godot/modules/mono/editor/GodotTools/GodotTools/GodotSharpEditor.cs
Rémi Verschelde 671467b888
Mono: Remove info dialog discouraging use in production
While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.

The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.
2021-07-15 11:48:19 +02:00

536 lines
19 KiB
C#

using Godot;
using GodotTools.Core;
using GodotTools.Export;
using GodotTools.Utils;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using GodotTools.Build;
using GodotTools.Ides;
using GodotTools.Ides.Rider;
using GodotTools.Internals;
using GodotTools.ProjectEditor;
using JetBrains.Annotations;
using static GodotTools.Internals.Globals;
using File = GodotTools.Utils.File;
using OS = GodotTools.Utils.OS;
using Path = System.IO.Path;
namespace GodotTools
{
public class GodotSharpEditor : EditorPlugin, ISerializationListener
{
private EditorSettings editorSettings;
private PopupMenu menuPopup;
private AcceptDialog errorDialog;
private Button bottomPanelBtn;
private Button toolBarBuildButton;
public GodotIdeManager GodotIdeManager { get; private set; }
private WeakRef exportPluginWeak; // TODO Use WeakReference once we have proper serialization
public MSBuildPanel MSBuildPanel { get; private set; }
public bool SkipBuildBeforePlaying { get; set; } = false;
public static string ProjectAssemblyName
{
get
{
var projectAssemblyName = (string)ProjectSettings.GetSetting("application/config/name");
projectAssemblyName = projectAssemblyName.ToSafeDirName();
if (string.IsNullOrEmpty(projectAssemblyName))
projectAssemblyName = "UnnamedProject";
return projectAssemblyName;
}
}
private bool CreateProjectSolution()
{
using (var pr = new EditorProgress("create_csharp_solution", "Generating solution...".TTR(), 3))
{
pr.Step("Generating C# project...".TTR());
string resourceDir = ProjectSettings.GlobalizePath("res://");
string path = resourceDir;
string name = ProjectAssemblyName;
string guid = CsProjOperations.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<string> {"Debug", "ExportDebug", "ExportRelease"}
};
solution.AddNewProject(name, projectInfo);
try
{
solution.Save();
}
catch (IOException e)
{
ShowErrorDialog("Failed to save solution. Exception message: ".TTR() + e.Message);
return false;
}
pr.Step("Updating Godot API assemblies...".TTR());
string debugApiAssembliesError = Internal.UpdateApiAssembliesFromPrebuilt("Debug");
if (!string.IsNullOrEmpty(debugApiAssembliesError))
{
ShowErrorDialog("Failed to update the Godot API assemblies: " + debugApiAssembliesError);
return false;
}
string releaseApiAssembliesError = Internal.UpdateApiAssembliesFromPrebuilt("Release");
if (!string.IsNullOrEmpty(releaseApiAssembliesError))
{
ShowErrorDialog("Failed to update the Godot API assemblies: " + releaseApiAssembliesError);
return false;
}
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();
toolBarBuildButton.Show();
}
private void _MenuOptionPressed(int id)
{
switch ((MenuOptions)id)
{
case MenuOptions.CreateSln:
CreateProjectSolution();
break;
case MenuOptions.SetupGodotNugetFallbackFolder:
{
try
{
string fallbackFolder = NuGetUtils.GodotFallbackFolderPath;
NuGetUtils.AddFallbackFolderToUserNuGetConfigs(NuGetUtils.GodotFallbackFolderName, fallbackFolder);
NuGetUtils.AddBundledPackagesToFallbackFolder(fallbackFolder);
}
catch (Exception e)
{
ShowErrorDialog("Failed to setup Godot NuGet Offline Packages: " + e.Message);
}
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.MSBuildPanel.BuildSolution();
}
public override void _Ready()
{
base._Ready();
MSBuildPanel.BuildOutputView.BuildStateChanged += BuildStateChanged;
}
private enum MenuOptions
{
CreateSln,
SetupGodotNugetFallbackFolder,
}
public void ShowErrorDialog(string message, string title = "Error")
{
errorDialog.Title = title;
errorDialog.DialogText = message;
errorDialog.PopupCentered();
}
private static string _vsCodePath = string.Empty;
private static readonly string[] VsCodeNames =
{
"code", "code-oss", "vscode", "vscode-oss", "visual-studio-code", "visual-studio-code-oss"
};
[UsedImplicitly]
public Error OpenInExternalEditor(Script script, int line, int col)
{
var editorId = (ExternalEditorId)editorSettings.GetSetting("mono/editor/external_editor");
switch (editorId)
{
case ExternalEditorId.None:
// Not an error. Tells the caller to fallback to the global external editor settings or the built-in editor.
return Error.Unavailable;
case ExternalEditorId.VisualStudio:
{
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
var args = new List<string>
{
GodotSharpDirs.ProjectSlnPath,
line >= 0 ? $"{scriptPath};{line + 1};{col + 1}" : scriptPath
};
string command = Path.Combine(GodotSharpDirs.DataEditorToolsDir, "GodotTools.OpenVisualStudio.exe");
try
{
if (Godot.OS.IsStdoutVerbose())
Console.WriteLine($"Running: \"{command}\" {string.Join(" ", args.Select(a => $"\"{a}\""))}");
OS.RunProcess(command, args);
}
catch (Exception e)
{
GD.PushError($"Error when trying to run code editor: VisualStudio. Exception message: '{e.Message}'");
}
break;
}
case ExternalEditorId.VisualStudioForMac:
goto case ExternalEditorId.MonoDevelop;
case ExternalEditorId.Rider:
{
