BsScriptEditorApplication.cpp 5.2 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 "BsPrefabUtility.h"
  11. #include "BsSceneManager.h"
  12. #include "BsResources.h"
  13. #include "BsScriptEditorWindow.h"
  14. #include "BsEditorWindowBase.h"
  15. #include "BsProfilerOverlay.h"
  16. #include "BsGUIWidget.h"
  17. #include "BsSceneObject.h"
  18. #include "BsCamera.h"
  19. namespace BansheeEngine
  20. {
  21. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  22. :ScriptObject(instance)
  23. { }
  24. void ScriptEditorApplication::initRuntimeData()
  25. {
  26. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  27. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  28. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  29. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  30. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  31. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  32. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  33. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  34. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  35. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  36. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  37. }
  38. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  39. {
  40. Path projectPath = gEditorApplication().getProjectPath();
  41. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  42. }
  43. MonoString* ScriptEditorApplication::internal_GetProjectName()
  44. {
  45. WString projectName = gEditorApplication().getProjectName();
  46. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  47. }
  48. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  49. {
  50. Path compilerPath = MonoManager::instance().getCompilerPath();
  51. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  52. }
  53. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  54. {
  55. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  56. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  57. }
  58. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  59. {
  60. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  61. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  62. }
  63. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  64. {
  65. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  66. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  67. }
  68. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  69. {
  70. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  71. }
  72. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  73. {
  74. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  75. }
  76. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  77. {
  78. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  79. }
  80. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  81. {
  82. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  83. }
  84. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  85. {
  86. Path nativePath = MonoUtil::monoToWString(path);
  87. HSceneObject sceneRoot = gSceneManager().getRootNode();
  88. ProjectLibrary::LibraryEntry* entry = ProjectLibrary::instance().findEntry(nativePath);
  89. HPrefab scene;
  90. if (entry != nullptr)
  91. {
  92. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  93. return nullptr;
  94. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  95. if (resEntry->meta->getTypeID() != TID_Prefab)
  96. return nullptr;
  97. scene = static_resource_cast<Prefab>(ProjectLibrary::instance().load(nativePath));
  98. scene->update(sceneRoot);
  99. }
  100. else
  101. {
  102. scene = Prefab::create(sceneRoot);
  103. }
  104. PrefabUtility::recordPrefabDiff(sceneRoot);
  105. ProjectLibrary::instance().saveEntry(scene);
  106. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  107. }
  108. }