You're breathtaking!

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2020-12-07 23:40:54 +01:00
commit 6fb9eee74c
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Reflection;
using FlaxEditor.Scripting;
using FlaxEditor.Surface;
using FlaxEngine;
using MethodInfo = System.Reflection.MethodInfo;
namespace FlaxEditor.Modules.SourceCodeEditing
{
/// <summary>
/// Cached collection of custom nodes types including cached node archetypes for each one of them.
/// </summary>
/// <seealso cref="FlaxEditor.Modules.SourceCodeEditing.CachedTypesCollection" />
[HideInEditor]
public class CachedCustomAnimGraphNodesCollection : CachedTypesCollection
{
private List<NodeArchetype> _archetypes;
/// <summary>
/// Gets a value indicating whether this instance has any type from game scripts (or editor scripts) - those can be reloaded at runtime so prevent crashes.
/// </summary>
public bool HasTypeFromGameScripts { get; protected set; }
/// <inheritdoc />
public CachedCustomAnimGraphNodesCollection(int capacity, ScriptType type, Func<ScriptType, bool> checkFunc, Func<Assembly, bool> checkAssembly)
: base(capacity, type, checkFunc, checkAssembly)
{
}
/// <summary>
/// Gets the cached archetypes.
/// </summary>
/// <returns>The archetypes collection.</returns>
public List<NodeArchetype> GetArchetypes()
{
Get();
return _archetypes;
}
/// <inheritdoc />
protected override void Search()
{
base.Search();
HasTypeFromGameScripts = false;
if (_list.Count == 0)
{
_archetypes?.Clear();
return;
}
if (_archetypes == null)
_archetypes = new List<NodeArchetype>(_list.Capacity);
_archetypes.Clear();
for (int i = _list.Count - 1; i >= 0 && _list.Count > 0; i--)
{
var nodeType = _list[i].Type;
var methods = nodeType.GetMethods(BindingFlags.Static | BindingFlags.Public);
for (int j = 0; j < methods.Length; j++)
{
var arch = GetArchetype(methods[j]);
if (arch != null)
{
// Cache type
_archetypes.Add(arch);
}
}
}
}
private NodeArchetype GetArchetype(MethodBase method)
{
// Validate method signature
if (!method.IsStatic ||
!method.IsPublic ||
method as MethodInfo == null ||
((MethodInfo)method).ReturnType != typeof(NodeArchetype) ||
method.GetParameters().Length != 0 ||
method.IsGenericMethod)
return null;
// Invoke method
try
{
var arch = (NodeArchetype)method.Invoke(null, null);
// Validate archetype
if (arch.Tag != null || string.IsNullOrEmpty(arch.Title))
{
Debug.LogWarning(string.Format("Method {0} from {1} returned invalid node archetype. Tag must be null and title must be specified.", method, method.DeclaringType));
return null;
}
if (arch.DefaultValues == null || arch.DefaultValues.Length < 2 || string.IsNullOrEmpty(arch.DefaultValues[0] as string) || string.IsNullOrEmpty(arch.DefaultValues[1] as string))
{
Debug.LogWarning(string.Format("Method {0} from {1} returned invalid node archetype. Default values are invalid. DefaultValues[0] must specify the C# runtime controller typename. DefaultValues[1] must specify the node group name.", method, method.DeclaringType));
return null;
}
// Validate node type
var typeName = Surface.Archetypes.Custom.GetNodeTypeName(arch);
var type = Scripting.TypeUtils.GetType(typeName).Type;
if (type == null)
{
Debug.LogWarning(string.Format("Method {0} from {1} returned invalid node archetype. Failed to find node logic defined in type {2}.", method, method.DeclaringType, typeName));
return null;
}
// Check if type comes from scripts that can be reloaded at runtime
HasTypeFromGameScripts |= FlaxEngine.Scripting.IsTypeFromGameScripts(method.DeclaringType) || FlaxEngine.Scripting.IsTypeFromGameScripts(type);
return arch;
}
catch (Exception ex)
{
Debug.LogWarning("Failed to get the custom node archetype.");
Debug.LogWarning(ex);
}
return null;
}
/// <inheritdoc />
public override void ClearTypes()
{
base.ClearTypes();
_archetypes?.Clear();
}
}
}
@@ -0,0 +1,99 @@
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Reflection;
using FlaxEditor.Scripting;
using FlaxEngine;
namespace FlaxEditor.Modules.SourceCodeEditing
{
/// <summary>
/// Cached types collection container.
