godot/modules/mono/editor/editor_internal_calls.cpp
Ignacio Roldán Etcheverry 50b603c7dc C#: Begin move to .NET Core
We're targeting .NET 5 for now to make development easier while
.NET 6 is not yet released.

TEMPORARY REGRESSIONS
---------------------

Assembly unloading is not implemented yet. As such, many Godot
resources are leaked at exit. This will be re-implemented later
together with assembly hot-reloading.
2021-09-22 08:27:12 +02:00

300 lines
11 KiB
C++

/*************************************************************************/
/* editor_internal_calls.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "editor_internal_calls.h"
#ifdef UNIX_ENABLED
#include <unistd.h> // access
#endif
#include "core/os/os.h"
#include "core/version.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/plugins/script_editor_plugin.h"
#include "main/main.h"
#include "../csharp_script.h"
#include "../godotsharp_dirs.h"
#include "../utils/osx_utils.h"
#include "code_completion.h"
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
#define MAYBE_UNUSED [[maybe_unused]]
#else
#define MAYBE_UNUSED
#endif
#ifdef __GNUC__
#define GD_PINVOKE_EXPORT MAYBE_UNUSED __attribute__((visibility("default")))
#elif defined(_WIN32)
#define GD_PINVOKE_EXPORT MAYBE_UNUSED __declspec(dllexport)
#else
#define GD_PINVOKE_EXPORT MAYBE_UNUSED
#endif
void godot_icall_GodotSharpDirs_ResMetadataDir(godot_string *r_dest) {
memnew_placement(r_dest, String(GodotSharpDirs::get_res_metadata_dir()));
}
void godot_icall_GodotSharpDirs_ResTempAssembliesBaseDir(godot_string *r_dest) {
memnew_placement(r_dest, String(GodotSharpDirs::get_res_temp_assemblies_base_dir()));
}
void godot_icall_GodotSharpDirs_MonoUserDir(godot_string *r_dest) {
memnew_placement(r_dest, String(GodotSharpDirs::get_mono_user_dir()));
}
void godot_icall_GodotSharpDirs_BuildLogsDirs(godot_string *r_dest) {
#ifdef TOOLS_ENABLED
memnew_placement(r_dest, String(GodotSharpDirs::get_build_logs_dir()));
#else
return nullptr;
#endif
}
void godot_icall_GodotSharpDirs_ProjectSlnPath(godot_string *r_dest) {
#ifdef TOOLS_ENABLED
memnew_placement(r_dest, String(GodotSharpDirs::get_project_sln_path()));
#else
return nullptr;
#endif
}
void godot_icall_GodotSharpDirs_ProjectCsProjPath(godot_string *r_dest) {
#ifdef TOOLS_ENABLED
memnew_placement(r_dest, String(GodotSharpDirs::get_project_csproj_path()));
#else
return nullptr;
#endif
}
void godot_icall_GodotSharpDirs_DataEditorToolsDir(godot_string *r_dest) {
#ifdef TOOLS_ENABLED
memnew_placement(r_dest, String(GodotSharpDirs::get_data_editor_tools_dir()));
#else
return nullptr;
#endif
}
void godot_icall_EditorProgress_Create(const godot_string *p_task, const godot_string *p_label, int32_t p_amount, bool p_can_cancel) {
String task = *reinterpret_cast<const String *>(p_task);
String label = *reinterpret_cast<const String *>(p_label);
EditorNode::progress_add_task(task, label, p_amount, (bool)p_can_cancel);
}
void godot_icall_EditorProgress_Dispose(const godot_string *p_task) {
String task = *reinterpret_cast<const String *>(p_task);
EditorNode::progress_end_task(task);
}
bool godot_icall_EditorProgress_Step(const godot_string *p_task, const godot_string *p_state, int32_t p_step, bool p_force_refresh) {
