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	Fix location of Mono's shared libraries.
Fix build failing if the directory 'platform/android/java/libs/{target}/{abi}' doesn't exist.
		
	
			
		
			
				
	
	
		
			582 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			582 lines
		
	
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  godotsharp_editor.cpp                                                */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "godotsharp_editor.h"
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#include "core/message_queue.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "scene/gui/control.h"
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#include "scene/main/node.h"
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#include "../csharp_script.h"
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#include "../godotsharp_dirs.h"
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#include "../mono_gd/gd_mono.h"
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#include "../mono_gd/gd_mono_marshal.h"
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#include "../utils/path_utils.h"
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#include "bindings_generator.h"
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#include "csharp_project.h"
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#include "dotnet_solution.h"
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#include "godotsharp_export.h"
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#ifdef OSX_ENABLED
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#include "../utils/osx_utils.h"
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#endif
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#ifdef WINDOWS_ENABLED
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#include "../utils/mono_reg_utils.h"
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#endif
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GodotSharpEditor *GodotSharpEditor::singleton = NULL;
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bool GodotSharpEditor::_create_project_solution() {
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	EditorProgress pr("create_csharp_solution", TTR("Generating solution..."), 2);
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	pr.step(TTR("Generating C# project..."));
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	String path = OS::get_singleton()->get_resource_dir();
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	String appname = ProjectSettings::get_singleton()->get("application/config/name");
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	String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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	if (appname_safe.empty()) {
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		appname_safe = "UnnamedProject";
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	}
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	String guid = CSharpProject::generate_game_project(path, appname_safe);
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	if (guid.length()) {
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		DotNetSolution solution(appname_safe);
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		if (!solution.set_path(path)) {
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			show_error_dialog(TTR("Failed to create solution."));
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			return false;
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		}
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		DotNetSolution::ProjectInfo proj_info;
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		proj_info.guid = guid;
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		proj_info.relpath = appname_safe + ".csproj";
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		proj_info.configs.push_back("Debug");
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		proj_info.configs.push_back("Release");
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		proj_info.configs.push_back("Tools");
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		solution.add_new_project(appname_safe, proj_info);
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		Error sln_error = solution.save();
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		if (sln_error != OK) {
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			show_error_dialog(TTR("Failed to save solution."));
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			return false;
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		}
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		if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
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			return false;
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		if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
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			return false;
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		pr.step(TTR("Done"));
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		// Here, after all calls to progress_task_step
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		call_deferred("_remove_create_sln_menu_option");
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	} else {
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		show_error_dialog(TTR("Failed to create C# project."));
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	}
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	return true;
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}
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void GodotSharpEditor::_make_api_solutions_if_needed() {
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	// I'm sick entirely of ProgressDialog
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	static int attempts_left = 100;
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	if (MessageQueue::get_singleton()->is_flushing() || !SceneTree::get_singleton()) {
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		ERR_FAIL_COND(attempts_left == 0); // You've got to be kidding
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		if (SceneTree::get_singleton()) {
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			SceneTree::get_singleton()->connect("idle_frame", this, "_make_api_solutions_if_needed", Vector<Variant>());
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		} else {
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			call_deferred("_make_api_solutions_if_needed");
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		}
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		attempts_left--;
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		return;
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	}
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	// Recursion guard needed because signals don't play well with ProgressDialog either, but unlike
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	// the message queue, with signals the collateral damage should be minimal in the worst case.
