godotsharp_dirs.cpp 9.1 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) 2007-2019 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_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__
  39. #include "utils/android_utils.h"
  40. #endif
  41. namespace GodotSharpDirs {
  42. String _get_expected_build_config() {
  43. #ifdef TOOLS_ENABLED
  44. return "Tools";
  45. #else
  46. #ifdef DEBUG_ENABLED
  47. return "Debug";
  48. #else
  49. return "Release";
  50. #endif
  51. #endif
  52. }
  53. String _get_mono_user_dir() {
  54. #ifdef TOOLS_ENABLED
  55. if (EditorSettings::get_singleton()) {
  56. return EditorSettings::get_singleton()->get_data_dir().plus_file("mono");
  57. } else {
  58. String settings_path;
  59. String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
  60. DirAccessRef d = DirAccess::create_for_path(exe_dir);
  61. if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
  62. // contain yourself
  63. settings_path = exe_dir.plus_file("editor_data");
  64. } else {
  65. settings_path = OS::get_singleton()->get_data_path().plus_file(OS::get_singleton()->get_godot_dir_name());
  66. }
  67. return settings_path.plus_file("mono");
  68. }
  69. #else
  70. return OS::get_singleton()->get_user_data_dir().plus_file("mono");
  71. #endif
  72. }
  73. class _GodotSharpDirs {
  74. public:
  75. String res_data_dir;
  76. String res_metadata_dir;
  77. String res_assemblies_dir;
  78. String res_config_dir;
  79. String res_temp_dir;
  80. String res_temp_assemblies_base_dir;
  81. String res_temp_assemblies_dir;
  82. String mono_user_dir;
  83. String mono_logs_dir;
  84. #ifdef TOOLS_ENABLED
  85. String mono_solutions_dir;
  86. String build_logs_dir;
  87. String sln_filepath;
  88. String csproj_filepath;
  89. String data_editor_tools_dir;
  90. String data_editor_prebuilt_api_dir;
  91. #endif
  92. String data_mono_etc_dir;
  93. String data_mono_lib_dir;
  94. #ifdef WINDOWS_ENABLED
  95. String data_mono_bin_dir;
  96. #endif
  97. private:
  98. _GodotSharpDirs() {
  99. res_data_dir = "res://.mono";
  100. res_metadata_dir = res_data_dir.plus_file("metadata");
  101. res_assemblies_dir = res_data_dir.plus_file("assemblies");
  102. res_config_dir = res_data_dir.plus_file("etc").plus_file("mono");
  103. // TODO use paths from csproj
  104. res_temp_dir = res_data_dir.plus_file("temp");
  105. res_temp_assemblies_base_dir = res_temp_dir.plus_file("bin");
  106. res_temp_assemblies_dir = res_temp_assemblies_base_dir.plus_file(_get_expected_build_config());
  107. mono_user_dir = _get_mono_user_dir();
  108. mono_logs_dir = mono_user_dir.plus_file("mono_logs");
  109. #ifdef TOOLS_ENABLED
  110. mono_solutions_dir = mono_user_dir.plus_file("solutions");
  111. build_logs_dir = mono_user_dir.plus_file("build_logs");
  112. String appname = ProjectSettings::get_singleton()->get("application/config/name");
  113. String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
  114. if (appname_safe.empty()) {
  115. appname_safe = "UnnamedProject";
  116. }
  117. String base_path = ProjectSettings::get_singleton()->globalize_path("res://");
  118. sln_filepath = base_path.plus_file(appname_safe + ".sln");
  119. csproj_filepath = base_path.plus_file(appname_safe + ".csproj");
  120. #endif
  121. String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
  122. #ifdef TOOLS_ENABLED
  123. String data_dir_root = exe_dir.plus_file("GodotSharp");
  124. data_editor_tools_dir = data_dir_root.plus_file("Tools");
  125. data_editor_prebuilt_api_dir = data_dir_root.plus_file("Api");
  126. String data_mono_root_dir = data_dir_root.plus_file("Mono");
  127. data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
  128. #if __ANDROID__
  129. data_mono_lib_dir = GDMonoUtils::Android::get_app_native_lib_dir();
  130. #else
  131. data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
  132. #endif
  133. #ifdef WINDOWS_ENABLED
  134. data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
  135. #endif
  136. #ifdef OSX_ENABLED