String task = *reinterpret_cast<const String *>(p_task);
String state = *reinterpret_cast<const String *>(p_state);
return EditorNode::progress_task_step(task, state, p_step, (bool)p_force_refresh);
}
void godot_icall_Internal_FullTemplatesDir(godot_string *r_dest) {
String full_templates_dir = EditorSettings::get_singleton()->get_templates_dir().plus_file(VERSION_FULL_CONFIG);
memnew_placement(r_dest, String(full_templates_dir));
}
void godot_icall_Internal_SimplifyGodotPath(const godot_string *p_path, godot_string *r_dest) {
String path = *reinterpret_cast<const String *>(p_path);
memnew_placement(r_dest, String(path.simplify_path()));
}
bool godot_icall_Internal_IsOsxAppBundleInstalled(const godot_string *p_bundle_id) {
#ifdef OSX_ENABLED
String bundle_id = *reinterpret_cast<const String *>(p_bundle_id);
return (bool)osx_is_app_bundle_installed(bundle_id);
#else
(void)p_bundle_id; // UNUSED
return (bool)false;
#endif
}
bool godot_icall_Internal_GodotIs32Bits() {
return sizeof(void *) == 4;
}
bool godot_icall_Internal_GodotIsRealTDouble() {
#ifdef REAL_T_IS_DOUBLE
return (bool)true;
#else
return (bool)false;
#endif
}
void godot_icall_Internal_GodotMainIteration() {
Main::iteration();
}
bool godot_icall_Internal_IsAssembliesReloadingNeeded() {
#ifdef GD_MONO_HOT_RELOAD
return (bool)CSharpLanguage::get_singleton()->is_assembly_reloading_needed();
#else
return (bool)false;
#endif
}
void godot_icall_Internal_ReloadAssemblies(bool p_soft_reload) {
#ifdef GD_MONO_HOT_RELOAD
mono_bind::GodotSharp::get_singleton()->call_deferred(SNAME("_reload_assemblies"), (bool)p_soft_reload);
#endif
}
void godot_icall_Internal_EditorDebuggerNodeReloadScripts() {
EditorDebuggerNode::get_singleton()->reload_scripts();
}
bool godot_icall_Internal_ScriptEditorEdit(Resource *p_resource, int32_t p_line, int32_t p_col, bool p_grab_focus) {
Ref<Resource> resource = p_resource;
return (bool)ScriptEditor::get_singleton()->edit(resource, p_line, p_col, (bool)p_grab_focus);
}
void godot_icall_Internal_EditorNodeShowScriptScreen() {
EditorNode::get_singleton()->call("_editor_select", EditorNode::EDITOR_SCRIPT);
}
void godot_icall_Internal_MonoWindowsInstallRoot(godot_string *r_dest) {
#ifdef WINDOWS_ENABLED
String install_root_dir = GDMono::get_singleton()->get_mono_reg_info().install_root_dir;
memnew_placement(r_dest, String(install_root_dir));
#else
memnew_placement(r_dest, String);
return;
#endif
}
void godot_icall_Internal_EditorRunPlay() {
EditorNode::get_singleton()->run_play();
}
void godot_icall_Internal_EditorRunStop() {
EditorNode::get_singleton()->run_stop();
}
void godot_icall_Internal_ScriptEditorDebugger_ReloadScripts() {
EditorDebuggerNode *ed = EditorDebuggerNode::get_singleton();
if (ed) {
ed->reload_scripts();
}
}
void godot_icall_Internal_CodeCompletionRequest(int32_t p_kind, const godot_string *p_script_file, godot_packed_string_array *r_ret) {
String script_file = *reinterpret_cast<const String *>(p_script_file);
PackedStringArray suggestions = gdmono::get_code_completion((gdmono::CompletionKind)p_kind, script_file);
memnew_placement(r_ret, PackedStringArray(suggestions));
}