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	static bool recursion_guard = false;
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	if (!recursion_guard) {
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		recursion_guard = true;
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		// Oneshot signals don't play well with ProgressDialog either, so we do it this way instead
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		SceneTree::get_singleton()->disconnect("idle_frame", this, "_make_api_solutions_if_needed");
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		_make_api_solutions_if_needed_impl();
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		recursion_guard = false;
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	}
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}
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void GodotSharpEditor::_make_api_solutions_if_needed_impl() {
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	// If the project has a solution and C# project make sure the API assemblies are present and up to date
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	String res_assemblies_dir = GodotSharpDirs::get_res_assemblies_dir();
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	if (!FileAccess::exists(res_assemblies_dir.plus_file(CORE_API_ASSEMBLY_NAME ".dll")) ||
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			GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_CORE)) {
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		if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_CORE))
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			return;
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	}
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	if (!FileAccess::exists(res_assemblies_dir.plus_file(EDITOR_API_ASSEMBLY_NAME ".dll")) ||
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			GDMono::get_singleton()->metadata_is_api_assembly_invalidated(APIAssembly::API_EDITOR)) {
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		if (!GodotSharpBuilds::make_api_assembly(APIAssembly::API_EDITOR))
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			return; // Redundant? I don't think so
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	}
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}
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void GodotSharpEditor::_remove_create_sln_menu_option() {
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	menu_popup->remove_item(menu_popup->get_item_index(MENU_CREATE_SLN));
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	bottom_panel_btn->show();
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}
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void GodotSharpEditor::_show_about_dialog() {
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	bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
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	about_dialog_checkbox->set_pressed(show_on_start);
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	about_dialog->popup_centered_minsize();
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}
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void GodotSharpEditor::_toggle_about_dialog_on_start(bool p_enabled) {
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	bool show_on_start = EDITOR_GET("mono/editor/show_info_on_start");
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	if (show_on_start != p_enabled) {
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		EditorSettings::get_singleton()->set_setting("mono/editor/show_info_on_start", p_enabled);
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	}
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}
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void GodotSharpEditor::_build_solution_pressed() {
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	if (!FileAccess::exists(GodotSharpDirs::get_project_sln_path())) {
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		if (!_create_project_solution())
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			return; // Failed to create solution
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	}
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	MonoBottomPanel::get_singleton()->call("_build_project_pressed");
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}
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void GodotSharpEditor::_menu_option_pressed(int p_id) {
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	switch (p_id) {
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		case MENU_CREATE_SLN: {
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			_create_project_solution();
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		} break;
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		case MENU_ABOUT_CSHARP: {
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			_show_about_dialog();
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		} break;
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		default:
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			ERR_FAIL();
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	}
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}
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void GodotSharpEditor::_notification(int p_notification) {
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	switch (p_notification) {
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		case NOTIFICATION_READY: {
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			bool show_info_dialog = EDITOR_GET("mono/editor/show_info_on_start");
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			if (show_info_dialog) {
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				about_dialog->set_exclusive(true);
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				_show_about_dialog();
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				// Once shown a first time, it can be seen again via the Mono menu - it doesn't have to be exclusive then.
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				about_dialog->set_exclusive(false);
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			}
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		}
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	}
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}
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void GodotSharpEditor::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("_build_solution_pressed"), &GodotSharpEditor::_build_solution_pressed);
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	ClassDB::bind_method(D_METHOD("_create_project_solution"), &GodotSharpEditor::_create_project_solution);
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	ClassDB::bind_method(D_METHOD("_make_api_solutions_if_needed"), &GodotSharpEditor::_make_api_solutions_if_needed);
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	ClassDB::bind_method(D_METHOD("_remove_create_sln_menu_option"), &GodotSharpEditor::_remove_create_sln_menu_option);
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	ClassDB::bind_method(D_METHOD("_toggle_about_dialog_on_start"), &GodotSharpEditor::_toggle_about_dialog_on_start);
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	ClassDB::bind_method(D_METHOD("_menu_option_pressed", "id"), &GodotSharpEditor::_menu_option_pressed);
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}
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MonoBoolean godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled(MonoString *p_bundle_id) {
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#ifdef OSX_ENABLED
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	return (MonoBoolean)osx_is_app_bundle_installed(GDMonoMarshal::mono_string_to_godot(p_bundle_id));
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#else
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	(void)p_bundle_id; // UNUSED
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	ERR_FAIL_V(false);
