EditorApplication.cs 31 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Runtime.CompilerServices;
  4. using System.IO;
  5. using BansheeEngine;
  6. namespace BansheeEditor
  7. {
  8. /// <summary>
  9. /// Available tools in the scene view.
  10. /// </summary>
  11. public enum SceneViewTool
  12. {
  13. View,
  14. Move,
  15. Rotate,
  16. Scale
  17. }
  18. /// <summary>
  19. /// Pivot mode used by the scene view tools.
  20. /// </summary>
  21. public enum HandlePivotMode
  22. {
  23. Center,
  24. Pivot
  25. }
  26. /// <summary>
  27. /// Coordinate mode used by the scene view tools.
  28. /// </summary>
  29. public enum HandleCoordinateMode
  30. {
  31. Local,
  32. World
  33. }
  34. /// <summary>
  35. /// Manages various generic and global settings relating to the editor.
  36. /// </summary>
  37. public class EditorApplication
  38. {
  39. /// <summary>
  40. /// Determines the active tool shown in the scene view.
  41. /// </summary>
  42. public static SceneViewTool ActiveSceneTool
  43. {
  44. get { return EditorSettings.ActiveSceneTool; }
  45. set { EditorSettings.ActiveSceneTool = value; }
  46. }
  47. /// <summary>
  48. /// Determines the coordinate mode used by the tools in the scene view.
  49. /// </summary>
  50. public static HandleCoordinateMode ActiveCoordinateMode
  51. {
  52. get { return EditorSettings.ActiveCoordinateMode; }
  53. set { EditorSettings.ActiveCoordinateMode = value; }
  54. }
  55. /// <summary>
  56. /// Determines the pivot mode used by the tools in the scene view.
  57. /// </summary>
  58. public static HandlePivotMode ActivePivotMode
  59. {
  60. get { return EditorSettings.ActivePivotMode; }
  61. set { EditorSettings.ActivePivotMode = value; }
  62. }
  63. /// <summary>
  64. /// Camera used for rendering the scene view.
  65. /// </summary>
  66. public static Camera SceneViewCamera
  67. {
  68. get { return EditorWindow.GetWindow<SceneWindow>().Camera; }
  69. }
  70. /// <summary>
  71. /// Absolute path to the folder containing the currently open project.
  72. /// </summary>
  73. public static string ProjectPath { get { return Internal_GetProjectPath(); } }
  74. /// <summary>
  75. /// Name of the currently open project.
  76. /// </summary>
  77. public static string ProjectName { get { return Internal_GetProjectName(); } }
  78. /// <summary>
  79. /// Checks is any project currently loaded.
  80. /// </summary>
  81. public static bool IsProjectLoaded { get { return Internal_GetProjectLoaded(); } }
  82. /// <summary>
  83. /// Determines is the game currently running in the editor, or is it stopped or paused. Setting this value to false
  84. /// will stop the game, but if you just want to pause it use <see cref="IsPaused"/> property.
  85. /// </summary>
  86. public static bool IsPlaying
  87. {
  88. get { return Internal_GetIsPlaying(); }
  89. set
  90. {
  91. ToggleToolbarItem("Play", value);
  92. ToggleToolbarItem("Pause", false);
  93. Internal_SetIsPlaying(value);
  94. }
  95. }
  96. /// <summary>
  97. /// Determines if the game is currently running in the editor, but paused. If the game is stopped and not running
  98. /// this will return false. If the game is not running and this is enabled, the game will start running but be
  99. /// immediately paused.
  100. /// </summary>
  101. public static bool IsPaused
  102. {
  103. get { return Internal_GetIsPaused(); }
  104. set
  105. {
  106. ToggleToolbarItem("Play", !value);
  107. ToggleToolbarItem("Pause", value);
  108. Internal_SetIsPaused(value);
  109. }
  110. }
  111. /// <summary>
  112. /// Returns true if the game is currently neither running nor paused. Use <see cref="IsPlaying"/> or
  113. /// <see cref="IsPaused"/> to actually change these states.
  114. /// </summary>
  115. public static bool IsStopped
  116. {
  117. get { return !IsPlaying && !IsPaused; }
  118. }
  119. /// <summary>
  120. /// Render target that the main camera in the scene (if any) will render its view to. This generally means the main
  121. /// game window when running standalone, or the Game viewport when running in editor.
  122. /// </summary>
  123. internal static RenderTarget MainRenderTarget
  124. {
  125. set
  126. {
  127. IntPtr rtPtr = IntPtr.Zero;
  128. if (value != null)
  129. rtPtr = value.GetCachedPtr();
  130. Internal_SetMainRenderTarget(rtPtr);
  131. }
  132. }
  133. /// <summary>
  134. /// Returns the path where the script compiler is located at.
  135. /// </summary>
  136. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  137. /// <summary>
  138. /// Returns the path to the folder where the custom script assemblies are located at.