/// </summary>
[HideInEditor]
public class CachedTypesCollection
{
private bool _hasValidData;
private readonly int _capacity;
private readonly Func<ScriptType, bool> _checkFunc;
private readonly Func<Assembly, bool> _checkAssembly;
/// <summary>
/// The type.
/// </summary>
protected readonly ScriptType _type;
/// <summary>
/// The list.
/// </summary>
protected List<ScriptType> _list;
/// <summary>
/// Initializes a new instance of the <see cref="CachedTypesCollection"/> class.
/// </summary>
/// <param name="capacity">The initial collection capacity.</param>
/// <param name="type">The type of things to find. It can be attribute to find all classes with the given attribute defined.</param>
/// <param name="checkFunc">Additional callback used to check if the given type is valid. Returns true if add type, otherwise false.</param>
/// <param name="checkAssembly">Additional callback used to check if the given assembly is valid. Returns true if search for types in the given assembly, otherwise false.</param>
public CachedTypesCollection(int capacity, ScriptType type, Func<ScriptType, bool> checkFunc, Func<Assembly, bool> checkAssembly)
{
_capacity = capacity;
_type = type;
_checkFunc = checkFunc;
_checkAssembly = checkAssembly;
}
/// <summary>
/// Gets all the types from the all loaded assemblies (including project scripts and scripts from the plugins).
/// </summary>
/// <returns>The types collection (readonly).</returns>
public List<ScriptType> Get()
{
if (!_hasValidData)
{
if (_list == null)
_list = new List<ScriptType>(_capacity);
_list.Clear();
_hasValidData = true;
Editor.Log("Searching for valid " + _type);
Profiler.BeginEvent("Search " + _type);
var start = DateTime.Now;
Search();
var end = DateTime.Now;
Profiler.EndEvent();
Editor.Log(string.Format("Found {0} types (in {1} ms)", _list.Count, (int)(end - start).TotalMilliseconds));
}
return _list;
}
/// <summary>
/// Searches for the types and fills with data.
/// </summary>
protected virtual void Search()
{
// Special case for attributes
if (_type.Type != null && new ScriptType(typeof(Attribute)).IsAssignableFrom(_type))
{
TypeUtils.GetTypesWithAttributeDefined(_type.Type, _list, _checkFunc, _checkAssembly);
}
else
{
TypeUtils.GetDerivedTypes(_type, _list, _checkFunc, _checkAssembly);
}
}
/// <summary>
/// Clears the types.
/// </summary>
public virtual void ClearTypes()
{
_list?.Clear();
_hasValidData = false;
}
}
}
@@ -0,0 +1,422 @@
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using FlaxEditor.Options;
using FlaxEditor.Scripting;
using FlaxEngine;
using FlaxEngine.GUI;
using Object = System.Object;
namespace FlaxEditor.Modules.SourceCodeEditing
{
/// <summary>
/// Source code editing module.