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
RiderPathManager.OpenFile(GodotSharpDirs.ProjectSlnPath, scriptPath, line);
return Error.Ok;
}
case ExternalEditorId.MonoDevelop:
{
string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath);
GodotIdeManager.LaunchIdeAsync().ContinueWith(launchTask =>
{
var editorPick = launchTask.Result;
if (line >= 0)
editorPick?.SendOpenFile(scriptPath, line + 1, col);
else
editorPick?.SendOpenFile(scriptPath);
});
break;
}
case ExternalEditorId.VsCode:
{
if (string.IsNullOrEmpty(_vsCodePath) || !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<string>();
bool osxAppBundleInstalled = false;
if (OS.IsMacOS)
{
// 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($"{scriptPath}:{line}:{col}");
}
else
{
args.Add(scriptPath);
}
string command;
if (OS.IsMacOS)
{
if (!osxAppBundleInstalled && string.IsNullOrEmpty(_vsCodePath))
{
GD.PushError("Cannot find code editor: VSCode");
return Error.FileNotFound;
}
command = osxAppBundleInstalled ? "/usr/bin/open" : _vsCodePath;
}
else
{
if (string.IsNullOrEmpty(_vsCodePath))
{
GD.PushError("Cannot find code editor: VSCode");
return Error.FileNotFound;
}
command = _vsCodePath;
}
try
{
OS.RunProcess(command, args);
}
catch (Exception e)
{
GD.PushError($"Error when trying to run code editor: VSCode. Exception message: '{e.Message}'");
}
break;
}
default:
throw new ArgumentOutOfRangeException();
}
return Error.Ok;
}
[UsedImplicitly]
public bool OverridesExternalEditor()
{
return (ExternalEditorId)editorSettings.GetSetting("mono/editor/external_editor") != ExternalEditorId.None;
}
public override bool _Build()
{
return BuildManager.EditorBuildCallback();
}
private void ApplyNecessaryChangesToSolution()
{
try
{
// Migrate solution from old configuration names to: Debug, ExportDebug and ExportRelease
DotNetSolution.MigrateFromOldConfigNames(GodotSharpDirs.ProjectSlnPath);
var msbuildProject = ProjectUtils.Open(GodotSharpDirs.ProjectCsProjPath)
?? throw new Exception("Cannot open C# project");
// NOTE: The order in which changes are made to the project is important
// Migrate to MSBuild project Sdks style if using the old style
ProjectUtils.MigrateToProjectSdksStyle(msbuildProject, ProjectAssemblyName);
ProjectUtils.EnsureGodotSdkIsUpToDate(msbuildProject);
if (msbuildProject.HasUnsavedChanges)
{
// Save a copy of the project before replacing it
FileUtils.SaveBackupCopy(GodotSharpDirs.ProjectCsProjPath);
msbuildProject.Save();
}
}
catch (Exception e)
{
GD.PushError(e.ToString());
}
}
private void BuildStateChanged()
{
if (bottomPanelBtn != null)
bottomPanelBtn.Icon = MSBuildPanel.BuildOutputView.BuildStateIcon;
}
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);
MSBuildPanel = new MSBuildPanel();
bottomPanelBtn = AddControlToBottomPanel(MSBuildPanel, "MSBuild".TTR());
AddChild(new HotReloadAssemblyWatcher {Name = "HotReloadAssemblyWatcher"});
menuPopup = new PopupMenu();
menuPopup.Hide();
AddToolSubmenuItem("C#", menuPopup);
toolBarBuildButton = new Button
{
Text = "Build",
HintTooltip = "Build solution",
FocusMode = Control.FocusModeEnum.None
};
toolBarBuildButton.PressedSignal += BuildSolutionPressed;
AddControlToContainer(CustomControlContainer.Toolbar, toolBarBuildButton);
if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath))
{
ApplyNecessaryChangesToSolution();
}
else
{
bottomPanelBtn.Hide();
toolBarBuildButton.Hide();
menuPopup.AddItem("Create C# solution".TTR(), (int)MenuOptions.CreateSln);
}
menuPopup.IdPressed += _MenuOptionPressed;
// External editor settings
EditorDef("mono/editor/external_editor", ExternalEditorId.None);
string settingsHintStr = "Disabled";
if (OS.IsWindows)
{
settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudio}" +
$",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
}
else if (OS.IsMacOS)
{
settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudioForMac}" +
$",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
}
else if (OS.IsUnixLike)
{
settingsHintStr += $",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" +
$",Visual Studio Code:{(int)ExternalEditorId.VsCode}" +
$",JetBrains Rider:{(int)ExternalEditorId.Rider}";
}
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 ExportPlugin();
AddExportPlugin(exportPlugin);
exportPlugin.RegisterExportSettings();
exportPluginWeak = WeakRef(exportPlugin);
try
{
// At startup we make sure NuGet.Config files have our Godot NuGet fallback folder included
NuGetUtils.AddFallbackFolderToUserNuGetConfigs(NuGetUtils.GodotFallbackFolderName, NuGetUtils.GodotFallbackFolderPath);
}
catch (Exception e)
{
GD.PushError("Failed to add Godot NuGet Offline Packages to NuGet.Config: " + e.Message);
}
BuildManager.Initialize();
RiderPathManager.Initialize();
GodotIdeManager = new GodotIdeManager();
AddChild(GodotIdeManager);
}
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 ExportPlugin)?.Dispose();
exportPluginWeak.Dispose();
}
GodotIdeManager?.Dispose();
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
Instance = this;
}
// Singleton
public static GodotSharpEditor Instance { get; private set; }
[UsedImplicitly]
private GodotSharpEditor()
{
}
}
}