  137. if (!DirAccess::exists(data_editor_tools_dir)) {
  138. data_editor_tools_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Tools");
  139. }
  140. if (!DirAccess::exists(data_editor_prebuilt_api_dir)) {
  141. data_editor_prebuilt_api_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Api");
  142. }
  143. if (!DirAccess::exists(data_mono_root_dir)) {
  144. data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
  145. data_mono_lib_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Mono/lib");
  146. }
  147. #endif
  148. #else
  149. String appname = ProjectSettings::get_singleton()->get("application/config/name");
  150. String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
  151. String data_dir_root = exe_dir.plus_file("data_" + appname_safe);
  152. if (!DirAccess::exists(data_dir_root)) {
  153. data_dir_root = exe_dir.plus_file("data_Godot");
  154. }
  155. String data_mono_root_dir = data_dir_root.plus_file("Mono");
  156. data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
  157. #if __ANDROID__
  158. data_mono_lib_dir = GDMonoUtils::Android::get_app_native_lib_dir();
  159. #else
  160. data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
  161. #endif
  162. #ifdef WINDOWS_ENABLED
  163. data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
  164. #endif
  165. #ifdef OSX_ENABLED
  166. if (!DirAccess::exists(data_mono_root_dir)) {
  167. data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
  168. data_mono_lib_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Mono/lib");
  169. }
  170. #endif
  171. #endif
  172. }
  173. _GodotSharpDirs(const _GodotSharpDirs &);
  174. _GodotSharpDirs &operator=(const _GodotSharpDirs &);
  175. public:
  176. static _GodotSharpDirs &get_singleton() {
  177. static _GodotSharpDirs singleton;
  178. return singleton;
  179. }
  180. };
  181. String get_res_data_dir() {
  182. return _GodotSharpDirs::get_singleton().res_data_dir;
  183. }
  184. String get_res_metadata_dir() {
  185. return _GodotSharpDirs::get_singleton().res_metadata_dir;
  186. }
  187. String get_res_assemblies_dir() {
  188. return _GodotSharpDirs::get_singleton().res_assemblies_dir;
  189. }
  190. String get_res_config_dir() {
  191. return _GodotSharpDirs::get_singleton().res_config_dir;
  192. }
  193. String get_res_temp_dir() {
  194. return _GodotSharpDirs::get_singleton().res_temp_dir;
  195. }
  196. String get_res_temp_assemblies_base_dir() {
  197. return _GodotSharpDirs::get_singleton().res_temp_assemblies_base_dir;
  198. }
  199. String get_res_temp_assemblies_dir() {
  200. return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
  201. }
  202. String get_mono_user_dir() {
  203. return _GodotSharpDirs::get_singleton().mono_user_dir;
  204. }
  205. String get_mono_logs_dir() {
  206. return _GodotSharpDirs::get_singleton().mono_logs_dir;
  207. }
  208. #ifdef TOOLS_ENABLED
  209. String get_mono_solutions_dir() {
  210. return _GodotSharpDirs::get_singleton().mono_solutions_dir;
  211. }
  212. String get_build_logs_dir() {
  213. return _GodotSharpDirs::get_singleton().build_logs_dir;
  214. }
  215. String get_project_sln_path() {
  216. return _GodotSharpDirs::get_singleton().sln_filepath;
  217. }
  218. String get_project_csproj_path() {
  219. return _GodotSharpDirs::get_singleton().csproj_filepath;
  220. }
  221. String get_data_editor_tools_dir() {
  222. return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
  223. }
  224. String get_data_editor_prebuilt_api_dir() {
  225. return _GodotSharpDirs::get_singleton().data_editor_prebuilt_api_dir;
  226. }
  227. #endif
  228. String get_data_mono_etc_dir() {
  229. return _GodotSharpDirs::get_singleton().data_mono_etc_dir;
  230. }
  231. String get_data_mono_lib_dir() {
  232. return _GodotSharpDirs::get_singleton().data_mono_lib_dir;
  233. }
  234. #ifdef WINDOWS_ENABLED
  235. String get_data_mono_bin_dir() {
  236. return _GodotSharpDirs::get_singleton().data_mono_bin_dir;
  237. }
  238. #endif
  239. } // namespace GodotSharpDirs