/// </summary>
/// <seealso cref="FlaxEditor.Modules.EditorModule" />
public sealed class CodeEditingModule : EditorModule
{
private sealed class CachedVisualScriptPropertyTypesCollection : CachedTypesCollection
{
public CachedVisualScriptPropertyTypesCollection(int capacity, Func<Assembly, bool> checkAssembly)
: base(capacity, new ScriptType(typeof(Object)), CheckFunc, checkAssembly)
{
}
private static bool CheckFunc(ScriptType type)
{
if (!type.IsPublic)
return false;
var objectType = new ScriptType(typeof(FlaxEngine.Object));
return type.IsEnum || type == objectType || objectType.IsAssignableFrom(type);
}
/// <inheritdoc />
protected override void Search()
{
// Add in-build types
_list.Add(new ScriptType(typeof(bool)));
_list.Add(new ScriptType(typeof(byte)));
_list.Add(new ScriptType(typeof(short)));
_list.Add(new ScriptType(typeof(ushort)));
_list.Add(new ScriptType(typeof(int)));
_list.Add(new ScriptType(typeof(uint)));
_list.Add(new ScriptType(typeof(long)));
_list.Add(new ScriptType(typeof(ulong)));
_list.Add(new ScriptType(typeof(float)));
_list.Add(new ScriptType(typeof(double)));
_list.Add(new ScriptType(typeof(string)));
_list.Add(new ScriptType(typeof(Vector2)));
_list.Add(new ScriptType(typeof(Vector3)));
_list.Add(new ScriptType(typeof(Vector4)));
_list.Add(new ScriptType(typeof(Color)));
_list.Add(new ScriptType(typeof(Quaternion)));
_list.Add(new ScriptType(typeof(BoundingBox)));
_list.Add(new ScriptType(typeof(BoundingSphere)));
_list.Add(new ScriptType(typeof(Rectangle)));
_list.Add(new ScriptType(typeof(Matrix)));
_list.Add(new ScriptType(typeof(Ray)));
_list.Add(new ScriptType(typeof(Guid)));
base.Search();
}
}
private sealed class CachedAllTypesCollection : CachedTypesCollection
{
/// <inheritdoc />
public CachedAllTypesCollection(int capacity, ScriptType type, Func<ScriptType, bool> checkFunc, Func<Assembly, bool> checkAssembly)
: base(capacity, type, checkFunc, checkAssembly)
{
}
/// <inheritdoc />
protected override void Search()
{
// Add in-build types
_list.Add(new ScriptType(typeof(void)));
_list.Add(new ScriptType(typeof(bool)));
_list.Add(new ScriptType(typeof(byte)));
_list.Add(new ScriptType(typeof(short)));
_list.Add(new ScriptType(typeof(ushort)));
_list.Add(new ScriptType(typeof(int)));
_list.Add(new ScriptType(typeof(uint)));
_list.Add(new ScriptType(typeof(long)));
_list.Add(new ScriptType(typeof(ulong)));
_list.Add(new ScriptType(typeof(float)));
_list.Add(new ScriptType(typeof(double)));
_list.Add(new ScriptType(typeof(string)));
_list.Add(new ScriptType(typeof(Guid)));
_list.Add(new ScriptType(typeof(DateTime)));
_list.Add(new ScriptType(typeof(TimeSpan)));
base.Search();
}
}
private readonly List<ISourceCodeEditor> _editors = new List<ISourceCodeEditor>(8);
private ISourceCodeEditor _selectedEditor;
private bool _autoGenerateScriptsProjectFiles;
/// <summary>
/// Gets the source code editors registered for usage in editor.
/// </summary>
public IReadOnlyList<ISourceCodeEditor> Editors => _editors;
/// <summary>
/// Occurs when source code editor gets added.
/// </summary>
public event Action<ISourceCodeEditor> EditorAdded;
/// <summary>
/// Occurs when source code editor gets removed.
/// </summary>
public event Action<ISourceCodeEditor> EditorRemoved;
/// <summary>
/// Occurs when selected source code editor gets changed.
/// </summary>
public event Action<ISourceCodeEditor> SelectedEditorChanged;
/// <summary>
/// Gets or sets the selected editor.
/// </summary>
public ISourceCodeEditor SelectedEditor
{
get => _selectedEditor;
set
{
if (_selectedEditor != value)
{
if (value != null && !_editors.Contains(value))
throw new ArgumentException("Cannot selected editor that has not been added to the editors list.");
var prev = _selectedEditor;
_selectedEditor = value;
Editor.Log("Select code editor " + (_selectedEditor?.Name ?? "null"));
prev?.OnDeselected(Editor);
_selectedEditor?.OnSelected(Editor);
SelectedEditorChanged?.Invoke(_selectedEditor);
}
}
}
/// <summary>
/// Occurs when cached scripting types lists are cleared (eg. on global invalidation or scripting reload).