float godot_icall_Globals_EditorScale() {
return EDSCALE;
}
void godot_icall_Globals_GlobalDef(const godot_string *p_setting, const godot_variant *p_default_value, bool p_restart_if_changed, godot_variant *r_result) {
String setting = *reinterpret_cast<const String *>(p_setting);
Variant default_value = *reinterpret_cast<const Variant *>(p_default_value);
Variant result = _GLOBAL_DEF(setting, default_value, (bool)p_restart_if_changed);
memnew_placement(r_result, Variant(result));
}
void godot_icall_Globals_EditorDef(const godot_string *p_setting, const godot_variant *p_default_value, bool p_restart_if_changed, godot_variant *r_result) {
String setting = *reinterpret_cast<const String *>(p_setting);
Variant default_value = *reinterpret_cast<const Variant *>(p_default_value);
Variant result = _EDITOR_DEF(setting, default_value, (bool)p_restart_if_changed);
memnew_placement(r_result, Variant(result));
}
void godot_icall_Globals_TTR(const godot_string *p_text, godot_string *r_dest) {
String text = *reinterpret_cast<const String *>(p_text);
memnew_placement(r_dest, String(TTR(text)));
}
void godot_icall_Utils_OS_GetPlatformName(godot_string *r_dest) {
String os_name = OS::get_singleton()->get_name();
memnew_placement(r_dest, String(os_name));
}
bool godot_icall_Utils_OS_UnixFileHasExecutableAccess(const godot_string *p_file_path) {
#ifdef UNIX_ENABLED
String file_path = *reinterpret_cast<const String *>(p_file_path);
return access(file_path.utf8().get_data(), X_OK) == 0;
#else
ERR_FAIL_V(false);
#endif
}
#ifdef __cplusplus
}
#endif
void *godotsharp_editor_pinvoke_funcs[32] = {
(void *)godot_icall_GodotSharpDirs_ResMetadataDir,
(void *)godot_icall_GodotSharpDirs_ResTempAssembliesBaseDir,
(void *)godot_icall_GodotSharpDirs_MonoUserDir,
(void *)godot_icall_GodotSharpDirs_BuildLogsDirs,
(void *)godot_icall_GodotSharpDirs_ProjectSlnPath,
(void *)godot_icall_GodotSharpDirs_ProjectCsProjPath,
(void *)godot_icall_GodotSharpDirs_DataEditorToolsDir,
(void *)godot_icall_EditorProgress_Create,
(void *)godot_icall_EditorProgress_Dispose,
(void *)godot_icall_EditorProgress_Step,
(void *)godot_icall_Internal_FullTemplatesDir,
(void *)godot_icall_Internal_SimplifyGodotPath,
(void *)godot_icall_Internal_IsOsxAppBundleInstalled,
(void *)godot_icall_Internal_GodotIs32Bits,
(void *)godot_icall_Internal_GodotIsRealTDouble,
(void *)godot_icall_Internal_GodotMainIteration,
(void *)godot_icall_Internal_IsAssembliesReloadingNeeded,
(void *)godot_icall_Internal_ReloadAssemblies,
(void *)godot_icall_Internal_EditorDebuggerNodeReloadScripts,
(void *)godot_icall_Internal_ScriptEditorEdit,
(void *)godot_icall_Internal_EditorNodeShowScriptScreen,
(void *)godot_icall_Internal_MonoWindowsInstallRoot,
(void *)godot_icall_Internal_EditorRunPlay,
(void *)godot_icall_Internal_EditorRunStop,
(void *)godot_icall_Internal_ScriptEditorDebugger_ReloadScripts,
(void *)godot_icall_Internal_CodeCompletionRequest,
(void *)godot_icall_Globals_EditorScale,
(void *)godot_icall_Globals_GlobalDef,
(void *)godot_icall_Globals_EditorDef,
(void *)godot_icall_Globals_TTR,
(void *)godot_icall_Utils_OS_GetPlatformName,
(void *)godot_icall_Utils_OS_UnixFileHasExecutableAccess,
};