BsScriptEditorApplication.cpp 13 KB

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  1. #include "BsScriptEditorApplication.h"
  2. #include "BsMonoManager.h"
  3. #include "BsMonoClass.h"
  4. #include "BsMonoMethod.h"
  5. #include "BsMonoUtil.h"
  6. #include "BsEditorApplication.h"
  7. #include "BsProjectLibrary.h"
  8. #include "BsProjectResourceMeta.h"
  9. #include "BsPrefab.h"
  10. #include "BsSceneManager.h"
  11. #include "BsEditorWindowManager.h"
  12. #include "BsMainEditorWindow.h"
  13. #include "BsGUIStatusBar.h"
  14. #include "BsScriptEditorTestSuite.h"
  15. #include "BsTestOutput.h"
  16. #include "BsScriptManager.h"
  17. #include "BsGUIMenuBar.h"
  18. #include "BsPlayInEditorManager.h"
  19. #include "BsScriptRenderTarget.h"
  20. #include "BsFileSystem.h"
  21. namespace BansheeEngine
  22. {
  23. bool ScriptEditorApplication::mRequestProjectLoad = false;
  24. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  25. Path ScriptEditorApplication::mProjectLoadPath;
  26. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  27. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  28. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  29. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  30. :ScriptObject(instance)
  31. { }
  32. void ScriptEditorApplication::initRuntimeData()
  33. {
  34. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  35. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  36. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", &ScriptEditorApplication::internal_SetStatusCompiling);
  37. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  38. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  39. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  40. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  41. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  42. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  43. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  44. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  45. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  46. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  47. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  48. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  49. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  50. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  51. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  52. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  53. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  54. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", &ScriptEditorApplication::internal_ReloadAssemblies);
  55. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  56. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", &ScriptEditorApplication::internal_RunUnitTests);
  57. metaData.scriptClass->addInternalCall("Internal_Quit", &ScriptEditorApplication::internal_Quit);
  58. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", &ScriptEditorApplication::internal_ToggleToolbarItem);
  59. metaData.scriptClass->addInternalCall("Internal_GetIsPlaying", &ScriptEditorApplication::internal_GetIsPlaying);
  60. metaData.scriptClass->addInternalCall("Internal_SetIsPlaying", &ScriptEditorApplication::internal_SetIsPlaying);
  61. metaData.scriptClass->addInternalCall("Internal_GetIsPaused", &ScriptEditorApplication::internal_GetIsPaused);
  62. metaData.scriptClass->addInternalCall("Internal_SetIsPaused", &ScriptEditorApplication::internal_SetIsPaused);
  63. metaData.scriptClass->addInternalCall("Internal_FrameStep", &ScriptEditorApplication::internal_FrameStep);
  64. metaData.scriptClass->addInternalCall("Internal_SetMainRenderTarget", &ScriptEditorApplication::internal_SetMainRenderTarget);
  65. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  66. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  67. }
  68. void ScriptEditorApplication::startUp()
  69. {
  70. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  71. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  72. }
  73. void ScriptEditorApplication::shutDown()
  74. {
  75. OnStatusBarClickedConn.disconnect();
  76. }
  77. void ScriptEditorApplication::update()
  78. {
  79. // Project load must be delayed when requested from managed code because it
  80. // triggers managed assembly reload, and that can't be performed when called
  81. // from the Mono thread.