/// </summary>
public event Action TypesCleared;
/// <summary>
/// Occurs when types information gets modified (eg. after scripting reload or when script asset gets saved). Can be used to refresh any cached locally script types.
/// </summary>
public event Action TypesChanged;
/// <summary>
/// The all types collection from all assemblies (excluding C# system libraries). Includes only primitive and basic types from std lib.
/// </summary>
public readonly CachedTypesCollection All = new CachedAllTypesCollection(8096, new ScriptType(typeof(object)), type => true, HasAssemblyValidAnyTypes);
/// <summary>
/// The all valid types collection for the Visual Script property types (includes basic types like int/float, structures, object references).
/// </summary>
public readonly CachedTypesCollection VisualScriptPropertyTypes = new CachedVisualScriptPropertyTypesCollection(8096, HasAssemblyValidAnyTypes);
/// <summary>
/// The actors collection.
/// </summary>
public readonly CachedTypesCollection Actors = new CachedTypesCollection(1024, new ScriptType(typeof(Actor)), IsTypeValidScriptingType, HasAssemblyValidScriptingTypes);
/// <summary>
/// The scripts collection.
/// </summary>
public readonly CachedTypesCollection Scripts = new CachedTypesCollection(1024, new ScriptType(typeof(Script)), IsTypeValidScriptingType, HasAssemblyValidScriptingTypes);
/// <summary>
/// The control types collection (for game UI).
/// </summary>
public readonly CachedTypesCollection Controls = new CachedTypesCollection(64, new ScriptType(typeof(Control)), IsTypeValidScriptingTypeControls, HasAssemblyValidScriptingTypes);
/// <summary>
/// The Animation Graph custom nodes collection.
/// </summary>
public readonly CachedCustomAnimGraphNodesCollection AnimGraphNodes = new CachedCustomAnimGraphNodesCollection(32, new ScriptType(typeof(AnimationGraph.CustomNodeArchetypeFactoryAttribute)), IsTypeValidScriptingType, HasAssemblyValidScriptingTypes);
internal CodeEditingModule(Editor editor)
: base(editor)
{
}
internal InBuildSourceCodeEditor GetInBuildEditor(CodeEditorTypes editorType)
{
for (var i = 0; i < Editors.Count; i++)
{
if (Editors[i] is InBuildSourceCodeEditor inBuild && inBuild.Type == editorType)
return inBuild;
}
return null;
}
/// <summary>
/// Adds the editor to the collection.
/// </summary>
/// <param name="editor">The editor.</param>
public void AddEditor(ISourceCodeEditor editor)
{
if (editor == null)
throw new ArgumentNullException();
if (_editors.Contains(editor))
throw new ArgumentException("Editor already added.");
Editor.Log("Add code editor " + editor.Name);
_editors.Add(editor);
editor.OnAdded(Editor);
EditorAdded?.Invoke(editor);
}
/// <summary>
/// Removes the editor from the collection.
/// </summary>
/// <param name="editor">The editor.</param>
public void RemoveEditor(ISourceCodeEditor editor)
{
if (editor == null)
throw new ArgumentNullException();
if (!_editors.Contains(editor))
throw new ArgumentException("Editor not added.");
if (_selectedEditor == editor)
SelectedEditor = null;
Editor.Log("Remove code editor " + editor.Name);
_editors.Remove(editor);
editor.OnRemoved(Editor);
EditorRemoved?.Invoke(editor);
}
/// <summary>
/// Opens the solution file using the selected selected code editor.
/// </summary>
public void OpenSolution()
{
if (_selectedEditor == null)
return;
_selectedEditor.OpenSolution();
}
/// <summary>
/// Opens the file using the selected code editor.
