godotsharp_editor.cpp 19 KB

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  1. /*************************************************************************/
  2. /* godotsharp_editor.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 "godotsharp_editor.h"
  31. #include "core/message_queue.h"
  32. #include "core/os/os.h"
  33. #include "core/project_settings.h"
  34. #include "scene/gui/control.h"
  35. #include "scene/main/node.h"
  36. #include "../csharp_script.h"
  37. #include "../godotsharp_dirs.h"
  38. #include "../mono_gd/gd_mono.h"
  39. #include "../mono_gd/gd_mono_marshal.h"
  40. #include "../utils/path_utils.h"
  41. #include "bindings_generator.h"
  42. #include "csharp_project.h"
  43. #include "dotnet_solution.h"
  44. #include "godotsharp_export.h"
  45. #ifdef OSX_ENABLED
  46. #include "../utils/osx_utils.h"
  47. #endif
  48. #ifdef WINDOWS_ENABLED
  49. #include "../utils/mono_reg_utils.h"
  50. #endif
  51. GodotSharpEditor *GodotSharpEditor::singleton = NULL;
  52. bool GodotSharpEditor::_create_project_solution() {
  53. EditorProgress pr("create_csharp_solution", TTR("Generating solution..."), 2);
  54. pr.step(TTR("Generating C# project..."));
  55. String path = OS::get_singleton()->get_resource_dir();
  56. String name = ProjectSettings::get_singleton()->get("application/config/name");
  57. if (name.empty()) {
  58. name = "UnnamedProject";
  59. }
  60. String guid = CSharpProject::generate_game_project(path, name);
  61. if (guid.length()) {
  62. DotNetSolution solution(name);
  63. if (!solution.set_path(path)) {
  64. show_error_dialog(TTR("Failed to create solution."));
  65. return false;
  66. }
  67. DotNetSolution::ProjectInfo proj_info;
  68. proj_info.guid = guid;
  69. proj_info.relpath = name + ".csproj";
  70. proj_info.configs.push_back("Debug");
  71. proj_info.configs.push_back("Release");
  72. proj_info.configs.push_back("Tools");
  73. solution.add_new_project(name, proj_info);
  74. Error sln_error = solution.save();
  75. if (sln_error != OK) {
  76. show_error_dialog(TTR("Failed to save solution."));
  77. return false;
  78. }
  79. if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
  80. return false;
  81. if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
  82. return false;
  83. pr.step(TTR("Done"));
  84. // Here, after all calls to progress_task_step
  85. call_deferred("_remove_create_sln_menu_option");
  86. } else {
  87. show_error_dialog(TTR("Failed to create C# project."));
  88. }
  89. return true;
  90. }
  91. void GodotSharpEditor::_make_api_solutions_if_needed() {
  92. // I'm sick entirely of ProgressDialog
  93. static int attempts_left = 100;
  94. if (MessageQueue::get_singleton()->is_flushing() || !SceneTree::get_singleton()) {
  95. ERR_FAIL_COND(attempts_left == 0); // You've got to be kidding
  96. if (SceneTree::get_singleton()) {
  97. SceneTree::get_singleton()->connect("idle_frame", this, "_make_api_solutions_if_needed", Vector<Variant>());
  98. } else {
  99. call_deferred("_make_api_solutions_if_needed");
  100. }
  101. attempts_left--;
  102. return;
  103. }
  104. // Recursion guard needed because signals don't play well with ProgressDialog either, but unlike
  105. // the message queue, with signals the collateral damage should be minimal in the worst case.
