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- /**************************************************************************/
- /* editor_run.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "editor_run.h"
- #include "core/project_settings.h"
- #include "editor_settings.h"
- #include "main/main.h"
- #include "plugins/script_editor_plugin.h"
- #include "script_editor_debugger.h"
- EditorRun::Status EditorRun::get_status() const {
- return status;
- }
- String EditorRun::get_running_scene() const {
- return running_scene;
- }
- Error EditorRun::run(const String &p_scene, const String &p_custom_args, const List<String> &p_breakpoints, const bool &p_skip_breakpoints) {
- List<String> args;
- const Vector<String> &forwardable_args = Main::get_forwardable_cli_arguments(Main::CLI_SCOPE_PROJECT);
- for (int i = 0; i < forwardable_args.size(); i++) {
- args.push_back(forwardable_args[i]);
- }
- String resource_path = ProjectSettings::get_singleton()->get_resource_path();
- if (resource_path != "") {
- args.push_back("--path");
- args.push_back(resource_path.replace(" ", "%20"));
- }
- args.push_back("--remote-debug");
- const String conn_string = ScriptEditor::get_singleton()->get_debugger()->get_connection_string();
- if (!conn_string.empty()) {
- args.push_back(ScriptEditor::get_singleton()->get_debugger()->get_connection_string());
- } else { // Try anyway with default settings
- const String remote_host = EditorSettings::get_singleton()->get("network/debug/remote_host");
- const int remote_port = (int)EditorSettings::get_singleton()->get("network/debug/remote_port");
- args.push_back(remote_host + ":" + String::num(remote_port));
- }
- args.push_back("--allow_focus_steal_pid");
- args.push_back(itos(OS::get_singleton()->get_process_id()));
- if (debug_collisions) {
- args.push_back("--debug-collisions");
- }
- if (debug_navigation) {
- args.push_back("--debug-navigation");
- }
- if (debug_shader_fallbacks) {
- args.push_back("--debug-shader-fallbacks");
- }
- int screen = EditorSettings::get_singleton()->get("run/window_placement/screen");
- if (screen == 0) {
- // Same as editor
- screen = OS::get_singleton()->get_current_screen();
- } else if (screen == 1) {
- // Previous monitor (wrap to the other end if needed)
- screen = Math::wrapi(
- OS::get_singleton()->get_current_screen() - 1,
- 0,
- OS::get_singleton()->get_screen_count());
- } else if (screen == 2) {
- // Next monitor (wrap to the other end if needed)
- screen = Math::wrapi(
- OS::get_singleton()->get_current_screen() + 1,
- 0,
- OS::get_singleton()->get_screen_count());
- } else {
- // Fixed monitor ID
- // There are 3 special options, so decrement the option ID by 3 to get the monitor ID
- screen -= 3;
- }
- Rect2 screen_rect;
- screen_rect.position = OS::get_singleton()->get_screen_position(screen);
- screen_rect.size = OS::get_singleton()->get_screen_size(screen);
- Size2 desired_size;
- desired_size.x = ProjectSettings::get_singleton()->get("display/window/size/width");
- desired_size.y = ProjectSettings::get_singleton()->get("display/window/size/height");
- Size2 test_size;
- test_size.x = ProjectSettings::get_singleton()->get("display/window/size/test_width");
- test_size.y = ProjectSettings::get_singleton()->get("display/window/size/test_height");
- if (test_size.x > 0 && test_size.y > 0) {
- desired_size = test_size;
- }
- int window_placement = EditorSettings::get_singleton()->get("run/window_placement/rect");
- bool hidpi_proj = ProjectSettings::get_singleton()->get("display/window/dpi/allow_hidpi");
- int display_scale = 1;
- if (OS::get_singleton()->is_hidpi_allowed()) {
- if (hidpi_proj) {
- display_scale = 1; // Both editor and project runs in hiDPI mode, do not scale.
- } else {
- display_scale = OS::get_singleton()->get_screen_max_scale(); // Editor is in hiDPI mode, project is not, scale down.
- }
- } else {
- if (hidpi_proj) {
- display_scale = (1.f / OS::get_singleton()->get_screen_max_scale()); // Editor is not in hiDPI mode, project is, scale up.
- } else {
- display_scale = 1; // Both editor and project runs in lowDPI mode, do not scale.
