Previously we had a placeholder solution called 'Managed' to benefit from tooling while editing the a part of the C# API. Later the bindings generator would create the final 'GodotSharp' solution including these C# files as well as the auto-generated C# API. Now we replaced the 'Managed' solution with the final 'GodotSharp' solution which is no longer auto-generated, and the bindings generator only takes care of the auto-generated C# API. This has the following benefits: - It's less confusing as there will no longer be two versions of the same file (the original and a generated copy of it). Now there's only one. - We no longer need placeholder for auto-generated API classes, like Node or Resource. We used them for benefiting from tooling. Now we can just use the auto-generated API itself. - Simplifies the build system and bindings generator. Removed lot of code that is not needed anymore. Also added a post-build target to the GodotTools project to copy the output to the data dir. This makes it easy to iterate when doing changes to GodotTools, as SCons doesn't have to be executed anymore just to copy these new files.
69 lines
3.3 KiB
C++
69 lines
3.3 KiB
C++
/*************************************************************************/
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/* csharp_project.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "csharp_project.h"
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#include "core/io/json.h"
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#include "core/os/dir_access.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "../csharp_script.h"
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#include "../mono_gd/gd_mono_class.h"
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#include "../mono_gd/gd_mono_marshal.h"
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#include "../utils/string_utils.h"
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#include "script_class_parser.h"
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namespace CSharpProject {
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void add_item(const String &p_project_path, const String &p_item_type, const String &p_include) {
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if (!GLOBAL_DEF("mono/project/auto_update_project", true))
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return;
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GDMonoAssembly *tools_project_editor_assembly = GDMono::get_singleton()->get_tools_project_editor_assembly();
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GDMonoClass *klass = tools_project_editor_assembly->get_class("GodotTools.ProjectEditor", "ProjectUtils");
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Variant project_path = p_project_path;
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Variant item_type = p_item_type;
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Variant include = p_include;
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const Variant *args[3] = { &project_path, &item_type, &include };
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MonoException *exc = NULL;
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klass->get_method("AddItemToProjectChecked", 3)->invoke(NULL, args, &exc);
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if (exc) {
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GDMonoUtils::debug_print_unhandled_exception(exc);
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ERR_FAIL();
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}
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}
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} // namespace CSharpProject
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