  106. static bool recursion_guard = false;
  107. if (!recursion_guard) {
  108. recursion_guard = true;
  109. // Oneshot signals don't play well with ProgressDialog either, so we do it this way instead
  110. SceneTree::get_singleton()->disconnect("idle_frame", this, "_make_api_solutions_if_needed");
  111. _make_api_solutions_if_needed_impl();
  112. recursion_guard = false;
  113. }
  114. }
  115. void GodotSharpEditor::_make_api_solutions_if_needed_impl() {
  116. // If the project has a solution and C# project make sure the API assemblies are present and up to date
  117. String res_assemblies_dir = GodotSharpDirs::get_res_assemblies_dir();
  118. if (!FileAccess::exists(res_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll")) ||
  119. GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE)) {
  120. if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
  121. return;
  122. }
  123. if (!FileAccess::exists(res_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll")) ||
  124. GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR)) {
  125. if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
  126. return; // Redundant? I don't think so
  127. }
  128. }
  129. void GodotSharpEditor::_remove_create_sln_menu_option() {
  130. menu_popup->remove_item(menu_popup->get_item_index(MENU_CREATE_SLN));
  131. bottom_panel_btn->show();
  132. }
  133. void GodotSharpEditor::_show_about_dialog() {
  134. bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
  135. about_dialog_checkbox->set_pressed(show_on_start);
  136. about_dialog->popup_centered_minsize();
  137. }
  138. void GodotSharpEditor::_toggle_about_dialog_on_start(bool p_enabled) {
  139. bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
  140. if (show_on_start != p_enabled) {
  141. EditorSettings::get_singleton()->set_setting("mono/editor/show_info_on_start", p_enabled);
  142. }
  143. }
  144. void GodotSharpEditor::_menu_option_pressed(int p_id) {
  145. switch (p_id) {
  146. case MENU_CREATE_SLN: {
  147. _create_project_solution();
  148. } break;
  149. case MENU_ABOUT_CSHARP: {
  150. _show_about_dialog();
  151. } break;
  152. default:
  153. ERR_FAIL();
  154. }
  155. }
  156. void GodotSharpEditor::_notification(int p_notification) {
  157. switch (p_notification) {
  158. case NOTIFICATION_READY: {
  159. bool show_info_dialog = EDITOR_GET("mono/editor/show_info_on_start");
  160. if (show_info_dialog) {
  161. about_dialog->set_exclusive(true);
  162. _show_about_dialog();
  163. // Once shown a first time, it can be seen again via the Mono menu - it doesn't have to be exclusive then.
  164. about_dialog->set_exclusive(false);
  165. }
  166. }
  167. }
  168. }
  169. void GodotSharpEditor::_bind_methods() {
  170. ClassDB::bind_method(D_METHOD("_create_project_solution"), &GodotSharpEditor::_create_project_solution);
  171. ClassDB::bind_method(D_METHOD("_make_api_solutions_if_needed"), &GodotSharpEditor::_make_api_solutions_if_needed);
  172. ClassDB::bind_method(D_METHOD("_remove_create_sln_menu_option"), &GodotSharpEditor::_remove_create_sln_menu_option);
  173. ClassDB::bind_method(D_METHOD("_toggle_about_dialog_on_start"), &GodotSharpEditor::_toggle_about_dialog_on_start);
  174. ClassDB::bind_method(D_METHOD("_menu_option_pressed", "id"), &GodotSharpEditor::_menu_option_pressed);
  175. }
  176. MonoBoolean godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled(MonoString *p_bundle_id) {
  177. #ifdef OSX_ENABLED
  178. return (MonoBoolean)osx_is_app_bundle_installed(GDMonoMarshal::mono_string_to_godot(p_bundle_id));
  179. #else
  180. (void)p_bundle_id; // UNUSED
  181. ERR_FAIL_V(false);
  182. #endif
  183. }
  184. MonoString *godot_icall_Utils_OS_GetPlatformName() {
  185. return GDMonoMarshal::mono_string_from_godot(OS::get_singleton()->get_name());
  186. }
  187. void GodotSharpEditor::register_internal_calls() {
  188. static bool registered = false;
  189. ERR_FAIL_COND(registered);
  190. registered = true;
