csharp_project.cpp 5.4 KB

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  1. /*************************************************************************/
  2. /* csharp_project.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "csharp_project.h"
  31. #include "core/io/json.h"
  32. #include "core/os/dir_access.h"
  33. #include "core/os/file_access.h"
  34. #include "core/os/os.h"
  35. #include "core/project_settings.h"
  36. #include "../csharp_script.h"
  37. #include "../mono_gd/gd_mono_class.h"
  38. #include "../mono_gd/gd_mono_marshal.h"
  39. #include "../utils/string_utils.h"
  40. #include "script_class_parser.h"
  41. namespace CSharpProject {
  42. bool generate_api_solution_impl(const String &p_solution_dir, const String &p_core_proj_dir, const Vector<String> &p_core_compile_items,
  43. const String &p_editor_proj_dir, const Vector<String> &p_editor_compile_items,
  44. GDMonoAssembly *p_tools_project_editor_assembly) {
  45. GDMonoClass *klass = p_tools_project_editor_assembly->get_class("GodotTools.ProjectEditor", "ApiSolutionGenerator");
  46. Variant solution_dir = p_solution_dir;
  47. Variant core_proj_dir = p_core_proj_dir;
  48. Variant core_compile_items = p_core_compile_items;
  49. Variant editor_proj_dir = p_editor_proj_dir;
  50. Variant editor_compile_items = p_editor_compile_items;
  51. const Variant *args[5] = { &solution_dir, &core_proj_dir, &core_compile_items, &editor_proj_dir, &editor_compile_items };
  52. MonoException *exc = NULL;
  53. klass->get_method("GenerateApiSolution", 5)->invoke(NULL, args, &exc);
  54. if (exc) {
  55. GDMonoUtils::debug_print_unhandled_exception(exc);
  56. ERR_FAIL_V(false);
  57. }
  58. return true;
  59. }
  60. bool generate_api_solution(const String &p_solution_dir, const String &p_core_proj_dir, const Vector<String> &p_core_compile_items,
  61. const String &p_editor_proj_dir, const Vector<String> &p_editor_compile_items) {
  62. if (GDMono::get_singleton()->get_tools_project_editor_assembly()) {
  63. return generate_api_solution_impl(p_solution_dir, p_core_proj_dir, p_core_compile_items,
  64. p_editor_proj_dir, p_editor_compile_items,
  65. GDMono::get_singleton()->get_tools_project_editor_assembly());
  66. } else {
  67. MonoDomain *temp_domain = GDMonoUtils::create_domain("GodotEngine.ApiSolutionGenerationDomain");
  68. CRASH_COND(temp_domain == NULL);
  69. _GDMONO_SCOPE_EXIT_DOMAIN_UNLOAD_(temp_domain);
  70. _GDMONO_SCOPE_DOMAIN_(temp_domain);
  71. GDMonoAssembly *tools_project_editor_assembly = NULL;
  72. if (!GDMono::get_singleton()->load_assembly("GodotTools.ProjectEditor", &tools_project_editor_assembly)) {
  73. ERR_EXPLAIN("Failed to load assembly: 'GodotTools.ProjectEditor'");
  74. ERR_FAIL_V(false);
  75. }
  76. return generate_api_solution_impl(p_solution_dir, p_core_proj_dir, p_core_compile_items,
  77. p_editor_proj_dir, p_editor_compile_items,
  78. tools_project_editor_assembly);
  79. }
  80. }
  81. void add_item(const String &p_project_path, const String &p_item_type, const String &p_include) {
  82. if (!GLOBAL_DEF("mono/project/auto_update_project", true))
  83. return;
  84. GDMonoAssembly *tools_project_editor_assembly = GDMono::get_singleton()->get_tools_project_editor_assembly();
  85. GDMonoClass *klass = tools_project_editor_assembly->get_class("GodotTools.ProjectEditor", "ProjectUtils");
  86. Variant project_path = p_project_path;
  87. Variant item_type = p_item_type;
  88. Variant include = p_include;
  89. const Variant *args[3] = { &project_path, &item_type, &include };
  90. MonoException *exc = NULL;
  91. klass->get_method("AddItemToProjectChecked", 3)->invoke(NULL, args, &exc);
  92. if (exc) {
  93. GDMonoUtils::debug_print_unhandled_exception(exc);
  94. ERR_FAIL();
  95. }
  96. }
  97. } // namespace CSharpProject