feat: automatic injection of elements in scene.
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@@ -0,0 +1,109 @@
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#if TOOLS
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using System;
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using System.Collections.Concurrent;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.Loader;
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using Godot;
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namespace GodotHostTest.GodotDI.Editor;
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/// <summary>
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/// Taken from https://github.com/godotengine/godot-proposals/issues/12294
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/// </summary>
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public static class GodotScriptPathCache
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{
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private static readonly ConcurrentDictionary<Type, string> TypeToPath = new();
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private static readonly ConcurrentDictionary<string, Type> PathToType = new();
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private static readonly Type GodotObject = typeof(GodotObject);
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private static readonly Type ScriptPathAttribute = typeof(ScriptPathAttribute);
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private static AssemblyLoadEventHandler? _assemblyLoadEventHandler;
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private static void InitializeIfNeeded()
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{
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if (_assemblyLoadEventHandler != null) return;
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Initialize();
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AssemblyLoadContext.GetLoadContext(Assembly.GetExecutingAssembly())!
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.Unloading += _ => { Deinitialize(); };
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}
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private static void Initialize()
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{
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GD.Print($"Initializing {nameof(GodotScriptPathCache)}");
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TypeToPath.Clear();
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PathToType.Clear();
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_assemblyLoadEventHandler = (sender, args) => CacheScriptsInAssembly(args.LoadedAssembly);
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AppDomain.CurrentDomain.AssemblyLoad += _assemblyLoadEventHandler;
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foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
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CacheScriptsInAssembly(assembly);
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return;
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void CacheScriptsInAssembly(Assembly assembly)
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{
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foreach (var type in assembly.GetTypes()
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.Where(t => t.IsClass)
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.Where(t => t.IsSubclassOf(GodotObject)))
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// get script path attribute
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if (type.GetCustomAttributes(ScriptPathAttribute, false).FirstOrDefault() is ScriptPathAttribute
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scriptPath)
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{
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TypeToPath[type] = scriptPath.Path;
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PathToType[scriptPath.Path] = type;
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}
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}
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}
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private static void Deinitialize()
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{
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GD.Print($"Deinitializing {nameof(GodotScriptPathCache)}");
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AppDomain.CurrentDomain.AssemblyLoad -= _assemblyLoadEventHandler;
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_assemblyLoadEventHandler = null;
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TypeToPath.Clear();
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PathToType.Clear();
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}
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public static bool TryGetScriptPath(Type type, [MaybeNullWhen(false)] out string path)
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{
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InitializeIfNeeded();
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return TypeToPath.TryGetValue(type, out path);
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}
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public static Script GetScriptFromType(Type type)
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{
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InitializeIfNeeded();
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return TryGetScriptPath(type, out string path)
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? GD.Load<Script>(path)
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: throw new InvalidOperationException("Script path not found in cache.");
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}
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public static Script GetScriptFromType<T>()
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{
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InitializeIfNeeded();
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return GetScriptFromType(typeof(T));
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}
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public static bool TryGetTypeFromPath(string path, [MaybeNullWhen(false)] out Type type)
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{
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InitializeIfNeeded();
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return PathToType.TryGetValue(path, out type);
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}
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public static Type? GetCSharpScriptType(this GodotObject node)
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{
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if (node.GetScript().AsGodotObject() is CSharpScript script &&
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TryGetTypeFromPath(script.ResourcePath, out var type))
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return type;
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return null;
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}
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public static bool IsServiceSource(this GodotObject node)
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{
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return node.GetScript().AsGodotObject() is CSharpScript script &&
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TryGetTypeFromPath(script.ResourcePath, out var type) &&
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type.IsAssignableTo(typeof(ServiceSource));
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}
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}
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#endif
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@@ -0,0 +1 @@
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uid://brjpccpd5ta6x
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@@ -0,0 +1 @@
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uid://dtvb8nb6d2j4m
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@@ -0,0 +1 @@
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uid://cl7d2h5juc2gh
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@@ -0,0 +1,97 @@
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#if TOOLS
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using System;
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using System.Linq;
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using Godot;
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namespace GodotHostTest.GodotDI.Editor;
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public partial class ScopePickerEditor : EditorProperty
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{
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/// <summary>
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/// The currently chosen type.
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/// </summary>
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private string _currentType;
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/// <summary>
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/// All the known fully qualified names for scopes.
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/// </summary>
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private string[] _fullyQualifiedNames;
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/// <summary>
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/// The "combo box" that picks a choice from the scopes.
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/// </summary>
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private OptionButton _optionButton = new();
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/// <summary>
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/// A guard against internal changes while the property is being updated.
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/// </summary>
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private bool _updating;
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public ScopePickerEditor()
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{
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// save all the known fully qualified names
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_fullyQualifiedNames = ScopeTypesAndNames.GetQualifiedNames().ToArray();
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// fill the options button
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for (var i = 0; i < _fullyQualifiedNames.Length; i++)
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{
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// root scope is always the first, and root scope = not scoped
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_optionButton.AddItem(
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i == 0
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? "not a scope boundary"
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: ScopeTypesAndNames.GetSimpleNameFromQualifiedName(_fullyQualifiedNames[i]), i);
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}
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// add the control as a direct child of EditorProperty node.
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AddChild(_optionButton);
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// make sure the control is able to retain the focus.
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AddFocusable(_optionButton);
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// initialize the starting value
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_currentType = _fullyQualifiedNames[0];
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// update the property when the button value changes
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_optionButton.ItemSelected += OnOptionButtonItemSelected;
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}
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public override void _UpdateProperty()
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{
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// get the new value and immediately return if it's already the selected one.
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var newValue = GetEditedObject().Get(GetEditedProperty()).AsString();
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if (newValue == _currentType) return;
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_updating = true;
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try
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{
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var nameIndex = Array.IndexOf(_fullyQualifiedNames, newValue);
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if (nameIndex < 0)
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{
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GD.PushWarning($"Could not find name {newValue} in the list of scope names, resetting to root scope");
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_currentType = _fullyQualifiedNames[0];
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EmitChanged(GetEditedProperty(), _currentType);
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return;
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}
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_currentType = newValue;
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UpdateControl();
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}
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finally
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{
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_updating = false;
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}
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}
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private void OnOptionButtonItemSelected(long index)
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{
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_currentType = _fullyQualifiedNames[index];
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UpdateControl();
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EmitChanged(GetEditedProperty(), _currentType);
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}
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private void UpdateControl()
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{
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_optionButton.Selected = Array.IndexOf(_fullyQualifiedNames, _currentType);
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}
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}
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#endif
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@@ -0,0 +1 @@
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uid://cy4jjk14my305
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