  191. mono_add_internal_call("GodotSharpTools.Editor.MonoDevelopInstance::IsApplicationBundleInstalled", (void *)godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled);
  192. mono_add_internal_call("GodotSharpTools.Utils.OS::GetPlatformName", (void *)godot_icall_Utils_OS_GetPlatformName);
  193. GodotSharpBuilds::register_internal_calls();
  194. GodotSharpExport::register_internal_calls();
  195. }
  196. void GodotSharpEditor::show_error_dialog(const String &p_message, const String &p_title) {
  197. error_dialog->set_title(p_title);
  198. error_dialog->set_text(p_message);
  199. error_dialog->popup_centered_minsize();
  200. }
  201. Error GodotSharpEditor::open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) {
  202. ExternalEditor editor = ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor")));
  203. switch (editor) {
  204. case EDITOR_VSCODE: {
  205. static String vscode_path;
  206. if (vscode_path.empty() || !FileAccess::exists(vscode_path)) {
  207. // Try to search it again if it wasn't found last time or if it was removed from its location
  208. bool found = false;
  209. // TODO: Use initializer lists once C++11 is allowed
  210. static Vector<String> vscode_names;
  211. if (vscode_names.empty()) {
  212. vscode_names.push_back("code");
  213. vscode_names.push_back("code-oss");
  214. vscode_names.push_back("vscode");
  215. vscode_names.push_back("vscode-oss");
  216. vscode_names.push_back("visual-studio-code");
  217. vscode_names.push_back("visual-studio-code-oss");
  218. }
  219. for (int i = 0; i < vscode_names.size(); i++) {
  220. vscode_path = path_which(vscode_names[i]);
  221. if (!vscode_path.empty()) {
  222. found = true;
  223. break;
  224. }
  225. }
  226. if (!found)
  227. vscode_path.clear(); // Not found, clear so next time the empty() check is enough
  228. }
  229. List<String> args;
  230. #ifdef OSX_ENABLED
  231. // The package path is '/Applications/Visual Studio Code.app'
  232. static const String vscode_bundle_id = "com.microsoft.VSCode";
  233. static bool osx_app_bundle_installed = osx_is_app_bundle_installed(vscode_bundle_id);
  234. if (osx_app_bundle_installed) {
  235. args.push_back("-b");
  236. args.push_back(vscode_bundle_id);
  237. // The reusing of existing windows made by the 'open' command might not choose a wubdiw that is
  238. // editing our folder. It's better to ask for a new window and let VSCode do the window management.
  239. args.push_back("-n");
  240. // The open process must wait until the application finishes (which is instant in VSCode's case)
  241. args.push_back("--wait-apps");
  242. args.push_back("--args");
  243. }
  244. #endif
  245. args.push_back(ProjectSettings::get_singleton()->get_resource_path());
  246. String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
  247. if (p_line >= 0) {
  248. args.push_back("-g");
  249. args.push_back(script_path + ":" + itos(p_line + 1) + ":" + itos(p_col));
  250. } else {
  251. args.push_back(script_path);
  252. }
  253. #ifdef OSX_ENABLED
  254. ERR_EXPLAIN("Cannot find code editor: VSCode");
  255. ERR_FAIL_COND_V(!osx_app_bundle_installed && vscode_path.empty(), ERR_FILE_NOT_FOUND);
  256. String command = osx_app_bundle_installed ? "/usr/bin/open" : vscode_path;
  257. #else
  258. ERR_EXPLAIN("Cannot find code editor: VSCode");
  259. ERR_FAIL_COND_V(vscode_path.empty(), ERR_FILE_NOT_FOUND);
  260. String command = vscode_path;
  261. #endif
  262. Error err = OS::get_singleton()->execute(command, args, false);
  263. if (err != OK) {
  264. ERR_PRINT("Error when trying to execute code editor: VSCode");
  265. return err;
  266. }
  267. } break;
  268. #ifdef OSX_ENABLED
  269. case EDITOR_VISUALSTUDIO_MAC:
  270. // [[fallthrough]];
  271. #endif
  272. case EDITOR_MONODEVELOP: {
  273. #ifdef OSX_ENABLED
  274. bool is_visualstudio = editor == EDITOR_VISUALSTUDIO_MAC;
  275. MonoDevelopInstance **instance = is_visualstudio ?
  276. &visualstudio_mac_instance :
  277. &monodevelop_instance;
