutDialogCheckBox; private ToolButton bottomPanelBtn; private MonoDevelopInstance monoDevelopInstance; private MonoDevelopInstance visualStudioForMacInstance; private WeakRef exportPluginWeak; // TODO Use WeakReference once we have proper serialization public MonoBottomPanel MonoBottomPanel { get; private set; } private bool CreateProjectSolution() { using (var pr = new EditorProgress("create_csharp_solution", "Generating solution...".TTR(), 2)) { pr.Step("Generating C# project...".TTR()); string resourceDir = ProjectSettings.GlobalizePath("res://"); string path = resourceDir; string name = (string) ProjectSettings.GetSetting("application/config/name"); if (name.Empty()) name = "UnnamedProject"; string guid = CSharpProject.GenerateGameProject(path, name); if (guid.Length > 0) { var solution = new DotNetSolution(name) { DirectoryPath = path }; var projectInfo = new DotNetSolution.ProjectInfo { Guid = guid, PathRelativeToSolution = name + ".csproj", Configs = new List {"Debug", "Release", "Tools"} }; solution.AddNewProject(name, projectInfo); try { solution.Save(); } catch (IOException e) { ShowErrorDialog("Failed to save solution. Exception message: ".TTR() + e.Message); return false; } // Make sure to update the API assemblies if they happen to be missing. Just in // case the user decided to delete them at some point after they were loaded. Internal.UpdateApiAssembliesFromPrebuilt(); pr.Step("Done".TTR()); // Here, after all calls to progress_task_step CallDeferred(nameof(_RemoveCreateSlnMenuOption)); } else { ShowErrorDialog("Failed to create C# project.".TTR()); } return true; } } private void _RemoveCreateSlnMenuOption() { menuPopup.RemoveItem(menuPopup.GetItemIndex((int) MenuOptions.CreateSln)); bottomPanelBtn.Show(); } private void _ShowAboutDialog() { bool showOnStart = (bool) editorSettings.GetSetting("mono/editor/show_info_on_start"); aboutDialogCheckBox.Pressed = showOnStart; aboutDialog.PopupCenteredMinsize(); } private void _ToggleAboutDialogOnStart(bool enabled) { bool showOnStart = (bool) editorSettings.GetSetting("mono/editor/show_info_on_start"); if (showOnStart != enabled) editorSettings.SetSetting("mono/editor/show_info_on_start", enabled); } private void _MenuOptionPressed(MenuOptions id) { switch (id) { case MenuOptions.CreateSln: CreateProjectSolution(); break; case MenuOptions.AboutCSharp: _ShowAboutDialog(); break; default: throw new ArgumentOutOfRangeException(nameof(id), id, "Invalid menu option"); } } private void _BuildSolutionPressed() { if (!File.Exists(GodotSharpDirs.ProjectSlnPath)) { if (!CreateProjectSolution()) return; // Failed to create solution } Instance.MonoBottomPanel.BuildProjectPressed(); } public override void _Notification(int what) { base._Notification(what); if (what == NotificationReady) { bool showInfoDialog = (bool) editorSettings.GetSetting("mono/editor/show_info_on_start"); if (showInfoDialog) { aboutDialog.PopupExclusive = true; _ShowAboutDialog(); // Once shown a first time, it can be seen again via the Mono menu - it doesn't have to be exclusive from that time on. aboutDialog.PopupExclusive = false; } } } public enum MenuOptions { CreateSln, AboutCSharp, } public enum ExternalEditor { None, VisualStudio, // TODO (Windows-only) VisualStudioForMac, // Mac-only MonoDevelop, VsCode } public void ShowErrorDialog(string message, string title = "Error") { errorDialog.WindowTitle = title; errorDialog.DialogText = message; errorDialog.PopupCenteredMinsize(); } private static string _vsCodePath = string.Empty; private static readonly