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#endif
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}
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MonoString *godot_icall_Utils_OS_GetPlatformName() {
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	return GDMonoMarshal::mono_string_from_godot(OS::get_singleton()->get_name());
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}
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void GodotSharpEditor::register_internal_calls() {
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	static bool registered = false;
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	ERR_FAIL_COND(registered);
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	registered = true;
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	mono_add_internal_call("GodotSharpTools.Editor.MonoDevelopInstance::IsApplicationBundleInstalled", (void *)godot_icall_MonoDevelopInstance_IsApplicationBundleInstalled);
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	mono_add_internal_call("GodotSharpTools.Utils.OS::GetPlatformName", (void *)godot_icall_Utils_OS_GetPlatformName);
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	GodotSharpBuilds::register_internal_calls();
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	GodotSharpExport::register_internal_calls();
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}
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void GodotSharpEditor::show_error_dialog(const String &p_message, const String &p_title) {
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	error_dialog->set_title(p_title);
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	error_dialog->set_text(p_message);
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	error_dialog->popup_centered_minsize();
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}
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Error GodotSharpEditor::open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col) {
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	ExternalEditor editor = ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor")));
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	switch (editor) {
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		case EDITOR_VSCODE: {
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			static String vscode_path;
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			if (vscode_path.empty() || !FileAccess::exists(vscode_path)) {
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				// Try to search it again if it wasn't found last time or if it was removed from its location
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				bool found = false;
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				// TODO: Use initializer lists once C++11 is allowed
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				static Vector<String> vscode_names;
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				if (vscode_names.empty()) {
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					vscode_names.push_back("code");
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					vscode_names.push_back("code-oss");
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					vscode_names.push_back("vscode");
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					vscode_names.push_back("vscode-oss");
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					vscode_names.push_back("visual-studio-code");
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					vscode_names.push_back("visual-studio-code-oss");
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				}
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				for (int i = 0; i < vscode_names.size(); i++) {
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					vscode_path = path_which(vscode_names[i]);
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					if (!vscode_path.empty()) {
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						found = true;
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						break;
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					}
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				}
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				if (!found)
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					vscode_path.clear(); // Not found, clear so next time the empty() check is enough
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			}
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						|
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			List<String> args;
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						|
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#ifdef OSX_ENABLED
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			// The package path is '/Applications/Visual Studio Code.app'
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			static const String vscode_bundle_id = "com.microsoft.VSCode";
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			static bool osx_app_bundle_installed = osx_is_app_bundle_installed(vscode_bundle_id);
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 | 
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			if (osx_app_bundle_installed) {
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				args.push_back("-b");
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				args.push_back(vscode_bundle_id);
 | 
						|
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				// The reusing of existing windows made by the 'open' command might not choose a wubdiw that is
 | 
						|
				// editing our folder. It's better to ask for a new window and let VSCode do the window management.
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						|
				args.push_back("-n");
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						|
				// The open process must wait until the application finishes (which is instant in VSCode's case)
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				args.push_back("--wait-apps");
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						|
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						|
				args.push_back("--args");
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						|
			}
 | 
						|
#endif
 | 
						|
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			args.push_back(ProjectSettings::get_singleton()->get_resource_path());
 | 
						|
 | 
						|
			String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
 | 
						|
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						|
			if (p_line >= 0) {
 | 
						|
				args.push_back("-g");
 | 
						|
				args.push_back(script_path + ":" + itos(p_line + 1) + ":" + itos(p_col));
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						|
			} else {
 | 
						|
				args.push_back(script_path);
 | 
						|
			}
 | 
						|
 | 
						|
#ifdef OSX_ENABLED
 | 
						|
			ERR_EXPLAIN("Cannot find code editor: VSCode");
 | 
						|
			ERR_FAIL_COND_V(!osx_app_bundle_installed && vscode_path.empty(), ERR_FILE_NOT_FOUND);
 | 
						|
 | 
						|
			String command = osx_app_bundle_installed ? "/usr/bin/open" : vscode_path;
 | 
						|
#else
 | 
						|
			ERR_EXPLAIN("Cannot find code editor: VSCode");
 | 
						|
			ERR_FAIL_COND_V(vscode_path.empty(), ERR_FILE_NOT_FOUND);
 | 
						|
 | 
						|
			String command = vscode_path;
 | 
						|
#endif
 | 
						|
 | 
						|
			Error err = OS::get_singleton()->execute(command, args, false);
 | 
						|
 | 
						|
			if (err != OK) {
 | 
						|
				ERR_PRINT("Error when trying to execute code editor: VSCode");
 | 
						|
				return err;
 | 
						|
			}
 | 
						|
		} break;
 | 
						|
#ifdef OSX_ENABLED
 | 
						|
		case EDITOR_VISUALSTUDIO_MAC:
 | 
						|
			// [[fallthrough]];
 | 
						|
#endif
 | 
						|
		case EDITOR_MONODEVELOP: {
 | 
						|
#ifdef OSX_ENABLED
 | 
						|
			bool is_visualstudio = editor == EDITOR_VISUALSTUDIO_MAC;
 | 
						|
 | 
						|
			MonoDevelopInstance **instance = is_visualstudio ?