  278. MonoDevelopInstance::EditorId editor_id = is_visualstudio ?
  279. MonoDevelopInstance::VISUALSTUDIO_FOR_MAC :
  280. MonoDevelopInstance::MONODEVELOP;
  281. #else
  282. MonoDevelopInstance **instance = &monodevelop_instance;
  283. MonoDevelopInstance::EditorId editor_id = MonoDevelopInstance::MONODEVELOP;
  284. #endif
  285. if (!*instance)
  286. *instance = memnew(MonoDevelopInstance(GodotSharpDirs::get_project_sln_path(), editor_id));
  287. String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
  288. if (p_line >= 0) {
  289. script_path += ";" + itos(p_line + 1) + ";" + itos(p_col);
  290. }
  291. (*instance)->execute(script_path);
  292. } break;
  293. default:
  294. return ERR_UNAVAILABLE;
  295. }
  296. return OK;
  297. }
  298. bool GodotSharpEditor::overrides_external_editor() {
  299. return ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor"))) != EDITOR_NONE;
  300. }
  301. GodotSharpEditor::GodotSharpEditor(EditorNode *p_editor) {
  302. singleton = this;
  303. monodevelop_instance = NULL;
  304. #ifdef OSX_ENABLED
  305. visualstudio_mac_instance = NULL;
  306. #endif
  307. editor = p_editor;
  308. error_dialog = memnew(AcceptDialog);
  309. editor->get_gui_base()->add_child(error_dialog);
  310. bottom_panel_btn = editor->add_bottom_panel_item(TTR("Mono"), memnew(MonoBottomPanel(editor)));
  311. godotsharp_builds = memnew(GodotSharpBuilds);
  312. editor->add_child(memnew(MonoReloadNode));
  313. menu_popup = memnew(PopupMenu);
  314. menu_popup->hide();
  315. menu_popup->set_as_toplevel(true);
  316. menu_popup->set_pass_on_modal_close_click(false);
  317. editor->add_tool_submenu_item("Mono", menu_popup);
  318. // TODO: Remove or edit this info dialog once Mono support is no longer in alpha
  319. {
  320. menu_popup->add_item(TTR("About C# support"), MENU_ABOUT_CSHARP);
  321. about_dialog = memnew(AcceptDialog);
  322. editor->get_gui_base()->add_child(about_dialog);
  323. about_dialog->set_title("Important: C# support is not feature-complete");
  324. // We don't use set_text() as the default AcceptDialog Label doesn't play well with the TextureRect and CheckBox
  325. // we'll add. Instead we add containers and a new autowrapped Label inside.
  326. // Main VBoxContainer (icon + label on top, checkbox at bottom)
  327. VBoxContainer *about_vbc = memnew(VBoxContainer);
  328. about_dialog->add_child(about_vbc);
  329. // HBoxContainer for icon + label
  330. HBoxContainer *about_hbc = memnew(HBoxContainer);
  331. about_vbc->add_child(about_hbc);
  332. TextureRect *about_icon = memnew(TextureRect);
  333. about_hbc->add_child(about_icon);
  334. Ref<Texture> about_icon_tex = about_icon->get_icon("NodeWarning", "EditorIcons");
  335. about_icon->set_texture(about_icon_tex);
  336. Label *about_label = memnew(Label);
  337. about_hbc->add_child(about_label);
  338. about_label->set_custom_minimum_size(Size2(600, 150) * EDSCALE);
  339. about_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
  340. about_label->set_autowrap(true);
  341. String about_text =
  342. String("C# support in Godot Engine is a brand new feature and a work in progress.\n") +
  343. "It is currently in an alpha stage and is not suitable for use in production.\n\n" +
  344. "As of Godot 3.1, C# support is not feature-complete and may crash in some situations. " +
  345. "Bugs and usability issues will be addressed gradually over future 3.x releases, " +
  346. "including compatibility breaking changes as new features are implemented for a better overall C# experience.\n\n" +
  347. "If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, Mono version, IDE, etc:\n\n" +
  348. " https://github.com/godotengine/godot/issues\n\n" +
  349. "Your critical feedback at this stage will play a great role in shaping the C# support in future releases, so thank you!";
  350. about_label->set_text(about_text);
  351. EDITOR_DEF("mono/editor/show_info_on_start", true);
  352. // CheckBox in main container
  353. about_dialog_checkbox = memnew(CheckBox);
  354. about_vbc->add_child(about_dialog_checkbox);
  355. about_dialog_checkbox->set_text("Show this warning when starting the editor");
  356. about_dialog_checkbox->connect("toggled", this, "_toggle_about_dialog_on_start");
  357. }
  358. String sln_path = GodotSharpDirs::get_project_sln_path();
  359. String csproj_path = GodotSharpDirs::get_project_csproj_path();
  360. if (FileAccess::exists(sln_path) && FileAccess::exists(csproj_path)) {
  361. // Defer this task because EditorProgress calls Main::iterarion() and the main loop is not yet initialized.