/// </summary>
/// <param name="path">The file path to open.</param>
/// <param name="line">The line number to navigate to. Use 0 to not use it.</param>
public void OpenFile(string path, int line = 0)
{
if (_selectedEditor == null)
return;
_selectedEditor.OpenFile(path, line);
}
private unsafe void GetInBuildEditors()
{
var resultArray = stackalloc int[(int)CodeEditorTypes.MAX];
ScriptsBuilder.GetExistingEditors(resultArray, (int)CodeEditorTypes.MAX);
for (int i = 0; i < (int)CodeEditorTypes.MAX; i++)
{
if (resultArray[i] != 0)
{
var editor = new InBuildSourceCodeEditor((CodeEditorTypes)i);
AddEditor(editor);
}
}
}
/// <inheritdoc />
public override void OnInit()
{
ScriptsBuilder.ScriptsReload += OnScriptsReload;
ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd;
Editor.Options.OptionsChanged += OnOptionsChanged;
// Add default code editors (in-build)
GetInBuildEditors();
AddEditor(new DefaultSourceCodeEditor());
// Editor options are loaded before this module so pick the code editor
OnOptionsChanged(Editor.Options.Options);
}
/// <inheritdoc />
public override void OnEndInit()
{
// Special case when failed to load scripts on editor start - clear types later so all types will be cached if needed
if (!FlaxEngine.Scripting.HasGameModulesLoaded())
{
ScriptsBuilder.CompilationSuccess += OnFirstCompilationSuccess;
}
}
private void OnFirstCompilationSuccess()
{
ScriptsBuilder.CompilationSuccess -= OnFirstCompilationSuccess;
ClearTypes();
}
private void OnOptionsChanged(EditorOptions options)
{
// Sync options
_autoGenerateScriptsProjectFiles = options.SourceCode.AutoGenerateScriptsProjectFiles;
// Sync code editor
ISourceCodeEditor editor = null;
var codeEditor = options.SourceCode.SourceCodeEditor;
if (codeEditor != "None")
{
foreach (var e in Editor.Instance.CodeEditing.Editors)
{
if (string.Equals(codeEditor, e.Name, StringComparison.OrdinalIgnoreCase))
{
editor = e;
break;
}
}
}
Editor.Instance.CodeEditing.SelectedEditor = editor;
}
/// <inheritdoc />
public override void OnUpdate()
{
base.OnUpdate();
// Automatic project files generation after workspace modifications
if (_autoGenerateScriptsProjectFiles && ScriptsBuilder.IsSourceWorkspaceDirty)
{
Editor.ProgressReporting.GenerateScriptsProjectFiles.RunAsync();
}
}
/// <inheritdoc />
public override void OnExit()
{
// Cleanup
SelectedEditor = null;
_editors.Clear();
ScriptsBuilder.ScriptsReload -= OnScriptsReload;
ScriptsBuilder.ScriptsReloadEnd -= OnScriptsReloadEnd;
}
/// <summary>
/// Clears all the cached types.
/// </summary>
public void ClearTypes()
{
// Invalidate cached types
All.ClearTypes();
VisualScriptPropertyTypes.ClearTypes();
Actors.ClearTypes();
Scripts.ClearTypes();
Controls.ClearTypes();
AnimGraphNodes.ClearTypes();
TypesCleared?.Invoke();
}
/// <summary>
/// Calls the types change event to inform the Editor.
