godotsharp_dirs.cpp 10 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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 sln_filepath;
  90. String csproj_filepath;
  91. String data_editor_tools_dir;
  92. String data_editor_prebuilt_api_dir;
  93. #else
  94. // Equivalent of res_assemblies_dir, but in the data directory rather than in 'res://'.
  95. // Only defined on export templates. Used when exporting assemblies outside of PCKs.
  96. String data_game_assemblies_dir;
  97. #endif
  98. String data_mono_etc_dir;
  99. String data_mono_lib_dir;
  100. #ifdef WINDOWS_ENABLED
  101. String data_mono_bin_dir;
  102. #endif
  103. private:
  104. _GodotSharpDirs() {
  105. res_data_dir = "res://.mono";
  106. res_metadata_dir = res_data_dir.plus_file("metadata");
  107. res_assemblies_base_dir = res_data_dir.plus_file("assemblies");
  108. res_assemblies_dir = res_assemblies_base_dir.plus_file(GDMono::get_expected_api_build_config());
  109. res_config_dir = res_data_dir.plus_file("etc").plus_file("mono");
  110. // TODO use paths from csproj
  111. res_temp_dir = res_data_dir.plus_file("temp");
  112. res_temp_assemblies_base_dir = res_temp_dir.plus_file("bin");
  113. res_temp_assemblies_dir = res_temp_assemblies_base_dir.plus_file(_get_expected_build_config());
  114. #ifdef JAVASCRIPT_ENABLED
  115. mono_user_dir = "user://";
  116. #else
  117. mono_user_dir = _get_mono_user_dir();
  118. #endif
  119. mono_logs_dir = mono_user_dir.plus_file("mono_logs");
  120. #ifdef TOOLS_ENABLED
  121. mono_solutions_dir = mono_user_dir.plus_file("solutions");
  122. build_logs_dir = mono_user_dir.plus_file("build_logs");
  123. String appname = ProjectSettings::get_singleton()->get("application/config/name");
  124. String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
  125. if (appname_safe.empty()) {
  126. appname_safe = "UnnamedProject";
  127. }
  128. String base_path = ProjectSettings::get_singleton()->globalize_path("res://");
  129. sln_filepath = base_path.plus_file(appname_safe + ".sln");
  130. csproj_filepath = base_path.plus_file(appname_safe + ".csproj");
  131. #endif
  132. String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
  133. #ifdef TOOLS_ENABLED
  134. String data_dir_root = exe_dir.plus_file("GodotSharp");
  135. data_editor_tools_dir = data_dir_root.plus_file("Tools");
  136. data_editor_prebuilt_api_dir = data_dir_root.plus_file("Api");
  137. String data_mono_root_dir = data_dir_root.plus_file("Mono");
  138. data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
  139. #ifdef ANDROID_ENABLED
  140. data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
  141. #else
  142. data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
  143. #endif
  144. #ifdef WINDOWS_ENABLED
  145. data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
  146. #endif
  147. #ifdef OSX_ENABLED
  148. if (!DirAccess::exists(data_editor_tools_dir)) {
  149. data_editor_tools_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Tools");
  150. }
  151. if (!DirAccess::exists(data_editor_prebuilt_api_dir)) {
  152. data_editor_prebuilt_api_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Api");
  153. }
  154. if (!DirAccess::exists(data_mono_root_dir)) {
  155. data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
  156. data_mono_lib_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Mono/lib");
  157. }
  158. #endif
  159. #else
  160. String appname = ProjectSettings::get_singleton()->get("application/config/name");
  161. String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
  162. String data_dir_root = exe_dir.plus_file("data_" + appname_safe);
  163. if (!DirAccess::exists(data_dir_root)) {
  164. data_dir_root = exe_dir.plus_file("data_Godot");
  165. }
  166. String data_mono_root_dir = data_dir_root.plus_file("Mono");
  167. data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
  168. #ifdef ANDROID_ENABLED
  169. data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
  170. #else
  171. data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
  172. data_game_assemblies_dir = data_dir_root.plus_file("Assemblies");
  173. #endif
  174. #ifdef WINDOWS_ENABLED
  175. data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
  176. #endif
  177. #ifdef OSX_ENABLED
  178. if (!DirAccess::exists(data_mono_root_dir)) {
  179. data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
  180. data_mono_lib_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Mono/lib");
  181. }
  182. if (!DirAccess::exists(data_game_assemblies_dir)) {
  183. data_game_assemblies_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Assemblies");
  184. }
  185. #endif
  186. #endif
  187. }
  188. _GodotSharpDirs(const _GodotSharpDirs &);
  189. _GodotSharpDirs &operator=(const _GodotSharpDirs &);
  190. public:
  191. static _GodotSharpDirs &get_singleton() {
  192. static _GodotSharpDirs singleton;
  193. return singleton;
  194. }
  195. };
  196. String get_res_data_dir() {
  197. return _GodotSharpDirs::get_singleton().res_data_dir;
  198. }
  199. String get_res_metadata_dir() {
  200. return _GodotSharpDirs::get_singleton().res_metadata_dir;
  201. }
  202. String get_res_assemblies_base_dir() {
  203. return _GodotSharpDirs::get_singleton().res_assemblies_base_dir;
  204. }
  205. String get_res_assemblies_dir() {
  206. return _GodotSharpDirs::get_singleton().res_assemblies_dir;
  207. }
  208. String get_res_config_dir() {
  209. return _GodotSharpDirs::get_singleton().res_config_dir;
  210. }
  211. String get_res_temp_dir() {
  212. return _GodotSharpDirs::get_singleton().res_temp_dir;
  213. }
  214. String get_res_temp_assemblies_base_dir() {
  215. return _GodotSharpDirs::get_singleton().res_temp_assemblies_base_dir;
  216. }
  217. String get_res_temp_assemblies_dir() {
  218. return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
  219. }
  220. String get_mono_user_dir() {
  221. return _GodotSharpDirs::get_singleton().mono_user_dir;
  222. }
  223. String get_mono_logs_dir() {
  224. return _GodotSharpDirs::get_singleton().mono_logs_dir;
  225. }
  226. #ifdef TOOLS_ENABLED
  227. String get_mono_solutions_dir() {
  228. return _GodotSharpDirs::get_singleton().mono_solutions_dir;
  229. }
  230. String get_build_logs_dir() {
  231. return _GodotSharpDirs::get_singleton().build_logs_dir;
  232. }
  233. String get_project_sln_path() {
  234. return _GodotSharpDirs::get_singleton().sln_filepath;
  235. }
  236. String get_project_csproj_path() {
  237. return _GodotSharpDirs::get_singleton().csproj_filepath;
  238. }
  239. String get_data_editor_tools_dir() {
  240. return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
  241. }
  242. String get_data_editor_prebuilt_api_dir() {
  243. return _GodotSharpDirs::get_singleton().data_editor_prebuilt_api_dir;
  244. }
  245. #else
  246. String get_data_game_assemblies_dir() {
  247. return _GodotSharpDirs::get_singleton().data_game_assemblies_dir;
  248. }
  249. #endif
  250. String get_data_mono_etc_dir() {
  251. return _GodotSharpDirs::get_singleton().data_mono_etc_dir;
  252. }
  253. String get_data_mono_lib_dir() {
  254. return _GodotSharpDirs::get_singleton().data_mono_lib_dir;
  255. }
  256. #ifdef WINDOWS_ENABLED
  257. String get_data_mono_bin_dir() {
  258. return _GodotSharpDirs::get_singleton().data_mono_bin_dir;
  259. }
  260. #endif
  261. } // namespace GodotSharpDirs