using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.IO;
using BansheeEngine;
namespace BansheeEditor
{
///
/// Available tools in the scene view.
///
public enum SceneViewTool
{
View,
Move,
Rotate,
Scale
}
///
/// Pivot mode used by the scene view tools.
///
public enum HandlePivotMode
{
Center,
Pivot
}
///
/// Coordinate mode used by the scene view tools.
///
public enum HandleCoordinateMode
{
Local,
World
}
///
/// Manages various generic and global settings relating to the editor.
///
public class EditorApplication
{
///
/// Determines the active tool shown in the scene view.
///
public static SceneViewTool ActiveSceneTool
{
get { return EditorSettings.ActiveSceneTool; }
set { EditorSettings.ActiveSceneTool = value; }
}
///
/// Determines the coordinate mode used by the tools in the scene view.
///
public static HandleCoordinateMode ActiveCoordinateMode
{
get { return EditorSettings.ActiveCoordinateMode; }
set { EditorSettings.ActiveCoordinateMode = value; }
}
///
/// Determines the pivot mode used by the tools in the scene view.
///
public static HandlePivotMode ActivePivotMode
{
get { return EditorSettings.ActivePivotMode; }
set { EditorSettings.ActivePivotMode = value; }
}
///
/// Camera used for rendering the scene view.
///
public static Camera SceneViewCamera
{
get { return EditorWindow.GetWindow().Camera; }
}
///
/// Absolute path to the folder containing the currently open project.
///
public static string ProjectPath { get { return Internal_GetProjectPath(); } }
///
/// Name of the currently open project.
///
public static string ProjectName { get { return Internal_GetProjectName(); } }
///
/// Checks is any project currently loaded.
///
public static bool IsProjectLoaded { get { return Internal_GetProjectLoaded(); } }
///
/// Returns the path where the script compiler is located at.
///
internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
///
/// Returns the path to the folder where the builtin script assemblies are located at.
///
internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
///
/// Returns the path to the folder where the custom script assemblies are located at.
///
internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
///
/// Returns the path to the folder where the .NET framework assemblies are located at.
///
internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
///
/// Name of the builtin assembly containing engine specific types.
///
internal static string EngineAssemblyName { get { return Internal_GetEngineAssemblyName(); } }
///
/// Name of the builtin assembly containing editor specific types.
///
internal static string EditorAssemblyName { get { return Internal_GetEditorAssemblyName(); } }
///
/// Name of the custom assembly compiled from non-editor scripts within the project.
///
internal static string ScriptGameAssemblyName { get { return Internal_GetScriptGameAssemblyName(); } }
///
/// Name of the custom assembly compiled from editor scripts within the project.
///
internal static string ScriptEditorAssemblyName { get { return Internal_GetScriptEditorAssemblyName(); } }
private static EditorApplication instance;
private static FolderMonitor monitor;
private static ScriptCodeManager codeManager;
private static HashSet dirtyResources = new HashSet();
private static bool sceneDirty;
private static bool unitTestsExecuted;
///
/// Constructs a new editor application. Called at editor start-up by the runtime.
///
internal EditorApplication()
{
instance = this;
codeManager = new ScriptCodeManager();
// Register controls
InputConfiguration inputConfig = VirtualInput.KeyConfig;
inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
}
///
/// Triggered when the folder monitor detects an asset in the monitored folder was modified.
///
/// Path to the modified file or folder.
private static void OnAssetModified(string path)
{
ProjectLibrary.Refresh(path);
}
///
/// Called 60 times per second by the runtime.
///
internal void OnEditorUpdate()
{
ProjectLibrary.Update();
codeManager.Update();
}
///
/// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
/// is modified the user is offered a chance to save it.
///
[MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050, true)]
private static void LoadScene()
{
string[] scenePaths;
if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
{
if (scenePaths.Length > 0)
LoadScene(scenePaths[0]);
}
}
///
/// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
/// saved it is instead automatically saved at the last location.