/// </summary>
public void OnTypesChanged()
{
TypesChanged?.Invoke();
}
private void OnScriptsReload()
{
ClearTypes();
}
private void OnScriptsReloadEnd()
{
OnTypesChanged();
}
private static bool IsTypeValidScriptingType(ScriptType t)
{
return !t.IsGenericType && !t.IsAbstract && !t.HasAttribute(typeof(HideInEditorAttribute), false);
}
private static bool IsTypeValidScriptingTypeControls(ScriptType t)
{
// Skip Flax Editor internal controls from usage in game
if (t.Type?.Namespace?.StartsWith("FlaxEditor") ?? false)
return false;
return IsTypeValidScriptingType(t);
}
private static bool HasAssemblyValidAnyTypes(Assembly assembly)
{
// Skip assemblies from in-build Mono directory
var codeBase = assembly.CodeBase;
return string.IsNullOrEmpty(codeBase) || !codeBase.Contains("/Mono/lib/mono/");
}
private static bool HasAssemblyValidScriptingTypes(Assembly a)
{
// Check engine assembly
if (a.GetName().Name == Utilities.Utils.FlaxEngineAssemblyName)
return true;
// Skip assemblies not referencing engine assembly
var references = a.GetReferencedAssemblies();
return references.Any(x => x.Name == Utilities.Utils.FlaxEngineAssemblyName);
}
}
}
@@ -0,0 +1,108 @@
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using FlaxEngine;
namespace FlaxEditor.Modules.SourceCodeEditing
{
/// <summary>
/// Default source code editor. Picks the best available editor on the current the platform.
/// </summary>
/// <seealso cref="FlaxEditor.Modules.SourceCodeEditing.ISourceCodeEditor" />
internal class DefaultSourceCodeEditor : ISourceCodeEditor
{
private ISourceCodeEditor _currentEditor;
/// <summary>
/// Initializes a new instance of the <see cref="DefaultSourceCodeEditor"/> class.
/// </summary>
public DefaultSourceCodeEditor()
{
}
private void OnEditorAdded(ISourceCodeEditor editor)
{
if (editor == this)
return;
UpdateCurrentEditor();
}
private void OnEditorRemoved(ISourceCodeEditor editor)
{
if (editor != _currentEditor)
return;
UpdateCurrentEditor();
}
private void UpdateCurrentEditor()
{
var codeEditing = Editor.Instance.CodeEditing;
// Favor the newest Visual Studio
for (int i = (int)CodeEditorTypes.VS2019; i >= (int)CodeEditorTypes.VS2008; i--)
{
var visualStudio = codeEditing.GetInBuildEditor((CodeEditorTypes)i);
if (visualStudio != null)
{
_currentEditor = visualStudio;
return;
}
}
// Fallback default editor (always valid)
_currentEditor = codeEditing.GetInBuildEditor(CodeEditorTypes.SystemDefault);
}
/// <inheritdoc />
public string Name => "Default";
/// <inheritdoc />
public string GenerateProjectCustomArgs => null;
/// <inheritdoc />
public void OpenSolution()
{
_currentEditor?.OpenSolution();
}
/// <inheritdoc />
public void OpenFile(string path, int line)
{
_currentEditor?.OpenFile(path, line);
}
/// <inheritdoc />
public void OnFileAdded(string path)
{
}
/// <inheritdoc />
public void OnSelected(Editor editor)
{
}
/// <inheritdoc />
public void OnDeselected(Editor editor)
{
}
/// <inheritdoc />
public void OnAdded(Editor editor)
{
editor.CodeEditing.EditorAdded += OnEditorAdded;
editor.CodeEditing.EditorRemoved += OnEditorRemoved;
UpdateCurrentEditor();
}
/// <inheritdoc />
public void OnRemoved(Editor editor)
{
_currentEditor = null;
editor.CodeEditing.EditorAdded -= OnEditorAdded;
editor.CodeEditing.EditorRemoved -= OnEditorRemoved;
}
}
}
@@ -0,0 +1,62 @@
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
namespace FlaxEditor.Modules.SourceCodeEditing
{
/// <summary>
/// Interface for source code editing plugins.
/// </summary>
public interface ISourceCodeEditor
{
/// <summary>
/// Gets the editor name. Used to show in the UI.
/// </summary>
string Name { get; }
/// <summary>
/// Gets the custom arguments for the Flax.Build tool to add when generating project files for this code editor. Can be used to pick a different project files generator. Empty by default.
/// </summary>
string GenerateProjectCustomArgs { get; }
/// <summary>
/// Opens the solution file (source code project file).
/// </summary>
void OpenSolution();
/// <summary>
/// Opens the source file.
