godotsharp_dirs.cpp 11 KB

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  1. /*************************************************************************/
  2. /* godotsharp_dirs.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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 "godotsharp_dirs.h"
  31. #include "core/os/dir_access.h"
  32. #include "core/os/os.h"
  33. #include "core/project_settings.h"
  34. #ifdef TOOLS_ENABLED
  35. #include "core/version.h"
  36. #include "editor/editor_settings.h"
  37. #endif
  38. #ifdef ANDROID_ENABLED
  39. #include "mono_gd/support/android_support.h"
  40. #endif
  41. #include "mono_gd/gd_mono.h"
  42. namespace GodotSharpDirs {
  43. String _get_expected_build_config() {
  44. #ifdef TOOLS_ENABLED
  45. return "Debug";
  46. #else
  47. #ifdef DEBUG_ENABLED
  48. return "ExportDebug";
  49. #else
  50. return "ExportRelease";
  51. #endif
  52. #endif
  53. }
  54. String _get_mono_user_dir() {
  55. #ifdef TOOLS_ENABLED
  56. if (EditorSettings::get_singleton()) {
  57. return EditorSettings::get_singleton()->get_data_dir().plus_file("mono");
  58. } else {
  59. String settings_path;
  60. String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
  61. DirAccessRef d = DirAccess::create_for_path(exe_dir);
  62. if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
  63. // contain yourself
  64. settings_path = exe_dir.plus_file("editor_data");
  65. } else {
  66. settings_path = OS::get_singleton()->get_data_path().plus_file(OS::get_singleton()->get_godot_dir_name());
  67. }
  68. return settings_path.plus_file("mono");
  69. }
  70. #else
  71. return OS::get_singleton()->get_user_data_dir().plus_file("mono");
  72. #endif
  73. }
  74. class _GodotSharpDirs {
  75. public:
  76. String res_data_dir;
  77. String res_metadata_dir;
  78. String res_assemblies_base_dir;
  79. String res_assemblies_dir;
  80. String res_config_dir;
  81. String res_temp_dir;
  82. String res_temp_assemblies_base_dir;
  83. String res_temp_assemblies_dir;
  84. String mono_user_dir;
  85. String mono_logs_dir;
  86. #ifdef TOOLS_ENABLED
  87. String mono_solutions_dir;
  88. String build_logs_dir;
  89. String project_assembly_name;
  90. String sln_filepath;
  91. String csproj_filepath;
  92. String data_editor_tools_dir;
  93. String data_editor_prebuilt_api_dir;
  94. #else
  95. // Equivalent of res_assemblies_dir, but in the data directory rather than in 'res://'.
  96. // Only defined on export templates. Used when exporting assemblies outside of PCKs.
  97. String data_game_assemblies_dir;
  98. #endif
  99. String data_mono_etc_dir;
  100. String data_mono_lib_dir;
  101. #ifdef WINDOWS_ENABLED
  102. String data_mono_bin_dir;
  103. #endif
  104. private:
  105. _GodotSharpDirs() {
  106. res_data_dir = "res://.mono";
  107. res_metadata_dir = res_data_dir.plus_file("metadata");
  108. res_assemblies_base_dir = res_data_dir.plus_file("assemblies");
  109. res_assemblies_dir = res_assemblies_base_dir.plus_file(GDMono::get_expected_api_build_config());
  110. res_config_dir = res_data_dir.plus_file("etc").plus_file("mono");
  111. // TODO use paths from csproj
  112. res_temp_dir = res_data_dir.plus_file("temp");
  113. res_temp_assemblies_base_dir = res_temp_dir.plus_file("bin");
  114. res_temp_assemblies_dir = res_temp_assemblies_base_dir.plus_file(_get_expected_build_config());
  115. #ifdef JAVASCRIPT_ENABLED
  116. mono_user_dir = "user://";
  117. #else
  118. mono_user_dir = _get_mono_user_dir();
  119. #endif
  120. mono_logs_dir = mono_user_dir.plus_file("mono_logs");
  121. #ifdef TOOLS_ENABLED
  122. mono_solutions_dir = mono_user_dir.plus_file("solutions");
  123. build_logs_dir = mono_user_dir.plus_file("build_logs");
  124. GLOBAL_DEF("mono/project/assembly_name", "");
  125. GLOBAL_DEF("mono/project/solution_directory", "");
  126. GLOBAL_DEF("mono/project/c#_project_directory", "");
  127. String appname = ProjectSettings::get_singleton()->get("application/config/name");
  128. String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
  129. if (appname_safe.empty()) {
  130. appname_safe = "UnnamedProject";
  131. }
  132. project_assembly_name = ProjectSettings::get_singleton()->get("mono/project/assembly_name");
  133. if (project_assembly_name.empty()) {
  134. project_assembly_name = appname_safe;
  135. ProjectSettings::get_singleton()->set("mono/project/assembly_name", project_assembly_name);
  136. }
  137. String sln_parent_dir = ProjectSettings::get_singleton()->get("mono/project/solution_directory");
  138. if (sln_parent_dir.empty()) {
  139. sln_parent_dir = "res://";
  140. }
  141. String csproj_parent_dir = ProjectSettings::get_singleton()->get("mono/project/c#_project_directory");
  142. if (csproj_parent_dir.empty()) {
  143. csproj_parent_dir = "res://";
  144. }
  145. sln_filepath = ProjectSettings::get_singleton()->globalize_path(sln_parent_dir).plus_file(project_assembly_name + ".sln");
  146. csproj_filepath = ProjectSettings::get_singleton()->globalize_path(csproj_parent_dir).plus_file(project_assembly_name + ".csproj");
  147. #endif
  148. String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
  149. #ifdef TOOLS_ENABLED
