Пример #1
0
        public void _ExportBeginImpl(string[] features, bool isDebug, string path, int flags)
        {
            // TODO Right now there is no way to stop the export process with an error

            if (File.Exists(GodotSharpDirs.ProjectSlnPath))
            {
                string buildConfig = isDebug ? "Debug" : "Release";

                string scriptsMetadataPath = Path.Combine(GodotSharpDirs.ResMetadataDir, $"scripts_metadata.{(isDebug ? "debug" : "release")}");
                CSharpProject.GenerateScriptsMetadata(GodotSharpDirs.ProjectCsProjPath, scriptsMetadataPath);

                AddFile(scriptsMetadataPath, scriptsMetadataPath);

                // Turn export features into defines
                var godotDefines = features;

                if (!GodotSharpBuilds.BuildProjectBlocking(buildConfig, godotDefines))
                {
                    GD.PushError("Failed to build project");
                    return;
                }

                // Add dependency assemblies

                var dependencies = new Godot.Collections.Dictionary <string, string>();

                var projectDllName = (string)ProjectSettings.GetSetting("application/config/name");
                if (projectDllName.Empty())
                {
                    projectDllName = "UnnamedProject";
                }

                string projectDllSrcDir  = Path.Combine(GodotSharpDirs.ResTempAssembliesBaseDir, buildConfig);
                string projectDllSrcPath = Path.Combine(projectDllSrcDir, $"{projectDllName}.dll");

                dependencies[projectDllName] = projectDllSrcPath;

                {
                    string templatesDir  = Internal.FullTemplatesDir;
                    string androidBclDir = Path.Combine(templatesDir, "android-bcl");

                    string customLibDir = features.Contains("Android") && Directory.Exists(androidBclDir) ? androidBclDir : string.Empty;

                    GetExportedAssemblyDependencies(projectDllName, projectDllSrcPath, buildConfig, customLibDir, dependencies);
                }

                string apiConfig        = isDebug ? "Debug" : "Release";
                string resAssembliesDir = Path.Combine(GodotSharpDirs.ResAssembliesBaseDir, apiConfig);

                foreach (var dependency in dependencies)
                {
                    string dependSrcPath = dependency.Value;
                    string dependDstPath = Path.Combine(resAssembliesDir, dependSrcPath.GetFile());
                    AddFile(dependSrcPath, dependDstPath);
                }
            }

            // Mono specific export template extras (data dir)
            ExportDataDirectory(features, isDebug, path);
        }
Пример #2
0
        private void _MakeApiSolutionsIfNeededImpl()
        {
            // If the project has a solution and C# project make sure the API assemblies are present and up to date

            string api_config       = "Debug";
            string resAssembliesDir = Path.Combine(GodotSharpDirs.ResAssembliesBaseDir, api_config);

            if (!File.Exists(Path.Combine(resAssembliesDir, $"{ApiAssemblyNames.Core}.dll")) ||
                Internal.MetadataIsApiAssemblyInvalidated(ApiAssemblyType.Core))
            {
                if (!GodotSharpBuilds.MakeApiAssembly(ApiAssemblyType.Core, api_config))
                {
                    return;
                }
            }

            if (!File.Exists(Path.Combine(resAssembliesDir, $"{ApiAssemblyNames.Editor}.dll")) ||
                Internal.MetadataIsApiAssemblyInvalidated(ApiAssemblyType.Editor))
            {
                if (!GodotSharpBuilds.MakeApiAssembly(ApiAssemblyType.Editor, api_config))
                {
                    return; // Redundant? I don't think so!
                }
            }
        }
Пример #3
0
        public void StopBuild()
        {
            if (!BuildExited)
            {
                throw new InvalidOperationException("Build is not in progress");
            }

            GodotSharpBuilds.StopBuild(this);
        }
Пример #4
0
        public void RestartBuild()
        {
            if (!BuildExited)
            {
                throw new InvalidOperationException("Build already started");
            }

            GodotSharpBuilds.RestartBuild(this);
        }
Пример #5
0
        public void BuildProjectPressed()
        {
            if (!File.Exists(GodotSharpDirs.ProjectSlnPath))
            {
                return; // No solution to build
            }
            string editorScriptsMetadataPath = Path.Combine(GodotSharpDirs.ResMetadataDir, "scripts_metadata.editor");
            string playerScriptsMetadataPath = Path.Combine(GodotSharpDirs.ResMetadataDir, "scripts_metadata.editor_player");