  362. call_deferred("_make_api_solutions_if_needed");
  363. } else {
  364. bottom_panel_btn->hide();
  365. menu_popup->add_item(TTR("Create C# solution"), MENU_CREATE_SLN);
  366. }
  367. menu_popup->connect("id_pressed", this, "_menu_option_pressed");
  368. ToolButton *build_button = memnew(ToolButton);
  369. build_button->set_text("Build");
  370. build_button->set_tooltip("Build solution");
  371. build_button->set_focus_mode(Control::FOCUS_NONE);
  372. build_button->connect("pressed", MonoBottomPanel::get_singleton(), "_build_project_pressed");
  373. editor->get_menu_hb()->add_child(build_button);
  374. // External editor settings
  375. EditorSettings *ed_settings = EditorSettings::get_singleton();
  376. EDITOR_DEF("mono/editor/external_editor", EDITOR_NONE);
  377. String settings_hint_str = "Disabled";
  378. #ifdef WINDOWS_ENABLED
  379. settings_hint_str += ",MonoDevelop,Visual Studio Code";
  380. #elif OSX_ENABLED
  381. settings_hint_str += ",Visual Studio,MonoDevelop,Visual Studio Code";
  382. #elif UNIX_ENABLED
  383. settings_hint_str += ",MonoDevelop,Visual Studio Code";
  384. #endif
  385. ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/editor/external_editor", PROPERTY_HINT_ENUM, settings_hint_str));
  386. // Export plugin
  387. Ref<GodotSharpExport> godotsharp_export;
  388. godotsharp_export.instance();
  389. EditorExport::get_singleton()->add_export_plugin(godotsharp_export);
  390. }
  391. GodotSharpEditor::~GodotSharpEditor() {
  392. singleton = NULL;
  393. memdelete(godotsharp_builds);
  394. if (monodevelop_instance) {
  395. memdelete(monodevelop_instance);
  396. monodevelop_instance = NULL;
  397. }
  398. }
  399. MonoReloadNode *MonoReloadNode::singleton = NULL;
  400. void MonoReloadNode::_reload_timer_timeout() {
  401. if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
  402. CSharpLanguage::get_singleton()->reload_assemblies(false);
  403. }
  404. }
  405. void MonoReloadNode::restart_reload_timer() {
  406. reload_timer->stop();
  407. reload_timer->start();
  408. }
  409. void MonoReloadNode::_bind_methods() {
  410. ClassDB::bind_method(D_METHOD("_reload_timer_timeout"), &MonoReloadNode::_reload_timer_timeout);
  411. }
  412. void MonoReloadNode::_notification(int p_what) {
  413. switch (p_what) {
  414. case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
  415. restart_reload_timer();
  416. if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
  417. CSharpLanguage::get_singleton()->reload_assemblies(false);
  418. }
  419. } break;
  420. default: {
  421. } break;
  422. };
  423. }
  424. MonoReloadNode::MonoReloadNode() {
  425. singleton = this;
  426. reload_timer = memnew(Timer);
  427. add_child(reload_timer);
  428. reload_timer->set_one_shot(false);
  429. reload_timer->set_wait_time(EDITOR_DEF("mono/assembly_watch_interval_sec", 0.5));
  430. reload_timer->connect("timeout", this, "_reload_timer_timeout");
  431. reload_timer->start();
  432. }
  433. MonoReloadNode::~MonoReloadNode() {
  434. singleton = NULL;
  435. }