/// </summary>
/// <param name="path">The file path to open.</param>
/// <param name="line">The line number to navigate to. Use 0 to not use it.</param>
void OpenFile(string path, int line);
/// <summary>
/// Called when source file gets added to the workspace. Can be used to automatically include new files into the project files.
/// </summary>
/// <param name="path">The path.</param>
void OnFileAdded(string path);
/// <summary>
/// Called when editor gets selected.
/// </summary>
/// <param name="editor">The editor.</param>
void OnSelected(Editor editor);
/// <summary>
/// Called when editor gets deselected.
/// </summary>
/// <param name="editor">The editor.</param>
void OnDeselected(Editor editor);
/// <summary>
/// Called when editor gets added.
/// </summary>
/// <param name="editor">The editor.</param>
void OnAdded(Editor editor);
/// <summary>
/// Called when editor gets removed.
/// </summary>
/// <param name="editor">The editor.</param>
void OnRemoved(Editor editor);
}
}
@@ -0,0 +1,130 @@
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
using System;
namespace FlaxEditor.Modules.SourceCodeEditing
{
/// <summary>
/// In-build source code editor.
/// </summary>
/// <seealso cref="FlaxEditor.Modules.SourceCodeEditing.ISourceCodeEditor" />
internal class InBuildSourceCodeEditor : ISourceCodeEditor
{
/// <summary>
/// The type of the editor.
/// </summary>
public readonly CodeEditorTypes Type;
/// <summary>
/// Initializes a new instance of the <see cref="InBuildSourceCodeEditor"/> class.
/// </summary>
/// <param name="type">The type.</param>
public InBuildSourceCodeEditor(CodeEditorTypes type)
{
Type = type;
switch (type)
{
case CodeEditorTypes.Custom:
Name = "Custom";
break;
case CodeEditorTypes.SystemDefault:
Name = "System Default";
break;
case CodeEditorTypes.VS2008:
Name = "Visual Studio 2008";
break;
case CodeEditorTypes.VS2010:
Name = "Visual Studio 2010";
break;
case CodeEditorTypes.VS2012:
Name = "Visual Studio 2012";
break;
case CodeEditorTypes.VS2013:
Name = "Visual Studio 2013";
break;
case CodeEditorTypes.VS2015:
Name = "Visual Studio 2015";
break;
case CodeEditorTypes.VS2017:
Name = "Visual Studio 2017";
break;
case CodeEditorTypes.VS2019:
Name = "Visual Studio 2019";
break;
case CodeEditorTypes.VSCode:
Name = "Visual Studio Code";
break;
default: throw new ArgumentOutOfRangeException(nameof(type), type, null);
}
}
/// <inheritdoc />
public string Name { get; set; }
/// <inheritdoc />
public string GenerateProjectCustomArgs
{
get
{
switch (Type)
{
case CodeEditorTypes.VSCode: return "-vscode";
default: return null;
}
}
}
/// <inheritdoc />
public void OpenSolution()
{
CodeEditingManager.OpenSolution(Type);
}
/// <inheritdoc />
public void OpenFile(string path, int line)
{
CodeEditingManager.OpenFile(Type, path, line);
}
/// <inheritdoc />
public void OnFileAdded(string path)
{
switch (Type)
{
case CodeEditorTypes.VS2008:
case CodeEditorTypes.VS2010:
case CodeEditorTypes.VS2012:
case CodeEditorTypes.VS2013:
case CodeEditorTypes.VS2015:
case CodeEditorTypes.VS2017:
case CodeEditorTypes.VS2019:
// TODO: finish dynamic files adding to the project
//Editor.Instance.ProgressReporting.GenerateScriptsProjectFiles.RunAsync();
break;
default:
CodeEditingManager.OnFileAdded(Type, path);
break;
}
}
/// <inheritdoc />
public void OnSelected(Editor editor)
{
}
/// <inheritdoc />
public void OnDeselected(Editor editor)
{
}
/// <inheritdoc />
public void OnAdded(Editor editor)
{
}
/// <inheritdoc />
public void OnRemoved(Editor editor)
{
}
}
}