///
[MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
[ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
private static void SaveScene()
{
if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
{
string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
SaveScene(scenePath);
}
else
SaveSceneAs();
}
///
/// Opens a dialog to allows the user to select a location where to save the current scene.
///
[MenuItem("File/Save Scene As", 10048)]
private static void SaveSceneAs()
{
string scenePath = "";
if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
{
if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
DialogBox.Type.OK);
else
{
// TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
// Internal_SaveScene will silently fail.
scenePath += ".prefab";
SaveScene(scenePath);
LoadScene(scenePath);
}
}
}
///
/// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
/// chance to save it.
///
/// Path to a valid prefab relative to the resource folder.
public static void LoadScene(string path)
{
Action continueLoad =
(scenePath) =>
{
Scene.Load(path);
SetSceneDirty(false);
ProjectSettings.LastOpenScene = scenePath;
ProjectSettings.Save();
};
Action dialogCallback =
(result) =>
{
if (result == DialogBox.ResultType.Yes)
{
SaveScene();
continueLoad(path);
}
else if (result == DialogBox.ResultType.No)
continueLoad(path);
};
if (IsSceneModified())
{
DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
DialogBox.Type.YesNoCancel, dialogCallback);
}
else
continueLoad(path);
}
///
/// Saves the currently loaded scene to the specified path.
///
/// Path relative to the resource folder. This can be the path to the existing scene
/// prefab if it just needs updating.
public static void SaveScene(string path)
{
Internal_SaveScene(path);
ProjectLibrary.Refresh(true);
SetSceneDirty(false);
}
///
/// Checks does the folder at the provieded path contain a valid project.
///
/// Absolute path to the root project folder.
/// True if the folder contains a valid project.
public static bool IsValidProject(string path)
{
return Internal_IsValidProject(path);
}
///
/// Contains a new project in the provided folder.
///
/// Absolute path to the folder to create the project in. Name of this folder will be used as the
/// project's name.
public static void CreateProject(string path)
{
Internal_CreateProject(path);
}
///
/// Opens a Project Window allowing you to browse for or create a project.
///
[MenuItem("File/Open Project", 10100)]
[ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
public static void BrowseForProject()
{
ProjectWindow.Open();
}
///
/// Saves all data in the currently open project.
///
[MenuItem("File/Save Project", 10099)]
[ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
public static void SaveProject()
{
foreach (var resourceUUID in dirtyResources)
{
string path = ProjectLibrary.GetPath(resourceUUID);
Resource resource = ProjectLibrary.Load(path);
if(resource != null)
ProjectLibrary.Save(resource);
}
dirtyResources.Clear();
SetStatusProject(false);
Internal_SaveProject();
}
///
/// Loads the project at the specified path. This method executes asynchronously and will trigger
/// when done.
///
/// Absolute path to the project's root folder.
public static void LoadProject(string path)
{
if (IsProjectLoaded && path == ProjectPath)
return;
if (!Internal_IsValidProject(path))
{
Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
return;
}
if (IsProjectLoaded)
UnloadProject();
Internal_LoadProject(path); // Triggers OnProjectLoaded when done
}
///
/// Opens a file or a folder in the default external application.
///
/// Absolute path to the file or folder to open.
public static void OpenExternally(string path)
{
Internal_OpenExternally(path);
}
///
/// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
/// call to save it immediately.
///
/// Resource to mark as dirty
public static void SetDirty(Resource resource)
{
if (resource == null)
return;
SetStatusProject(true);
dirtyResources.Add(resource.UUID);
}
///
/// Marks the current scene as dirty.
///
public static void SetSceneDirty()
{
SetSceneDirty(true);
}
///
/// Marks the current scene as clean or dirty.
///
/// Should the scene be marked as clean or dirty.
internal static void SetSceneDirty(bool dirty)
{
sceneDirty = dirty;
SetStatusScene(Scene.ActiveSceneName, dirty);
if (!dirty)
dirtyResources.Remove(Scene.ActiveSceneUUID);
}
///
/// Checks is the specific resource dirty and needs saving.
///
/// Resource to check.
