forked from cmroche/MonoDevelop.Debugger.Soft.Unity
-
Notifications
You must be signed in to change notification settings - Fork 0
/
UnityProjectServiceExtension.cs
133 lines (117 loc) · 4.46 KB
/
UnityProjectServiceExtension.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
//
// UnityProjectServiceExtension.cs
//
// Author:
// Levi Bard <[email protected]>
//
// Copyright (c) 2010 Unity Technologies
//
// 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.
//
//
using System;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using MonoDevelop.Ide;
using MonoDevelop.Projects;
using MonoDevelop.Core.Execution;
namespace MonoDevelop.Debugger.Soft.Unity
{
/// <summary>
/// ProjectServiceExtension to allow Unity projects to be executed under the soft debugger
/// </summary>
public class UnityProjectServiceExtension: ProjectServiceExtension
{
internal static string EditLayout = "Solution";
/// <summary>
/// Detects whether any of the given projects reference UnityEngine
/// </summary>
private static bool ReferencesUnity (IEnumerable<Project> projects)
{
return null != projects.FirstOrDefault (project =>
(project is DotNetProject) &&
null != ((DotNetProject)project).References.FirstOrDefault (reference =>
reference.Reference.Contains ("UnityEngine")
)
);
}
#region ProjectServiceExtension overrides
private bool CanExecuteProject (Project project, ExecutionContext context) {
return null != project &&
!string.IsNullOrEmpty (Util.UnityLocation) &&
(File.Exists (Util.UnityLocation) || (MonoDevelop.Core.Platform.IsMac && Directory.Exists (Util.UnityLocation))) &&
ReferencesUnity (new Project[]{ project });
}
/// <summary>
/// Flags Unity projects for debugging with this addin
/// </summary>
protected override bool CanExecute (SolutionEntityItem item, ExecutionContext context, ConfigurationSelector configuration)
{
if (CanExecuteProject (item as Project, context)) {
return context.ExecutionHandler.CanExecute (new UnityExecutionCommand (item.BaseDirectory.FullPath));
}
return base.CanExecute (item, context, configuration);
}
/// <summary>
/// Launch Unity project
/// </summary>
public override void Execute (MonoDevelop.Core.IProgressMonitor monitor, IBuildTarget item, ExecutionContext context, ConfigurationSelector configuration)
{
if (CanExecuteProject (item as Project, context)) {
DispatchService.GuiDispatch (delegate {
IdeApp.Workbench.CurrentLayout = "Debug";
IdeApp.ProjectOperations.CurrentRunOperation = context.ExecutionHandler.Execute (new UnityExecutionCommand (item.BaseDirectory.FullPath), context.ConsoleFactory.CreateConsole (true));
});
} else {
base.Execute (monitor, item, context, configuration);
}
}
public override bool GetNeedsBuilding (IBuildTarget item, ConfigurationSelector configuration)
{
if (item is WorkspaceItem){ return GetNeedsBuilding ((WorkspaceItem)item, configuration); }
if (item is Project && ReferencesUnity (new Project[]{ (Project)item }) && !Util.UnityBuild) {
return false;
}
return base.GetNeedsBuilding (item, configuration);
}
#endregion
}
/// <summary>
/// Unity execution command
/// </summary>
/// <remarks>
/// This is necessary to fake out the execution handler for an assembly project
/// </remarks>
public class UnityExecutionCommand: ExecutionCommand
{
public UnityExecutionCommand (string baseDirectory)
{
ProjectPath = baseDirectory;
}
#region implemented abstract members of MonoDevelop.Core.Execution.ExecutionCommand
public string ProjectPath {
get; private set;
}
public override string CommandString {
get{ return string.Empty; }
}
#endregion
}
}