public Error OpenInExternalEditor(Script script, int line, int col) { var editor = (ExternalEditorId)editorSettings.GetSetting("mono/editor/external_editor"); switch (editor) { case ExternalEditorId.None: // Tells the caller to fallback to the global external editor settings or the built-in editor return(Error.Unavailable); case ExternalEditorId.VisualStudio: throw new NotSupportedException(); case ExternalEditorId.VisualStudioForMac: goto case ExternalEditorId.MonoDevelop; case ExternalEditorId.Rider: { string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); RiderPathManager.OpenFile(GodotSharpDirs.ProjectSlnPath, scriptPath, line); return(Error.Ok); } case ExternalEditorId.MonoDevelop: { string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); if (line >= 0) { GodotIdeManager.SendOpenFile(scriptPath, line + 1, col); } else { GodotIdeManager.SendOpenFile(scriptPath); } break; } case ExternalEditorId.VsCode: { if (_vsCodePath.Empty() || !File.Exists(_vsCodePath)) { // Try to search it again if it wasn't found last time or if it was removed from its location _vsCodePath = VsCodeNames.SelectFirstNotNull(OS.PathWhich, orElse: string.Empty); } var args = new List <string>(); bool osxAppBundleInstalled = false; if (OS.IsOSX) { // The package path is '/Applications/Visual Studio Code.app' const string vscodeBundleId = "com.microsoft.VSCode"; osxAppBundleInstalled = Internal.IsOsxAppBundleInstalled(vscodeBundleId); if (osxAppBundleInstalled) { args.Add("-b"); args.Add(vscodeBundleId); // 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. args.Add("-n"); // The open process must wait until the application finishes (which is instant in VSCode's case) args.Add("--wait-apps"); args.Add("--args"); } } var resourcePath = ProjectSettings.GlobalizePath("res://"); args.Add(resourcePath); string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); if (line >= 0) { args.Add("-g"); args.Add($"{scriptPath}:{line + 1}:{col}"); } else { args.Add(scriptPath); } string command; if (OS.IsOSX) { if (!osxAppBundleInstalled && _vsCodePath.Empty()) { GD.PushError("Cannot find code editor: VSCode"); return(Error.FileNotFound); } command = osxAppBundleInstalled ? "/usr/bin/open" : _vsCodePath; } else { if (_vsCodePath.Empty()) { GD.PushError("Cannot find code editor: VSCode"); return(Error.FileNotFound); } command = _vsCodePath; } try { OS.RunProcess(command, args); } catch (Exception e) { GD.PushError($"Error when trying to run code editor: VSCode. Exception message: '{e.Message}'"); } break; } default: throw new ArgumentOutOfRangeException(); } return(Error.Ok); }
public override void EnablePlugin() { base.EnablePlugin(); if (Instance != null) { throw new InvalidOperationException(); } Instance = this; var editorInterface = GetEditorInterface(); var editorBaseControl = editorInterface.GetBaseControl(); editorSettings = editorInterface.GetEditorSettings(); errorDialog = new AcceptDialog(); editorBaseControl.AddChild(errorDialog); BottomPanel = new BottomPanel(); bottomPanelBtn = AddControlToBottomPanel(BottomPanel, "Mono".TTR()); AddChild(new HotReloadAssemblyWatcher { Name = "HotReloadAssemblyWatcher" }); menuPopup = new PopupMenu(); menuPopup.Hide(); menuPopup.SetAsToplevel(true); AddToolSubmenuItem("Mono", menuPopup); // TODO: Remove or edit this info dialog once Mono support is no longer in alpha { menuPopup.AddItem("About C# support".TTR(), (int)MenuOptions.AboutCSharp); aboutDialog = new AcceptDialog(); editorBaseControl.AddChild(aboutDialog); aboutDialog.WindowTitle = "Important: C# support is not feature-complete"; // We don't use DialogText 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) var aboutVBox = new VBoxContainer(); aboutDialog.AddChild(aboutVBox); // HBoxContainer for icon + label var aboutHBox = new HBoxContainer(); aboutVBox.AddChild(aboutHBox); var aboutIcon = new TextureRect(); aboutIcon.Texture = aboutIcon.GetIcon("NodeWarning", "EditorIcons"); aboutHBox.AddChild(aboutIcon); var aboutLabel = new Label(); aboutHBox.AddChild(aboutLabel); aboutLabel.RectMinSize = new Vector2(600, 150) * EditorScale; aboutLabel.SizeFlagsVertical = (int)Control.SizeFlags.ExpandFill; aboutLabel.Autowrap = true; aboutLabel.Text = "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, Windows and Android, but not yet to iOS, HTML5 or UWP. " + "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!"; EditorDef("mono/editor/show_info_on_start", true); // CheckBox in main container aboutDialogCheckBox = new CheckBox { Text = "Show this warning when starting the editor" }; aboutDialogCheckBox.Connect("toggled", this, nameof(_ToggleAboutDialogOnStart)); aboutVBox.AddChild(aboutDialogCheckBox); } if (File.Exists(GodotSharpDirs.ProjectSlnPath) && File.Exists(GodotSharpDirs.ProjectCsProjPath)) { // Make sure the existing project has Api assembly references configured correctly CsProjOperations.FixApiHintPath(GodotSharpDirs.ProjectCsProjPath); } else { bottomPanelBtn.Hide(); menuPopup.AddItem("Create