Files
FlaxEngine/Source/Editor/Modules/SourceCodeEditing/CodeEditingModule.cs
2024-08-27 21:38:57 -05:00

603 lines
24 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using FlaxEditor.Options;
using FlaxEditor.Scripting;
using FlaxEngine;
using FlaxEngine.GUI;
using FlaxEngine.Utilities;
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, ScriptType.Object, CheckFunc, checkAssembly)
{
}
private static bool CheckFunc(ScriptType scriptType)
{
if (scriptType.IsStatic ||
scriptType.IsGenericType ||
!scriptType.IsPublic ||
scriptType.HasAttribute(typeof(HideInEditorAttribute), true) ||
scriptType.HasAttribute(typeof(System.Runtime.CompilerServices.CompilerGeneratedAttribute), false))
return false;
var managedType = TypeUtils.GetType(scriptType);
return !TypeUtils.IsDelegate(managedType);
}
/// <inheritdoc />
protected override void Search()
{
// Add in-build types
_list.Add(new ScriptType(typeof(bool)));
_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)));
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, ScriptType.Null, 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);
/// <summary>
/// The Behavior Tree custom nodes collection.
/// </summary>
public readonly CachedTypesCollection BehaviorTreeNodes = new CachedTypesCollection(64, new ScriptType(typeof(BehaviorTreeNode)), 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;
ScriptsBuilder.ScriptsLoaded += OnScriptsLoaded;
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;
}
/// <summary>
/// Starts creating a new module
/// </summary>
internal void CreateModule(string path, string moduleName, bool editorModule, bool cpp)
{
if (string.IsNullOrEmpty(moduleName) || string.IsNullOrEmpty(path))
{
Editor.LogWarning("Failed to create module due to no name");
return;
}
// Create folder
var moduleFolderPath = Path.Combine(path, moduleName);
Directory.CreateDirectory(moduleFolderPath);
// Create module
var moduleText = "using Flax.Build;\n" +
"using Flax.Build.NativeCpp;\n" +
$"\npublic class {moduleName} : Game{(editorModule ? "Editor" : "")}Module\n" +
"{\n " +
"/// <inheritdoc />\n" +
" public override void Init()\n" +
" {\n" +
" base.Init();\n" +
"\n" +
" // C#-only scripting if false\n" +
$" BuildNativeCode = {(cpp ? "true" : "false")};\n" +
" }\n" +
"\n" +
" /// <inheritdoc />\n" +
" public override void Setup(BuildOptions options)\n" +
" {" +
"\n" +
" base.Setup(options);\n" +
"\n" +
" options.ScriptingAPI.IgnoreMissingDocumentationWarnings = true;\n" +
"\n" +
" // Here you can modify the build options for your game module\n" +
" // To reference another module use: options.PublicDependencies.Add(\"Audio\");\n" +
" // To add C++ define use: options.PublicDefinitions.Add(\"COMPILE_WITH_FLAX\");\n" +
" // To learn more see scripting documentation.\n" +
" }\n" +
"}";
moduleText = Encoding.UTF8.GetString(Encoding.Default.GetBytes(moduleText));
var modulePath = Path.Combine(moduleFolderPath, $"{moduleName}.Build.cs");
File.WriteAllText(modulePath, moduleText);
Editor.Log($"Module created at {modulePath}");
// Get editor target and target files and add module
var files = Directory.GetFiles(path);
var targetModuleText = $"Modules.Add(\"{moduleName}\");\n ";
foreach (var file in files)
{
if (!file.Contains(".Build.cs", StringComparison.OrdinalIgnoreCase))
continue;
var targetText = File.ReadAllText(file);
// Skip game project if it is suppose to be an editor module
if (editorModule && targetText.Contains("GameProjectTarget", StringComparison.Ordinal))
continue;
// TODO: Handle edge case when there are no modules in a target
var index = targetText.IndexOf("Modules.Add");
if (index != -1)
{
var newText = targetText.Insert(index, targetModuleText);
File.WriteAllText(file, newText);
Editor.Log($"Module added to Target: {file}");
}
}
}
internal void RemoveModule(string path)
{
if (!File.Exists(path))
return;
// Read text, figure out if it is an editor module or game module
var editorModule = false;
var moduleTextIndex = -1;
var fileText = File.ReadAllText(path);
if (fileText.Contains("GameModule", StringComparison.Ordinal))
{
moduleTextIndex = fileText.IndexOf("GameModule", StringComparison.Ordinal);