/// True if the resource requires saving, false otherwise.
public static bool IsDirty(Resource resource)
{
return dirtyResources.Contains(resource.UUID);
}
///
/// Triggered when method completes.
///
private static void OnProjectLoaded()
{
SetStatusProject(false);
if (!unitTestsExecuted)
{
RunUnitTests();
unitTestsExecuted = true;
}
if (!IsProjectLoaded)
{
ProjectWindow.Open();
return;
}
string projectPath = ProjectPath;
RecentProject[] recentProjects = EditorSettings.RecentProjects;
bool foundPath = false;
for (int i = 0; i < recentProjects.Length; i++)
{
if (PathEx.Compare(recentProjects[i].path, projectPath))
{
recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
EditorSettings.RecentProjects = recentProjects;
foundPath = true;
break;
}
}
if (!foundPath)
{
List extendedRecentProjects = new List();
extendedRecentProjects.AddRange(recentProjects);
RecentProject newProject = new RecentProject();
newProject.path = projectPath;
newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
extendedRecentProjects.Add(newProject);
EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
}
EditorSettings.LastOpenProject = projectPath;
EditorSettings.Save();
ProjectLibrary.Refresh();
monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
monitor.OnAdded += OnAssetModified;
monitor.OnRemoved += OnAssetModified;
monitor.OnModified += OnAssetModified;
if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
{
Scene.Load(ProjectSettings.LastOpenScene);
SetSceneDirty(false);
}
}
///
/// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
/// Automatically saves all project data before unloading.
///
private static void UnloadProject()
{
Action continueUnload =
() =>
{
Scene.Clear();
if (monitor != null)
{
monitor.Destroy();
monitor = null;
}
LibraryWindow window = EditorWindow.GetWindow();
if(window != null)
window.Reset();
SetSceneDirty(false);
Internal_UnloadProject();
SetStatusProject(false);
};
Action dialogCallback =
(result) =>
{
if (result == DialogBox.ResultType.Yes)
SaveScene();
continueUnload();
};
if (IsSceneModified())
{
DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
DialogBox.Type.YesNoCancel, dialogCallback);
}
else
continueUnload();
}
///
/// Reloads all script assemblies in case they were modified. This action is delayed and will be executed
/// at the beginning of the next frame.
///
public static void ReloadAssemblies()
{
Internal_ReloadAssemblies();
}
///
/// Changes the scene displayed on the status bar.
///
/// Name of the scene.
/// Whether to display the scene as modified or not.
private static void SetStatusScene(string name, bool modified)
{
Internal_SetStatusScene(name, modified);
}
///
/// Changes the project state displayed on the status bar.
///
/// Whether to display the project as modified or not.
private static void SetStatusProject(bool modified)
{
Internal_SetStatusProject(modified);
}
///
/// Displays or hides the "compilation in progress" visual on the status bar.
///
/// True to display the visual, false otherwise.
internal static void SetStatusCompiling(bool compiling)
{
Internal_SetStatusCompiling(compiling);
}
///
/// Checks did we make any modifications to the scene since it was last saved.
///
/// True if the scene was never saved, or was modified after last save.
public static bool IsSceneModified()
{
return sceneDirty;
}
///
/// Executes any editor-specific unit tests. This should be called after a project is loaded if possible.
///
private static void RunUnitTests()
{
#if DEBUG
Internal_RunUnitTests();
#endif
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_SetStatusScene(string name, bool modified);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_SetStatusProject(bool modified);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_SetStatusCompiling(bool compiling);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetProjectPath();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetProjectName();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_GetProjectLoaded();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetCompilerPath();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetBuiltinAssemblyPath();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetScriptAssemblyPath();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetFrameworkAssemblyPath();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetEngineAssemblyName();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetEditorAssemblyName();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetScriptGameAssemblyName();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_GetScriptEditorAssemblyName();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern string Internal_SaveScene(string path);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_IsValidProject(string path);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_SaveProject();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_LoadProject(string path);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_UnloadProject();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_CreateProject(string path);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_ReloadAssemblies();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_OpenExternally(string path);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_RunUnitTests();
}
}