Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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