 | 
						|
													 &visualstudio_mac_instance :
 | 
						|
													 &monodevelop_instance;
 | 
						|
 | 
						|
			MonoDevelopInstance::EditorId editor_id = is_visualstudio ?
 | 
						|
															  MonoDevelopInstance::VISUALSTUDIO_FOR_MAC :
 | 
						|
															  MonoDevelopInstance::MONODEVELOP;
 | 
						|
#else
 | 
						|
			MonoDevelopInstance **instance = &monodevelop_instance;
 | 
						|
			MonoDevelopInstance::EditorId editor_id = MonoDevelopInstance::MONODEVELOP;
 | 
						|
#endif
 | 
						|
 | 
						|
			if (!*instance)
 | 
						|
				*instance = memnew(MonoDevelopInstance(GodotSharpDirs::get_project_sln_path(), editor_id));
 | 
						|
 | 
						|
			String script_path = ProjectSettings::get_singleton()->globalize_path(p_script->get_path());
 | 
						|
 | 
						|
			if (p_line >= 0) {
 | 
						|
				script_path += ";" + itos(p_line + 1) + ";" + itos(p_col);
 | 
						|
			}
 | 
						|
 | 
						|
			(*instance)->execute(script_path);
 | 
						|
		} break;
 | 
						|
		default:
 | 
						|
			return ERR_UNAVAILABLE;
 | 
						|
	}
 | 
						|
 | 
						|
	return OK;
 | 
						|
}
 | 
						|
 | 
						|
bool GodotSharpEditor::overrides_external_editor() {
 | 
						|
 | 
						|
	return ExternalEditor(int(EditorSettings::get_singleton()->get("mono/editor/external_editor"))) != EDITOR_NONE;
 | 
						|
}
 | 
						|
 | 
						|
GodotSharpEditor::GodotSharpEditor(EditorNode *p_editor) {
 | 
						|
 | 
						|
	singleton = this;
 | 
						|
 | 
						|
	monodevelop_instance = NULL;
 | 
						|
#ifdef OSX_ENABLED
 | 
						|
	visualstudio_mac_instance = NULL;
 | 
						|
#endif
 | 
						|
 | 
						|
	editor = p_editor;
 | 
						|
 | 
						|
	error_dialog = memnew(AcceptDialog);
 | 
						|
	editor->get_gui_base()->add_child(error_dialog);
 | 
						|
 | 
						|
	bottom_panel_btn = editor->add_bottom_panel_item(TTR("Mono"), memnew(MonoBottomPanel(editor)));
 | 
						|
 | 
						|
	godotsharp_builds = memnew(GodotSharpBuilds);
 | 
						|
 | 
						|
	editor->add_child(memnew(MonoReloadNode));
 | 
						|
 | 
						|
	menu_popup = memnew(PopupMenu);
 | 
						|
	menu_popup->hide();
 | 
						|
	menu_popup->set_as_toplevel(true);
 | 
						|
	menu_popup->set_pass_on_modal_close_click(false);
 | 
						|
 | 
						|
	editor->add_tool_submenu_item("Mono", menu_popup);
 | 
						|
 | 
						|
	// TODO: Remove or edit this info dialog once Mono support is no longer in alpha
 | 
						|
	{
 | 
						|
		menu_popup->add_item(TTR("About C# support"), MENU_ABOUT_CSHARP);
 | 
						|
		about_dialog = memnew(AcceptDialog);
 | 
						|
		editor->get_gui_base()->add_child(about_dialog);
 | 
						|
		about_dialog->set_title("Important: C# support is not feature-complete");
 | 
						|
 | 
						|
		// We don't use set_text() as the default AcceptDialog Label doesn't play well with the TextureRect and CheckBox
 | 
						|
		// we'll add. Instead we add containers and a new autowrapped Label inside.