C# solution".TTR(), (int)MenuOptions.CreateSln); } menuPopup.Connect("id_pressed", this, nameof(_MenuOptionPressed)); var buildButton = new ToolButton { Text = "Build", HintTooltip = "Build solution", FocusMode = Control.FocusModeEnum.None }; buildButton.Connect("pressed", this, nameof(_BuildSolutionPressed)); AddControlToContainer(CustomControlContainer.Toolbar, buildButton); // External editor settings EditorDef("mono/editor/external_editor", ExternalEditorId.None); string settingsHintStr = "Disabled"; if (OS.IsWindows) { settingsHintStr += $",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" + $",Visual Studio Code:{(int)ExternalEditorId.VsCode}" + $",JetBrains Rider:{(int)ExternalEditorId.Rider}"; } else if (OS.IsOSX) { settingsHintStr += $",Visual Studio:{(int)ExternalEditorId.VisualStudioForMac}" + $",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" + $",Visual Studio Code:{(int)ExternalEditorId.VsCode}" + $",JetBrains Rider:{(int)ExternalEditorId.Rider}"; } else if (OS.IsUnixLike()) { settingsHintStr += $",MonoDevelop:{(int)ExternalEditorId.MonoDevelop}" + $",Visual Studio Code:{(int)ExternalEditorId.VsCode}" + $",JetBrains Rider:{(int)ExternalEditorId.Rider}"; } editorSettings.AddPropertyInfo(new Godot.Collections.Dictionary { ["type"] = Variant.Type.Int, ["name"] = "mono/editor/external_editor", ["hint"] = PropertyHint.Enum, ["hint_string"] = settingsHintStr }); // Export plugin var exportPlugin = new ExportPlugin(); AddExportPlugin(exportPlugin); exportPlugin.RegisterExportSettings(); exportPluginWeak = WeakRef(exportPlugin); BuildManager.Initialize(); RiderPathManager.Initialize(); GodotIdeManager = new GodotIdeManager(); AddChild(GodotIdeManager); }
public Error OpenInExternalEditor(Script script, int line, int col) { var editorId = (ExternalEditorId)_editorSettings.GetSetting("mono/editor/external_editor"); switch (editorId) { case ExternalEditorId.None: // Not an error. Tells the caller to fallback to the global external editor settings or the built-in editor. return(Error.Unavailable); case ExternalEditorId.VisualStudio: { string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); var args = new List <string> { GodotSharpDirs.ProjectSlnPath, line >= 0 ? $"{scriptPath};{line + 1};{col + 1}" : scriptPath }; string command = Path.Combine(GodotSharpDirs.DataEditorToolsDir, "GodotTools.OpenVisualStudio.exe"); try { if (Godot.OS.IsStdoutVerbose()) { Console.WriteLine($"Running: \"{command}\" {string.Join(" ", args.Select(a => $"\"{a}\""))}"); } OS.RunProcess(command, args); } catch (Exception e) { GD.PushError($"Error when trying to run code editor: VisualStudio. Exception message: '{e.Message}'"); } break; } case ExternalEditorId.VisualStudioForMac: goto case ExternalEditorId.MonoDevelop; case ExternalEditorId.Rider: { string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); RiderPathManager.OpenFile(GodotSharpDirs.ProjectSlnPath, scriptPath, line); return(Error.Ok); } case ExternalEditorId.MonoDevelop: { string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); GodotIdeManager.LaunchIdeAsync().ContinueWith(launchTask => { var editorPick = launchTask.Result; if (line >= 0) { editorPick?.SendOpenFile(scriptPath, line + 1, col); } else { editorPick?.SendOpenFile(scriptPath); } }); break; } case ExternalEditorId.VsCode: { if (string.IsNullOrEmpty(_vsCodePath) || !File.Exists(_vsCodePath)) { // Try to search it again if it wasn't found last time or if it was removed from its location _vsCodePath = VsCodeNames.SelectFirstNotNull(OS.PathWhich, orElse: string.Empty); } var args = new List <string>(); bool osxAppBundleInstalled = false; if (OS.IsMacOS) { // The package path is '/Applications/Visual Studio Code.app' const string vscodeBundleId = "com.microsoft.VSCode"; osxAppBundleInstalled = Internal.IsOsxAppBundleInstalled(vscodeBundleId); if (osxAppBundleInstalled) { args.Add("-b"); args.Add(vscodeBundleId); // 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. args.Add("-n"); // The open process must wait until the application finishes (which is instant in VSCode's case) args.Add("--wait-apps"); args.Add("--args"); } } string resourcePath = ProjectSettings.GlobalizePath("res://"); args.Add(resourcePath); string scriptPath = ProjectSettings.GlobalizePath(script.ResourcePath); if (line >= 0) { args.Add("-g"); args.Add($"{scriptPath}:{line}:{col}"); } else { args.Add(scriptPath); } string command; if (OS.IsMacOS) { if (!osxAppBundleInstalled && string.IsNullOrEmpty(_vsCodePath)) { GD.PushError("Cannot find code editor: VSCode"); return(Error.FileNotFound); } command = osxAppBundleInstalled ? "/usr/bin/open" : _vsCodePath; } else { if (string.IsNullOrEmpty(_vsCodePath)) { GD.PushError("Cannot find code editor: VSCode"); return(Error.FileNotFound); } command = _vsCodePath; } try { OS.RunProcess(command, args); } catch (Exception e) { GD.PushError($"Error when trying to run code editor: VSCode. Exception message: '{e.Message}'"); } break; } default: throw new ArgumentOutOfRangeException(); } return(Error.Ok); }