}
else if (fileText.Contains("GameEditorModule", StringComparison.Ordinal))
{
moduleTextIndex = fileText.IndexOf("GameEditorModule", StringComparison.Ordinal);
editorModule = true;
}
else
{
// If it does not contain a module, then this could be target file and not a module file
return;
}
// Get module name
var classTextIndex = fileText.IndexOf("class ", StringComparison.Ordinal);
var className = fileText.Substring(classTextIndex, moduleTextIndex - classTextIndex).Replace("class ", "").Replace(":", "").Trim();
Editor.Log($"Removing Module: {className}");
// Find target files
// Assume Target files are in the source directory that is up 2 levels
var sourceDirectoryInfo = Directory.GetParent(path)?.Parent;
if (sourceDirectoryInfo != null)
{
var sourceFiles = Directory.GetFiles(sourceDirectoryInfo.FullName);
// Search target files for module name and remove it
foreach (var file in sourceFiles)
{
string fileName = Path.GetFileName(file);
if (file.Contains(".Build.cs", StringComparison.OrdinalIgnoreCase))
{
var targetText = File.ReadAllText(file);
// Skip game project if it is suppose to be an editor module
if (editorModule && targetText.Contains("GameProjectTarget", StringComparison.Ordinal))
continue;
var newText = targetText;
bool removedModuleText = false;
if (targetText.Contains($"Modules.Add(\"{className}\")", StringComparison.Ordinal))
{
newText = newText.Replace($"Modules.Add(\"{className}\");\n", "", StringComparison.Ordinal).Replace($"Modules.Add(\"{className}\");", "", StringComparison.Ordinal);
removedModuleText = true;
}
if (targetText.Contains($"Modules.Add(nameof({className}))", StringComparison.Ordinal))
{
newText = newText.Replace($"Modules.Add(nameof({className}));\n", "", StringComparison.Ordinal).Replace($"Modules.Add(nameof({className}));", "", StringComparison.Ordinal);
removedModuleText = true;
}
if (removedModuleText)
{
File.WriteAllText(file, newText);
Editor.Log($"Removed Module: {className} from {file}");
}
}
// Remove Generated module files
else if (fileName.Equals($"{className}.csproj", StringComparison.Ordinal) ||
fileName.Equals($"{className}.Gen.cs", StringComparison.Ordinal) ||
fileName.Equals($"{className}.Gen.cpp", StringComparison.Ordinal) ||
fileName.Equals($"{className}.Gen.h", StringComparison.Ordinal))
{
File.Delete(file);
Editor.Log($"Deleted generated modules file for module: {className}. File path {file}");
}
}
}
}
/// <inheritdoc />
public override void OnUpdate()
{
base.OnUpdate();
// Automatic project files generation after workspace modifications
if (_autoGenerateScriptsProjectFiles && ScriptsBuilder.IsSourceWorkspaceDirty && !ScriptsBuilder.IsCompiling)
{
// Try to delay generation when a lot of files are added at once
if (ScriptsBuilder.IsSourceDirtyFor(TimeSpan.FromMilliseconds(150)))
Editor.ProgressReporting.GenerateScriptsProjectFiles.RunAsync();
}
}
/// <inheritdoc />
public override void OnExit()
{
// Cleanup
SelectedEditor = null;
_editors.Clear();
ScriptsBuilder.ScriptsReload -= OnScriptsReload;
ScriptsBuilder.ScriptsReloadEnd -= OnScriptsReloadEnd;
ScriptsBuilder.ScriptsLoaded -= OnScriptsLoaded;
}
/// <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();
BehaviorTreeNodes.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 void OnScriptsLoaded()
{
// Clear any state with engine-only types
ClearTypes();
}
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)
{
var codeBase = Utils.GetAssemblyLocation(assembly);
#if USE_NETCORE
if (assembly.ManifestModule.FullyQualifiedName == "<In Memory Module>")
return false;
if (string.IsNullOrEmpty(codeBase))
return true;
// Skip runtime related assemblies
string repositoryUrl = assembly.GetCustomAttributes<AssemblyMetadataAttribute>().FirstOrDefault(x => x.Key == "RepositoryUrl")?.Value ?? "";
if (repositoryUrl != "https://github.com/dotnet/runtime")
return true;
#else
if (string.IsNullOrEmpty(codeBase))
return true;
// Skip assemblies from in-build Mono directory
if (!codeBase.Contains("/Mono/lib/mono/"))
return true;
#endif
return false;
}
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);
}
}
}