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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
328 lines
10 KiB
C++
328 lines
10 KiB
C++
/*************************************************************************/
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/* godotsharp_dirs.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "godotsharp_dirs.h"
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#include "core/os/dir_access.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#ifdef TOOLS_ENABLED
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#include "core/version.h"
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#include "editor/editor_settings.h"
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#endif
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#ifdef ANDROID_ENABLED
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#include "mono_gd/gd_mono_android.h"
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#endif
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#include "mono_gd/gd_mono.h"
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namespace GodotSharpDirs {
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String _get_expected_build_config() {
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#ifdef TOOLS_ENABLED
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return "Tools";
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#else
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#ifdef DEBUG_ENABLED
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return "Debug";
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#else
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return "Release";
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#endif
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#endif
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}
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String _get_mono_user_dir() {
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#ifdef TOOLS_ENABLED
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if (EditorSettings::get_singleton()) {
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return EditorSettings::get_singleton()->get_data_dir().plus_file("mono");
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} else {
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String settings_path;
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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DirAccessRef d = DirAccess::create_for_path(exe_dir);
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if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
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// contain yourself
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settings_path = exe_dir.plus_file("editor_data");
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} else {
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settings_path = OS::get_singleton()->get_data_path().plus_file(OS::get_singleton()->get_godot_dir_name());
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}
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return settings_path.plus_file("mono");
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}
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#else
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return OS::get_singleton()->get_user_data_dir().plus_file("mono");
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#endif
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}
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class _GodotSharpDirs {
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public:
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String res_data_dir;
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String res_metadata_dir;
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String res_assemblies_base_dir;
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String res_assemblies_dir;
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String res_config_dir;
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String res_temp_dir;
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String res_temp_assemblies_base_dir;
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String res_temp_assemblies_dir;
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String mono_user_dir;
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String mono_logs_dir;
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#ifdef TOOLS_ENABLED
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String mono_solutions_dir;
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String build_logs_dir;
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String sln_filepath;
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String csproj_filepath;
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String data_editor_tools_dir;
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String data_editor_prebuilt_api_dir;
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#else
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// Equivalent of res_assemblies_dir, but in the data directory rather than in 'res://'.
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// Only defined on export templates. Used when exporting assemblies outside of PCKs.
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String data_game_assemblies_dir;
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#endif
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String data_mono_etc_dir;
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String data_mono_lib_dir;
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#ifdef WINDOWS_ENABLED
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String data_mono_bin_dir;
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#endif
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private:
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_GodotSharpDirs() {
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res_data_dir = "res://.mono";
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res_metadata_dir = res_data_dir.plus_file("metadata");
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res_assemblies_base_dir = res_data_dir.plus_file("assemblies");
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res_assemblies_dir = res_assemblies_base_dir.plus_file(GDMono::get_expected_api_build_config());
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res_config_dir = res_data_dir.plus_file("etc").plus_file("mono");
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// TODO use paths from csproj
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res_temp_dir = res_data_dir.plus_file("temp");
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res_temp_assemblies_base_dir = res_temp_dir.plus_file("bin");
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res_temp_assemblies_dir = res_temp_assemblies_base_dir.plus_file(_get_expected_build_config());
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#ifdef JAVASCRIPT_ENABLED
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mono_user_dir = "user://";
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#else
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mono_user_dir = _get_mono_user_dir();
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#endif
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mono_logs_dir = mono_user_dir.plus_file("mono_logs");
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#ifdef TOOLS_ENABLED
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mono_solutions_dir = mono_user_dir.plus_file("solutions");
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build_logs_dir = mono_user_dir.plus_file("build_logs");
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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if (appname_safe.empty()) {
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appname_safe = "UnnamedProject";
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}
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String base_path = ProjectSettings::get_singleton()->globalize_path("res://");
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sln_filepath = base_path.plus_file(appname_safe + ".sln");
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csproj_filepath = base_path.plus_file(appname_safe + ".csproj");
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#endif
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String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
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#ifdef TOOLS_ENABLED
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String data_dir_root = exe_dir.plus_file("GodotSharp");
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data_editor_tools_dir = data_dir_root.plus_file("Tools");
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data_editor_prebuilt_api_dir = data_dir_root.plus_file("Api");
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String data_mono_root_dir = data_dir_root.plus_file("Mono");
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data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
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#ifdef ANDROID_ENABLED
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data_mono_lib_dir = GDMonoAndroid::get_app_native_lib_dir();
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#else
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data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
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#endif
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#ifdef WINDOWS_ENABLED