string[] VsCodeNames = { "code", "code-oss", "vscode", "vscode-oss", "visual-studio-code", "visual-studio-code-oss" }; public Error OpenInExternalEditor(Script script, int line, int col) { var editor = (ExternalEditor) editorSettings.GetSetting("mono/editor/external_editor"); switch (editor) { case ExternalEditor.VsCode: { if (_vsCodePath.Empty() || !File.Exists(_vsCodePath)) { // Try to search it again if it wasn't found last time or if it was removed from its location _vsCodePath = VsCodeNames.SelectFirstNotNull(OS.PathWhich, orElse: string.Empty); } var args = new List(); bool osxAppBundleInstalled = false; if (OS.IsOSX()) { // The package path is '/Applications/Visual Studio Code.app' const string vscodeBundleId = "com.microsoft.VSCode"; osxAppBundleInstalled = Internal.IsOsxAppBundleInstalled(vscodeBundleId); if (osxAppBundleInstalled) { args.Add("-b"); args.Add(vscodeBundleId); // 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.Add("-n"); // The open process must wait until the application finishes (which is instant in VSCode's case) args.Add("--wait-apps"); args.Add("--args"); } } var resourcePath = ProjectSettings.GlobalizePath("res://"); args.Add(resourcePath); string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); if (line >= 0) { args.Add("-g"); args.Add($"{scriptPath}:{line + 1}:{col}"); } else { args.Add(scriptPath); } string command; if (OS.IsOSX()) { if (!osxAppBundleInstalled && _vsCodePath.Empty()) { GD.PushError("Cannot find code editor: VSCode"); return Error.FileNotFound; } command = osxAppBundleInstalled ? "/usr/bin/open" : _vsCodePath; } else { if (_vsCodePath.Empty()) { GD.PushError("Cannot find code editor: VSCode"); return Error.FileNotFound; } command = _vsCodePath; } try { OS.RunProcess(command, args); } catch (Exception e) { GD.PushError($"Error when trying to run code editor: VSCode. Exception message: '{e.Message}'"); } break; } case ExternalEditor.VisualStudioForMac: goto case ExternalEditor.MonoDevelop; case ExternalEditor.MonoDevelop: { MonoDevelopInstance GetMonoDevelopInstance(string solutionPath) { if (OS.IsOSX() && editor == ExternalEditor.VisualStudioForMac) { if (visualStudioForMacInstance == null) visualStudioForMacInstance = new MonoDevelopInstance(solutionPath, MonoDevelopInstance.EditorId.VisualStudioForMac); return visualStudioForMacInstance; } if (monoDevelopInstance == null) monoDevelopInstance = new MonoDevelopInstance(solutionPath, MonoDevelopInstance.EditorId.MonoDevelop); return monoDevelopInstance; } string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); if (line >= 0) scriptPath += $";{line + 1};{col}"; GetMonoDevelopInstance(GodotSharpDirs.ProjectSlnPath).Execute(scriptPath); break; } case ExternalEditor.None: return Error.Unavailable; default: throw new ArgumentOutOfRangeException(); } return Error.Ok; } public bool OverridesExternalEditor() { return (ExternalEditor) editorSettings.GetSetting("mono/editor/external_editor") != ExternalEditor.None; } public override bool Build() { return GodotSharpBuilds.EditorBuildCallback(); } public override void EnablePlugin() { base.EnablePlugin(); if (Instance != null) throw new InvalidOperationException(); Instance = this; var editorInterface = GetEditorInterface(); var editorBaseControl = editorInterface.GetBaseControl(); editorSettings = editorInterface.GetEditorSettings(); errorDialog = new AcceptDialog(); editorBaseControl.AddChild(errorDialog); MonoBottomPanel = new MonoBottomPanel(); bottomPanelBtn = AddControlToBottomPanel(MonoBottomPanel, "Mono".TTR()); AddChild(new