 | 
						|
 | 
						|
		// Main VBoxContainer (icon + label on top, checkbox at bottom)
 | 
						|
		VBoxContainer *about_vbc = memnew(VBoxContainer);
 | 
						|
		about_dialog->add_child(about_vbc);
 | 
						|
 | 
						|
		// HBoxContainer for icon + label
 | 
						|
		HBoxContainer *about_hbc = memnew(HBoxContainer);
 | 
						|
		about_vbc->add_child(about_hbc);
 | 
						|
 | 
						|
		TextureRect *about_icon = memnew(TextureRect);
 | 
						|
		about_hbc->add_child(about_icon);
 | 
						|
		Ref<Texture> about_icon_tex = about_icon->get_icon("NodeWarning", "EditorIcons");
 | 
						|
		about_icon->set_texture(about_icon_tex);
 | 
						|
 | 
						|
		Label *about_label = memnew(Label);
 | 
						|
		about_hbc->add_child(about_label);
 | 
						|
		about_label->set_custom_minimum_size(Size2(600, 150) * EDSCALE);
 | 
						|
		about_label->set_v_size_flags(Control::SIZE_EXPAND_FILL);
 | 
						|
		about_label->set_autowrap(true);
 | 
						|
		String about_text =
 | 
						|
				String("C# support in Godot Engine is in late alpha stage and, while already usable, ") +
 | 
						|
				"it is not meant for use in production.\n\n" +
 | 
						|
				"Projects can be exported to Linux, macOS and Windows, but not yet to mobile or web platforms. " +
 | 
						|
				"Bugs and usability issues will be addressed gradually over future releases, " +
 | 
						|
				"potentially including compatibility breaking changes as new features are implemented for a better overall C# experience.\n\n" +
 | 
						|
				"If you experience issues with this Mono build, please report them on Godot's issue tracker with details about your system, MSBuild version, IDE, etc.:\n\n" +
 | 
						|
				"        https://github.com/godotengine/godot/issues\n\n" +
 | 
						|
				"Your critical feedback at this stage will play a great role in shaping the C# support in future releases, so thank you!";
 | 
						|
		about_label->set_text(about_text);
 | 
						|
 | 
						|
		EDITOR_DEF("mono/editor/show_info_on_start", true);
 | 
						|
 | 
						|
		// CheckBox in main container
 | 
						|
		about_dialog_checkbox = memnew(CheckBox);
 | 
						|
		about_vbc->add_child(about_dialog_checkbox);
 | 
						|
		about_dialog_checkbox->set_text("Show this warning when starting the editor");
 | 
						|
		about_dialog_checkbox->connect("toggled", this, "_toggle_about_dialog_on_start");
 | 
						|
	}
 | 
						|
 | 
						|
	String sln_path = GodotSharpDirs::get_project_sln_path();
 | 
						|
	String csproj_path = GodotSharpDirs::get_project_csproj_path();
 | 
						|
 | 
						|
	if (FileAccess::exists(sln_path) && FileAccess::exists(csproj_path)) {
 | 
						|
		// Defer this task because EditorProgress calls Main::iterarion() and the main loop is not yet initialized.