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data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
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#endif
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#ifdef OSX_ENABLED
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if (!DirAccess::exists(data_editor_tools_dir)) {
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data_editor_tools_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Tools");
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}
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if (!DirAccess::exists(data_editor_prebuilt_api_dir)) {
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data_editor_prebuilt_api_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Api");
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}
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if (!DirAccess::exists(data_mono_root_dir)) {
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data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
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data_mono_lib_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Mono/lib");
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}
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#endif
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#else
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String appname = ProjectSettings::get_singleton()->get("application/config/name");
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String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
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String data_dir_root = exe_dir.plus_file("data_" + appname_safe);
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if (!DirAccess::exists(data_dir_root)) {
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data_dir_root = exe_dir.plus_file("data_Godot");
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}
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String data_mono_root_dir = data_dir_root.plus_file("Mono");
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data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
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#ifdef ANDROID_ENABLED
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data_mono_lib_dir = GDMonoAndroid::get_app_native_lib_dir();
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#else
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data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
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data_game_assemblies_dir = data_dir_root.plus_file("Assemblies");
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#endif
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#ifdef WINDOWS_ENABLED
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data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
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#endif
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#ifdef OSX_ENABLED
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if (!DirAccess::exists(data_mono_root_dir)) {
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data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
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data_mono_lib_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Mono/lib");
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}
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if (!DirAccess::exists(data_game_assemblies_dir)) {
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data_game_assemblies_dir = exe_dir.plus_file("../Frameworks/GodotSharp/Assemblies");
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}
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#endif
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#endif
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}
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_GodotSharpDirs(const _GodotSharpDirs &);
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_GodotSharpDirs &operator=(const _GodotSharpDirs &);
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public:
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static _GodotSharpDirs &get_singleton() {
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static _GodotSharpDirs singleton;
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return singleton;
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}
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};
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String get_res_data_dir() {
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return _GodotSharpDirs::get_singleton().res_data_dir;
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}
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String get_res_metadata_dir() {
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return _GodotSharpDirs::get_singleton().res_metadata_dir;
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}
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String get_res_assemblies_base_dir() {
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return _GodotSharpDirs::get_singleton().res_assemblies_base_dir;
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}
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String get_res_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().res_assemblies_dir;
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}
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String get_res_config_dir() {
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return _GodotSharpDirs::get_singleton().res_config_dir;
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}
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String get_res_temp_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_dir;
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}
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String get_res_temp_assemblies_base_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_assemblies_base_dir;
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}
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String get_res_temp_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
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}
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String get_mono_user_dir() {
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return _GodotSharpDirs::get_singleton().mono_user_dir;
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}
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String get_mono_logs_dir() {
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return _GodotSharpDirs::get_singleton().mono_logs_dir;
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}
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#ifdef TOOLS_ENABLED
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String get_mono_solutions_dir() {
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return _GodotSharpDirs::get_singleton().mono_solutions_dir;
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}
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String get_build_logs_dir() {
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return _GodotSharpDirs::get_singleton().build_logs_dir;
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}
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String get_project_sln_path() {
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return _GodotSharpDirs::get_singleton().sln_filepath;
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}
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String get_project_csproj_path() {
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return _GodotSharpDirs::get_singleton().csproj_filepath;
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}
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String get_data_editor_tools_dir() {
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return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
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}
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String get_data_editor_prebuilt_api_dir() {
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return _GodotSharpDirs::get_singleton().data_editor_prebuilt_api_dir;
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}
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#else
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String get_data_game_assemblies_dir() {
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return _GodotSharpDirs::get_singleton().data_game_assemblies_dir;
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}
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#endif
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String get_data_mono_etc_dir() {
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return _GodotSharpDirs::get_singleton().data_mono_etc_dir;
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}
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String get_data_mono_lib_dir() {
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return _GodotSharpDirs::get_singleton().data_mono_lib_dir;
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}
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#ifdef WINDOWS_ENABLED
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String get_data_mono_bin_dir() {
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return _GodotSharpDirs::get_singleton().data_mono_bin_dir;
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}
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#endif
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} // namespace GodotSharpDirs
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