HotReloadAssemblyWatcher {Name = "HotReloadAssemblyWatcher"}); menuPopup = new PopupMenu(); menuPopup.Hide(); menuPopup.SetAsToplevel(true); AddToolSubmenuItem("Mono", menuPopup); // TODO: Remove or edit this info dialog once Mono support is no longer in alpha { menuPopup.AddItem("About C# support".TTR(), (int) MenuOptions.AboutCSharp); aboutDialog = new AcceptDialog(); editorBaseControl.AddChild(aboutDialog); aboutDialog.WindowTitle = "Important: C# support is not feature-complete"; // We don't use DialogText 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) var aboutVBox = new VBoxContainer(); aboutDialog.AddChild(aboutVBox); // HBoxContainer for icon + label var aboutHBox = new HBoxContainer(); aboutVBox.AddChild(aboutHBox); var aboutIcon = new TextureRect(); aboutIcon.Texture = aboutIcon.GetIcon("NodeWarning", "EditorIcons"); aboutHBox.AddChild(aboutIcon); var aboutLabel = new Label(); aboutHBox.AddChild(aboutLabel); aboutLabel.RectMinSize = new Vector2(600, 150) * EditorScale; aboutLabel.SizeFlagsVertical = (int) Control.SizeFlags.ExpandFill; aboutLabel.Autowrap = true; aboutLabel.Text = "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!"; EditorDef("mono/editor/show_info_on_start", true); // CheckBox in main container aboutDialogCheckBox = new CheckBox {Text = "Show this warning when starting the editor"}; aboutDialogCheckBox.Connect("toggled", this, nameof(_ToggleAboutDialogOnStart)); aboutVBox.AddChild(aboutDialogCheckBox); } if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath)) { // Make sure the existing project has Api assembly references configured correctly CSharpProject.FixApiHintPath(GodotSharpDirs.ProjectCsProjPath); } else { bottomPanelBtn.Hide(); menuPopup.AddItem("Create C# solution".TTR(), (int) MenuOptions.CreateSln); } menuPopup.Connect("id_pressed", this, nameof(_MenuOptionPressed)); var buildButton = new ToolButton { Text = "Build", HintTooltip = "Build solution", FocusMode = Control.FocusModeEnum.None }; buildButton.Connect("pressed", this, nameof(_BuildSolutionPressed)); AddControlToContainer(CustomControlContainer.Toolbar, buildButton); // External editor settings EditorDef("mono/editor/external_editor", ExternalEditor.None); string settingsHintStr = "Disabled"; if (OS.IsWindows()) { settingsHintStr += $",MonoDevelop:{(int) ExternalEditor.MonoDevelop}" + $",Visual Studio Code:{(int) ExternalEditor.VsCode}"; } else if (OS.IsOSX()) { settingsHintStr += $",Visual Studio:{(int) ExternalEditor.VisualStudioForMac}" + $",MonoDevelop:{(int) ExternalEditor.MonoDevelop}" + $",Visual Studio Code:{(int) ExternalEditor.VsCode}"; } else if (OS.IsUnix()) { settingsHintStr += $",MonoDevelop:{(int) ExternalEditor.MonoDevelop}" + $",Visual Studio Code:{(int) ExternalEditor.VsCode}"; } editorSettings.AddPropertyInfo(new Godot.Collections.Dictionary { ["type"] = Variant.Type.Int, ["name"] = "mono/editor/external_editor", ["hint"] = PropertyHint.Enum, ["hint_string"] = settingsHintStr }); // Export plugin var exportPlugin = new GodotSharpExport(); AddExportPlugin(exportPlugin); exportPluginWeak = WeakRef(exportPlugin); GodotSharpBuilds.Initialize(); } protected override void Dispose(bool disposing) { base.Dispose(disposing); if (exportPluginWeak != null) { // 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() as GodotSharpExport)?.Dispose(); exportPluginWeak.Dispose(); } } public void OnBeforeSerialize() { } public void OnAfterDeserialize() { Instance = this; } // Singleton public static GodotSharpEditor Instance { get; private set; } private GodotSharpEditor() { } } }