- }
- }
- screen_rect.position /= display_scale;
- screen_rect.size /= display_scale;
- switch (window_placement) {
- case 0: { // top left
- args.push_back("--position");
- args.push_back(itos(screen_rect.position.x) + "," + itos(screen_rect.position.y));
- } break;
- case 1: { // centered
- Vector2 pos = screen_rect.position + ((screen_rect.size - desired_size) / 2).floor();
- args.push_back("--position");
- args.push_back(itos(pos.x) + "," + itos(pos.y));
- } break;
- case 2: { // custom pos
- Vector2 pos = EditorSettings::get_singleton()->get("run/window_placement/rect_custom_position");
- pos += screen_rect.position;
- args.push_back("--position");
- args.push_back(itos(pos.x) + "," + itos(pos.y));
- } break;
- case 3: { // force maximized
- Vector2 pos = screen_rect.position;
- args.push_back("--position");
- args.push_back(itos(pos.x) + "," + itos(pos.y));
- args.push_back("--maximized");
- } break;
- case 4: { // force fullscreen
- Vector2 pos = screen_rect.position;
- args.push_back("--position");
- args.push_back(itos(pos.x) + "," + itos(pos.y));
- args.push_back("--fullscreen");
- } break;
- }
- if (p_breakpoints.size()) {
- args.push_back("--breakpoints");
- String bpoints;
- for (const List<String>::Element *E = p_breakpoints.front(); E; E = E->next()) {
- bpoints += E->get().replace(" ", "%20");
- if (E->next()) {
- bpoints += ",";
- }
- }
- args.push_back(bpoints);
- }
- if (p_skip_breakpoints) {
- args.push_back("--skip-breakpoints");
- }
- if (p_scene != "") {
- args.push_back(p_scene);
- }
- String exec = OS::get_singleton()->get_executable_path();
- if (p_custom_args != "") {
- // Allow the user to specify a command to run, similar to Steam's launch options.
- // In this case, Godot will no longer be run directly; it's up to the underlying command
- // to run it. For instance, this can be used on Linux to force a running project
- // to use Optimus using `prime-run` or similar.
- // Example: `prime-run %command% --time-scale 0.5`
- const int placeholder_pos = p_custom_args.find("%command%");
- Vector<String> custom_args;
- if (placeholder_pos != -1) {
- // Prepend executable-specific custom arguments.
- // If nothing is placed before `%command%`, behave as if no placeholder was specified.
- Vector<String> exec_args = p_custom_args.substr(0, placeholder_pos).split(" ", false);
- if (exec_args.size() >= 1) {
- exec = exec_args[0];
- exec_args.remove(0);
- // Append the Godot executable name before we append executable arguments
- // (since the order is reversed when using `push_front()`).
- args.push_front(OS::get_singleton()->get_executable_path());
- }
- for (int i = exec_args.size() - 1; i >= 0; i--) {
- // Iterate backwards as we're pushing items in the reverse order.
- args.push_front(exec_args[i].replace(" ", "%20"));
- }
- // Append Godot-specific custom arguments.
- custom_args = p_custom_args.substr(placeholder_pos + String("%command%").size()).split(" ", false);
- for (int i = 0; i < custom_args.size(); i++) {
- args.push_back(custom_args[i].replace(" ", "%20"));
- }
- } else {
- // Append Godot-specific custom arguments.
- custom_args = p_custom_args.split(" ", false);
- for (int i = 0; i < custom_args.size(); i++) {
- args.push_back(custom_args[i].replace(" ", "%20"));
- }
- }
- }
- // Pass the debugger stop shortcut to the running instance(s).
- String shortcut;
- VariantWriter::write_to_string(ED_GET_SHORTCUT("editor/stop"), shortcut);
- OS::get_singleton()->set_environment("__GODOT_EDITOR_STOP_SHORTCUT__", shortcut);
- printf("Running: %ls", exec.c_str());
- for (List<String>::Element *E = args.front(); E; E = E->next()) {
- printf(" %ls", E->get().c_str());
- };
- printf("\n");
- pid = 0;
- Error err = OS::get_singleton()->execute(exec, args, false, &pid);
- ERR_FAIL_COND_V(err, err);
- status = STATUS_PLAY;
- if (p_scene != "") {
- running_scene = p_scene;
- }
- return OK;
- }
- void EditorRun::stop() {
- if (status != STATUS_STOP && pid != 0) {
- OS::get_singleton()->kill(pid);
- }
- status = STATUS_STOP;
- running_scene = "";
- }
- void EditorRun::set_debug_collisions(bool p_debug) {
- debug_collisions = p_debug;
- }
- bool EditorRun::get_debug_collisions() const {
- return debug_collisions;
- }
- void EditorRun::set_debug_navigation(bool p_debug) {
- debug_navigation = p_debug;
- }
- bool EditorRun::get_debug_navigation() const {
- return debug_navigation;
- }
- void EditorRun::set_debug_shader_fallbacks(bool p_debug) {
- debug_shader_fallbacks = p_debug;
- }
- bool EditorRun::get_debug_shader_fallbacks() const {
- return debug_shader_fallbacks;
- }
- EditorRun::EditorRun() {
- status = STATUS_STOP;
- running_scene = "";
- debug_collisions = false;
- debug_navigation = false;
- debug_shader_fallbacks = false;
- }
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