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