C#/netcore: Add base desktop game export implementation

This base implementation is still very barebones but it defines the path
for how exporting will work (at least when embedding the .NET runtime).

Many manual steps are still needed, which should be automatized in the
future. For example, in addition to the API assemblies, now you also
need to copy the GodotPlugins assembly to each game project.
This commit is contained in:
Ignacio Roldán Etcheverry 2021-12-28 23:25:16 +01:00
parent f88d8902cf
commit 88e367a406
51 changed files with 1568 additions and 1224 deletions

View file

@ -74,10 +74,6 @@ GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_ResMetadataDir(godot_string *r
memnew_placement(r_dest, String(GodotSharpDirs::get_res_metadata_dir()));
}
GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_ResTempAssembliesBaseDir(godot_string *r_dest) {
memnew_placement(r_dest, String(GodotSharpDirs::get_res_temp_assemblies_base_dir()));
}
GD_PINVOKE_EXPORT void godot_icall_GodotSharpDirs_MonoUserDir(godot_string *r_dest) {
memnew_placement(r_dest, String(GodotSharpDirs::get_mono_user_dir()));
}
@ -189,16 +185,6 @@ GD_PINVOKE_EXPORT void godot_icall_Internal_EditorNodeShowScriptScreen() {
EditorNode::get_singleton()->call("_editor_select", EditorNode::EDITOR_SCRIPT);
}
GD_PINVOKE_EXPORT void godot_icall_Internal_MonoWindowsInstallRoot(godot_string *r_dest) {
#ifdef WINDOWS_ENABLED
String install_root_dir = GDMono::get_singleton()->get_mono_reg_info().install_root_dir;
memnew_placement(r_dest, String(install_root_dir));
#else
memnew_placement(r_dest, String);
return;
#endif
}
GD_PINVOKE_EXPORT void godot_icall_Internal_EditorRunPlay() {
EditorNode::get_singleton()->run_play();
}
@ -267,9 +253,8 @@ GD_PINVOKE_EXPORT bool godot_icall_Utils_OS_UnixFileHasExecutableAccess(const go
}
#endif
void *godotsharp_editor_pinvoke_funcs[32] = {
void *godotsharp_editor_pinvoke_funcs[30] = {
(void *)godot_icall_GodotSharpDirs_ResMetadataDir,
(void *)godot_icall_GodotSharpDirs_ResTempAssembliesBaseDir,
(void *)godot_icall_GodotSharpDirs_MonoUserDir,
(void *)godot_icall_GodotSharpDirs_BuildLogsDirs,
(void *)godot_icall_GodotSharpDirs_ProjectSlnPath,
@ -288,7 +273,6 @@ void *godotsharp_editor_pinvoke_funcs[32] = {
(void *)godot_icall_Internal_EditorDebuggerNodeReloadScripts,
(void *)godot_icall_Internal_ScriptEditorEdit,
(void *)godot_icall_Internal_EditorNodeShowScriptScreen,
(void *)godot_icall_Internal_MonoWindowsInstallRoot,
(void *)godot_icall_Internal_EditorRunPlay,
(void *)godot_icall_Internal_EditorRunStop,
(void *)godot_icall_Internal_ScriptEditorDebugger_ReloadScripts,