 | 
						|
		call_deferred("_make_api_solutions_if_needed");
 | 
						|
	} else {
 | 
						|
		bottom_panel_btn->hide();
 | 
						|
		menu_popup->add_item(TTR("Create C# solution"), MENU_CREATE_SLN);
 | 
						|
	}
 | 
						|
 | 
						|
	menu_popup->connect("id_pressed", this, "_menu_option_pressed");
 | 
						|
 | 
						|
	ToolButton *build_button = memnew(ToolButton);
 | 
						|
	build_button->set_text("Build");
 | 
						|
	build_button->set_tooltip("Build solution");
 | 
						|
	build_button->set_focus_mode(Control::FOCUS_NONE);
 | 
						|
	build_button->connect("pressed", this, "_build_solution_pressed");
 | 
						|
	editor->get_menu_hb()->add_child(build_button);
 | 
						|
 | 
						|
	// External editor settings
 | 
						|
	EditorSettings *ed_settings = EditorSettings::get_singleton();
 | 
						|
	EDITOR_DEF("mono/editor/external_editor", EDITOR_NONE);
 | 
						|
 | 
						|
	String settings_hint_str = "Disabled";
 | 
						|
 | 
						|
#if defined(WINDOWS_ENABLED)
 | 
						|
	settings_hint_str += ",MonoDevelop,Visual Studio Code";
 | 
						|
#elif defined(OSX_ENABLED)
 | 
						|
	settings_hint_str += ",Visual Studio,MonoDevelop,Visual Studio Code";
 | 
						|
#elif defined(UNIX_ENABLED)
 | 
						|
	settings_hint_str += ",MonoDevelop,Visual Studio Code";
 | 
						|
#endif
 | 
						|
 | 
						|
	ed_settings->add_property_hint(PropertyInfo(Variant::INT, "mono/editor/external_editor", PROPERTY_HINT_ENUM, settings_hint_str));
 | 
						|
 | 
						|
	// Export plugin
 | 
						|
	Ref<GodotSharpExport> godotsharp_export;
 | 
						|
	godotsharp_export.instance();
 | 
						|
	EditorExport::get_singleton()->add_export_plugin(godotsharp_export);
 | 
						|
}
 | 
						|
 | 
						|
GodotSharpEditor::~GodotSharpEditor() {
 | 
						|
 | 
						|
	singleton = NULL;
 | 
						|
 | 
						|
	memdelete(godotsharp_builds);
 | 
						|
 | 
						|
	if (monodevelop_instance) {
 | 
						|
		memdelete(monodevelop_instance);
 | 
						|
		monodevelop_instance = NULL;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
MonoReloadNode *MonoReloadNode::singleton = NULL;
 | 
						|
 | 
						|
void MonoReloadNode::_reload_timer_timeout() {
 | 
						|
 | 
						|
	if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
 | 
						|
		CSharpLanguage::get_singleton()->reload_assemblies(false);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void MonoReloadNode::restart_reload_timer() {
 | 
						|
 | 
						|
	reload_timer->stop();
 | 
						|
	reload_timer->start();
 | 
						|
}
 | 
						|
 | 
						|
void MonoReloadNode::_bind_methods() {
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("_reload_timer_timeout"), &MonoReloadNode::_reload_timer_timeout);
 | 
						|
}
 | 
						|
 | 
						|
void MonoReloadNode::_notification(int p_what) {
 | 
						|
	switch (p_what) {
 | 
						|
		case MainLoop::NOTIFICATION_WM_FOCUS_IN: {
 | 
						|
			restart_reload_timer();
 | 
						|
			if (CSharpLanguage::get_singleton()->is_assembly_reloading_needed()) {
 | 
						|
				CSharpLanguage::get_singleton()->reload_assemblies(false);
 | 
						|
			}
 | 
						|
		} break;
 | 
						|
		default: {
 | 
						|
		} break;
 | 
						|
	};
 | 
						|
}
 | 
						|
 | 
						|
MonoReloadNode::MonoReloadNode() {
 | 
						|
 | 
						|
	singleton = this;
 | 
						|
 | 
						|
	reload_timer = memnew(Timer);
 | 
						|
	add_child(reload_timer);
 | 
						|
	reload_timer->set_one_shot(false);
 | 
						|
	reload_timer->set_wait_time(EDITOR_DEF("mono/assembly_watch_interval_sec", 0.5));
 | 
						|
	reload_timer->connect("timeout", this, "_reload_timer_timeout");
 | 
						|
	reload_timer->start();
 | 
						|
}
 | 
						|
 | 
						|
MonoReloadNode::~MonoReloadNode() {
 | 
						|
 | 
						|
	singleton = NULL;
 | 
						|
}
 |