  82. if (mRequestProjectLoad)
  83. {
  84. gEditorApplication().loadProject(mProjectLoadPath);
  85. mRequestProjectLoad = false;
  86. mRequestAssemblyReload = false;
  87. MonoUtil::invokeThunk(onProjectLoadedThunk);
  88. }
  89. else if (mRequestAssemblyReload)
  90. {
  91. ScriptManager::instance().reload();
  92. mRequestAssemblyReload = false;
  93. }
  94. }
  95. void ScriptEditorApplication::onStatusBarClicked()
  96. {
  97. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  98. }
  99. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  100. {
  101. WString nativeScene = MonoUtil::monoToWString(name);
  102. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  103. mainWindow->getStatusBar().setScene(nativeScene, modified);
  104. }
  105. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  106. {
  107. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  108. if (gEditorApplication().isProjectLoaded())
  109. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  110. else
  111. mainWindow->getStatusBar().setProject(L"None", false);
  112. }
  113. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  114. {
  115. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  116. mainWindow->getStatusBar().setIsCompiling(compiling);
  117. }
  118. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  119. {
  120. Path projectPath = gEditorApplication().getProjectPath();
  121. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  122. }
  123. MonoString* ScriptEditorApplication::internal_GetProjectName()
  124. {
  125. WString projectName = gEditorApplication().getProjectName();
  126. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  127. }
  128. bool ScriptEditorApplication::internal_GetProjectLoaded()
  129. {
  130. return gEditorApplication().isProjectLoaded();
  131. }
  132. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  133. {
  134. Path compilerPath = MonoManager::instance().getCompilerPath();
  135. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  136. }
  137. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  138. {
  139. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  140. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  141. }
  142. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  143. {
  144. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  145. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  146. }
  147. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  148. {
  149. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  150. assemblyFolder.makeAbsolute(FileSystem::getWorkingDirectoryPath());
  151. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  152. }
  153. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  154. {
  155. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  156. }
  157. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  158. {
  159. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  160. }
  161. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  162. {
  163. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  164. }
  165. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  166. {
  167. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  168. }
  169. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  170. {
  171. Path nativePath = MonoUtil::monoToWString(path);
  172. HSceneObject sceneRoot = gSceneManager().getRootNode();
  173. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  174. HPrefab scene;
  175. if (entry != nullptr)
  176. {
  177. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  178. return nullptr;
  179. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  180. if (resEntry->meta == nullptr || resEntry->meta->getTypeID() != TID_Prefab)
  181. return nullptr;
  182. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  183. scene->update(sceneRoot);
  184. gProjectLibrary().saveEntry(scene);
  185. }
  186. else
  187. {
  188. scene = Prefab::create(sceneRoot);
  189. gProjectLibrary().createEntry(scene, nativePath);
  190. }
  191. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  192. }
  193. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  194. {
  195. Path nativePath = MonoUtil::monoToWString(path);
  196. return gEditorApplication().isValidProjectPath(nativePath);
  197. }
  198. void ScriptEditorApplication::internal_SaveProject()
  199. {
  200. gEditorApplication().saveProject();
  201. }
  202. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  203. {
  204. mRequestProjectLoad = true;
  205. mProjectLoadPath = MonoUtil::monoToWString(path);
  206. }
  207. void ScriptEditorApplication::internal_UnloadProject()
  208. {
  209. gEditorApplication().unloadProject();
  210. }
  211. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  212. {
  213. Path nativePath = MonoUtil::monoToWString(path);
  214. gEditorApplication().createProject(nativePath);
  215. }
  216. void ScriptEditorApplication::internal_ReloadAssemblies()
  217. {
  218. mRequestAssemblyReload = true;
  219. }
  220. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  221. {
  222. Path nativePath = MonoUtil::monoToWString(path);
  223. PlatformUtility::open(nativePath);
  224. }
  225. void ScriptEditorApplication::internal_RunUnitTests()
  226. {
  227. #if BS_DEBUG_MODE
  228. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  229. ExceptionTestOutput testOutput;
  230. testSuite->run(testOutput);
  231. #endif
  232. }
  233. void ScriptEditorApplication::internal_Quit()
  234. {
  235. gApplication().stopMainLoop();
  236. }
  237. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  238. {
  239. String nativeName = MonoUtil::monoToString(name);
  240. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  241. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  242. }
  243. bool ScriptEditorApplication::internal_GetIsPlaying()
  244. {
  245. return PlayInEditorManager::instance().getState() == PlayInEditorState::Playing;
  246. }
  247. void ScriptEditorApplication::internal_SetIsPlaying(bool value)
  248. {
  249. if (value)
  250. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  251. else
  252. PlayInEditorManager::instance().setState(PlayInEditorState::Stopped);
  253. }
  254. bool ScriptEditorApplication::internal_GetIsPaused()
  255. {
  256. return PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  257. }
  258. void ScriptEditorApplication::internal_SetIsPaused(bool value)
  259. {
  260. if (value)
  261. PlayInEditorManager::instance().setState(PlayInEditorState::Paused);
  262. else
  263. {
  264. bool isPaused = PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  265. if (isPaused)
  266. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  267. }
  268. }
  269. void ScriptEditorApplication::internal_FrameStep()
  270. {
  271. PlayInEditorManager::instance().frameStep();
  272. }
  273. void ScriptEditorApplication::internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget)
  274. {
  275. if (renderTarget == nullptr)
  276. SceneManager::instance().setMainRenderTarget(nullptr);
  277. else
  278. SceneManager::instance().setMainRenderTarget(renderTarget->getNativeValue());
  279. }
  280. }