  150. String data_dir_root = exe_dir.plus_file("GodotSharp");
  151. data_editor_tools_dir = data_dir_root.plus_file("Tools");
  152. data_editor_prebuilt_api_dir = data_dir_root.plus_file("Api");
  153. String data_mono_root_dir = data_dir_root.plus_file("Mono");
  154. data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
  155. #ifdef ANDROID_ENABLED
  156. data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
  157. #else
  158. data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
  159. #endif
  160. #ifdef WINDOWS_ENABLED
  161. data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
  162. #endif
  163. #ifdef OSX_ENABLED
  164. if (!DirAccess::exists(data_editor_tools_dir)) {
  165. data_editor_tools_dir = exe_dir.plus_file("../Resources/GodotSharp/Tools");
  166. }
  167. if (!DirAccess::exists(data_editor_prebuilt_api_dir)) {
  168. data_editor_prebuilt_api_dir = exe_dir.plus_file("../Resources/GodotSharp/Api");
  169. }
  170. if (!DirAccess::exists(data_mono_root_dir)) {
  171. data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
  172. data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
  173. }
  174. #endif
  175. #else
  176. String appname = ProjectSettings::get_singleton()->get("application/config/name");
  177. String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
  178. String data_dir_root = exe_dir.plus_file("data_" + appname_safe);
  179. if (!DirAccess::exists(data_dir_root)) {
  180. data_dir_root = exe_dir.plus_file("data_Godot");
  181. }
  182. String data_mono_root_dir = data_dir_root.plus_file("Mono");
  183. data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
  184. #ifdef ANDROID_ENABLED
  185. data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
  186. #else
  187. data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
  188. data_game_assemblies_dir = data_dir_root.plus_file("Assemblies");
  189. #endif
  190. #ifdef WINDOWS_ENABLED
  191. data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
  192. #endif
  193. #ifdef OSX_ENABLED
  194. if (!DirAccess::exists(data_mono_root_dir)) {
  195. data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
  196. data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
  197. }
  198. if (!DirAccess::exists(data_game_assemblies_dir)) {
  199. data_game_assemblies_dir = exe_dir.plus_file("../Resources/GodotSharp/Assemblies");
  200. }
  201. #endif
  202. #endif
  203. }
  204. _GodotSharpDirs(const _GodotSharpDirs &);
  205. _GodotSharpDirs &operator=(const _GodotSharpDirs &);
  206. public:
  207. static _GodotSharpDirs &get_singleton() {
  208. static _GodotSharpDirs singleton;
  209. return singleton;
  210. }
  211. };
  212. String get_res_data_dir() {
  213. return _GodotSharpDirs::get_singleton().res_data_dir;
  214. }
  215. String get_res_metadata_dir() {
  216. return _GodotSharpDirs::get_singleton().res_metadata_dir;
  217. }
  218. String get_res_assemblies_base_dir() {
  219. return _GodotSharpDirs::get_singleton().res_assemblies_base_dir;
  220. }
  221. String get_res_assemblies_dir() {
  222. return _GodotSharpDirs::get_singleton().res_assemblies_dir;
  223. }
  224. String get_res_config_dir() {
  225. return _GodotSharpDirs::get_singleton().res_config_dir;
  226. }
  227. String get_res_temp_dir() {
  228. return _GodotSharpDirs::get_singleton().res_temp_dir;
  229. }
  230. String get_res_temp_assemblies_base_dir() {
  231. return _GodotSharpDirs::get_singleton().res_temp_assemblies_base_dir;
  232. }
  233. String get_res_temp_assemblies_dir() {
  234. return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
  235. }
  236. String get_mono_user_dir() {
  237. return _GodotSharpDirs::get_singleton().mono_user_dir;
  238. }
  239. String get_mono_logs_dir() {
  240. return _GodotSharpDirs::get_singleton().mono_logs_dir;
  241. }
  242. #ifdef TOOLS_ENABLED
  243. String get_mono_solutions_dir() {
  244. return _GodotSharpDirs::get_singleton().mono_solutions_dir;
  245. }
  246. String get_build_logs_dir() {
  247. return _GodotSharpDirs::get_singleton().build_logs_dir;
  248. }
  249. String get_project_assembly_name() {
  250. return _GodotSharpDirs::get_singleton().project_assembly_name;
  251. }
  252. String get_project_sln_path() {
  253. return _GodotSharpDirs::get_singleton().sln_filepath;
  254. }
  255. String get_project_csproj_path() {
  256. return _GodotSharpDirs::get_singleton().csproj_filepath;
  257. }
  258. String get_data_editor_tools_dir() {
  259. return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
  260. }
  261. String get_data_editor_prebuilt_api_dir() {
  262. return _GodotSharpDirs::get_singleton().data_editor_prebuilt_api_dir;
  263. }
  264. #else
  265. String get_data_game_assemblies_dir() {
  266. return _GodotSharpDirs::get_singleton().data_game_assemblies_dir;
  267. }
  268. #endif
  269. String get_data_mono_etc_dir() {
  270. return _GodotSharpDirs::get_singleton().data_mono_etc_dir;
  271. }
  272. String get_data_mono_lib_dir() {
  273. return _GodotSharpDirs::get_singleton().data_mono_lib_dir;
  274. }
  275. #ifdef WINDOWS_ENABLED
  276. String get_data_mono_bin_dir() {
  277. return _GodotSharpDirs::get_singleton().data_mono_bin_dir;
  278. }
  279. #endif
  280. } // namespace GodotSharpDirs