            CSharpProject.GenerateScriptsMetadata(GodotSharpDirs.ProjectCsProjPath, editorScriptsMetadataPath);

            if (File.Exists(editorScriptsMetadataPath))
            {
                try
                {
                    File.Copy(editorScriptsMetadataPath, playerScriptsMetadataPath);
                }
                catch (IOException e)
                {
                    GD.PushError($"Failed to copy scripts metadata file. Exception message: {e.Message}");
                    return;
                }
            }

            var godotDefines = new[]
            {
                OS.GetName(),
                Internal.GodotIs32Bits() ? "32" : "64"
            };

            bool buildSuccess = GodotSharpBuilds.BuildProjectBlocking("Tools", godotDefines);

            if (!buildSuccess)
            {
                return;
            }

            // Notify running game for hot-reload
            Internal.ScriptEditorDebuggerReloadScripts();

            // Hot-reload in the editor
            GodotSharpEditor.Instance.GetNode <HotReloadAssemblyWatcher>("HotReloadAssemblyWatcher").RestartTimer();

            if (Internal.IsAssembliesReloadingNeeded())
            {
                Internal.ReloadAssemblies(softReload: false);
            }
        }
Пример #6
0
        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);

            MonoBottomPanel = new MonoBottomPanel();

            bottomPanelBtn = AddControlToBottomPanel(MonoBottomPanel, "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 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!";

                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
                CSharpProject.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", ExternalEditor.None);

            string settingsHintStr = "Disabled";

            if (OS.IsWindows())
            {
                settingsHintStr += $",MonoDevelop:{(int) ExternalEditor.MonoDevelop}" +
                                   $",Visual Studio Code:{(int) ExternalEditor.VsCode}";
            }
            else if (OS.IsOSX())
            {
                settingsHintStr += $",Visual Studio:{(int) ExternalEditor.VisualStudioForMac}" +
                                   $",MonoDevelop:{(int) ExternalEditor.MonoDevelop}" +
                                   $",Visual Studio Code:{(int) ExternalEditor.VsCode}";
            }
            else if (OS.IsUnix())
            {
                settingsHintStr += $",MonoDevelop:{(int) ExternalEditor.MonoDevelop}" +
                                   $",Visual Studio Code:{(int) ExternalEditor.VsCode}";
            }

            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 GodotSharpExport();

            AddExportPlugin(exportPlugin);
            exportPluginWeak = WeakRef(exportPlugin);

            GodotSharpBuilds.Initialize();
        }
Пример #7
0
 public override bool Build()
 {
     return(GodotSharpBuilds.EditorBuildCallback());
 }
Пример #8
0
        private bool CreateProjectSolution()
        {
            using (var pr = new EditorProgress("create_csharp_solution", "Generating solution...", 2)) // TTR("Generating solution...")
            {
                pr.Step("Generating C# project...");                                                   // TTR("Generating C# project...")

                string resourceDir = ProjectSettings.GlobalizePath("res://");

                string path = resourceDir;
                string name = (string)ProjectSettings.GetSetting("application/config/name");
                if (name.Empty())
                {
                    name = "UnnamedProject";
                }

                string guid = CSharpProject.GenerateGameProject(path, name);

                if (guid.Length > 0)
                {
                    var solution = new DotNetSolution(name)
                    {
                        DirectoryPath = path
                    };

                    var projectInfo = new DotNetSolution.ProjectInfo
                    {
                        Guid = guid,
                        PathRelativeToSolution = name + ".csproj",
                        Configs = new List <string> {
                            "Debug", "Release", "Tools"
                        }
                    };

                    solution.AddNewProject(name, projectInfo);

                    try
                    {
                        solution.Save();
                    }
                    catch (IOException e)
                    {
                        ShowErrorDialog($"Failed to save solution. Exception message: {e.Message}"); // TTR
                        return(false);
                    }

                    string apiConfig = "Debug";

                    if (!GodotSharpBuilds.MakeApiAssembly(ApiAssemblyType.Core, apiConfig))
                    {
                        return(false);
                    }

                    if (!GodotSharpBuilds.MakeApiAssembly(ApiAssemblyType.Editor, apiConfig))
                    {
                        return(false);
                    }

                    pr.Step("Done"); // TTR("Done")

                    // Here, after all calls to progress_task_step
                    CallDeferred(nameof(_RemoveCreateSlnMenuOption));
                }
                else
                {
                    ShowErrorDialog("Failed to create C# project."); // TTR
                }

                return(true);
            }
        }