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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using UnityEditor.Scripting.Compilers;
using UnityEditor.Scripting.ScriptCompilation;
namespace UnityEditor.Scripting
{
internal struct SupportedLanguageStruct
{
public string extension;
public string languageName;
}
[StructLayout(LayoutKind.Sequential)]
internal struct MonoIsland
{
public readonly BuildTarget _target;
public readonly bool _development_player;
public readonly bool _editor;
public readonly bool _allowUnsafeCode;
public readonly ApiCompatibilityLevel _api_compatibility_level;
public readonly string[] _files;
public readonly string[] _references;
public readonly string[] _defines;
public readonly string[] _responseFiles;
public readonly string _output;
public MonoIsland(BuildTarget target, ApiCompatibilityLevel api_compatibility_level, bool allowUnsafeCode, string[] files, string[] references, string[] defines, string output)
{
_target = target;
_development_player = false;
_editor = false;
_allowUnsafeCode = allowUnsafeCode;
_api_compatibility_level = api_compatibility_level;
_files = files;
_references = references;
_defines = defines;
_output = output;
_responseFiles = null;
}
public MonoIsland(BuildTarget target, bool editor, bool development_player, bool allowUnsafeCode, ApiCompatibilityLevel api_compatibility_level, string[] files, string[] references, string[] defines, string output)
{
_target = target;
_development_player = development_player;
_editor = editor;
_allowUnsafeCode = allowUnsafeCode;
_api_compatibility_level = api_compatibility_level;
_files = files;
_references = references;
_defines = defines;
_output = output;
_responseFiles = null;
}
public MonoIsland(BuildTarget target, bool editor, bool development_player, bool allowUnsafeCode, ApiCompatibilityLevel api_compatibility_level, string[] files, string[] references, string[] defines, string output, string[] responseFiles)
: this(target, editor, development_player, allowUnsafeCode, api_compatibility_level, files, references, defines, output)
{
_responseFiles = responseFiles;
}
public string GetExtensionOfSourceFiles()
{
return _files.Length > 0 ? ScriptCompilers.GetExtensionOfSourceFile(_files[0]) : "NA";
}
}
internal static class ScriptCompilers
{
internal static readonly List<SupportedLanguage> SupportedLanguages;
internal static readonly SupportedLanguage CSharpSupportedLanguage;
static ScriptCompilers()
{
SupportedLanguages = new List<SupportedLanguage>();
var types = new List<Type>();
types.Add(typeof(CSharpLanguage));
foreach (var t in types)
{
SupportedLanguages.Add((SupportedLanguage)Activator.CreateInstance(t));
}
CSharpSupportedLanguage = SupportedLanguages.Single(l => l.GetType() == typeof(CSharpLanguage));
}
internal static SupportedLanguageStruct[] GetSupportedLanguageStructs()
{
//we communicate with the runtime by xforming our SupportedLaanguage class to a struct, because that's
//just a lot easier to marshall between native and managed code.
return SupportedLanguages.Select(lang => new SupportedLanguageStruct
{
extension = lang.GetExtensionICanCompile(),
languageName = lang.GetLanguageName()
}).ToArray();
}
internal static SupportedLanguage GetLanguageFromName(string name)
{
foreach (var lang in SupportedLanguages)
{
if (String.Equals(name, lang.GetLanguageName(), StringComparison.OrdinalIgnoreCase))
return lang;
}
throw new ApplicationException(string.Format("Script language '{0}' is not supported", name));
}
internal static SupportedLanguage GetLanguageFromExtension(string extension)
{
foreach (var lang in SupportedLanguages)
{
if (String.Equals(extension, lang.GetExtensionICanCompile(), StringComparison.OrdinalIgnoreCase))
return lang;
}
throw new ApplicationException(string.Format("Script file extension '{0}' is not supported", extension));
}
public static string GetExtensionOfSourceFile(string file)
{
var ext = Path.GetExtension(file).ToLower();
ext = ext.Substring(1); //strip dot
return ext;
}
}
}