  139. /// </summary>
  140. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  141. /// <summary>
  142. /// Returns the path to the folder where the .NET framework assemblies are located at.
  143. /// </summary>
  144. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  145. /// <summary>
  146. /// Name of the builtin assembly containing engine specific types.
  147. /// </summary>
  148. internal static string EngineAssemblyName { get { return Internal_GetEngineAssemblyName(); } }
  149. /// <summary>
  150. /// Name of the builtin assembly containing editor specific types.
  151. /// </summary>
  152. internal static string EditorAssemblyName { get { return Internal_GetEditorAssemblyName(); } }
  153. /// <summary>
  154. /// Name of the custom assembly compiled from non-editor scripts within the project.
  155. /// </summary>
  156. internal static string ScriptGameAssemblyName { get { return Internal_GetScriptGameAssemblyName(); } }
  157. /// <summary>
  158. /// Name of the custom assembly compiled from editor scripts within the project.
  159. /// </summary>
  160. internal static string ScriptEditorAssemblyName { get { return Internal_GetScriptEditorAssemblyName(); } }
  161. /// <summary>
  162. /// Returns the path to the folder where the builtin release script assemblies are located at.
  163. /// </summary>
  164. internal static string BuiltinReleaseAssemblyPath { get { return Internal_GetBuiltinReleaseAssemblyPath(); } }
  165. /// <summary>
  166. /// Returns the path to the folder where the builtin debug script assemblies are located at.
  167. /// </summary>
  168. internal static string BuiltinDebugAssemblyPath { get { return Internal_GetBuiltinDebugAssemblyPath(); } }
  169. private static EditorApplication instance;
  170. private static FolderMonitor monitor;
  171. private static ScriptCodeManager codeManager;
  172. private static HashSet<string> dirtyResources = new HashSet<string>();
  173. private static bool sceneDirty;
  174. private static bool unitTestsExecuted;
  175. /// <summary>
  176. /// Constructs a new editor application. Called at editor start-up by the runtime.
  177. /// </summary>
  178. internal EditorApplication()
  179. {
  180. instance = this;
  181. codeManager = new ScriptCodeManager();
  182. // Register controls
  183. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  184. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  185. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  186. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  187. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  188. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  189. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  190. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  191. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  192. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  193. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  194. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  195. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  196. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  197. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  198. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  199. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  200. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  201. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  202. if (IsProjectLoaded)
  203. {
  204. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  205. monitor.OnAdded += OnAssetModified;
  206. monitor.OnRemoved += OnAssetModified;
  207. monitor.OnModified += OnAssetModified;
  208. }
  209. }
  210. /// <summary>
  211. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  212. /// </summary>
  213. /// <param name="path">Path to the modified file or folder.</param>
  214. private static void OnAssetModified(string path)
  215. {
  216. ProjectLibrary.Refresh(path);
  217. }
  218. /// <summary>
  219. /// Called 60 times per second by the runtime.
  220. /// </summary>
  221. internal void OnEditorUpdate()
  222. {
  223. ProjectLibrary.Update();
  224. codeManager.Update();
  225. }
  226. /// <summary>
  227. /// Creates a new empty scene.
  228. /// </summary>
  229. [MenuItem("File/New Scene", 10051, true)]
  230. private static void NewScene()
  231. {
  232. LoadScene(null);
  233. }
  234. /// <summary>
  235. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  236. /// is modified the user is offered a chance to save it.
  237. /// </summary>
  238. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050)]
  239. private static void LoadScene()
  240. {
  241. string[] scenePaths;
  242. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  243. {
  244. if (scenePaths.Length > 0)
  245. LoadScene(scenePaths[0]);
  246. }
  247. }
  248. /// <summary>
  249. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  250. /// saved it is instead automatically saved at the last location.
  251. /// </summary>
  252. public static void SaveScene(Action onSuccess = null, Action onFailure = null)
  253. {
  254. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  255. {
  256. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  257. SaveScene(scenePath);
  258. if (onSuccess != null)
  259. onSuccess();
  260. }
  261. else
  262. SaveSceneAs(onSuccess, onFailure);
  263. }
  264. /// <summary>
  265. /// Opens a dialog to allows the user to select a location where to save the current scene.
  266. /// </summary>
  267. public static void SaveSceneAs(Action onSuccess = null, Action onFailure = null)
  268. {
  269. string scenePath = "";
  270. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  271. {
  272. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  273. {
  274. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  275. DialogBox.Type.OK,
  276. x =>
  277. {
  278. if (onFailure != null)
  279. onFailure();
  280. });
  281. }
  282. else
  283. {
  284. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  285. // Internal_SaveScene will silently fail.
  286. scenePath += ".prefab";
  287. SaveScene(scenePath);
  288. }
  289. }
  290. else
  291. {
  292. // User canceled, so technically a success
  293. if (onSuccess != null)
  294. onSuccess();
  295. }
  296. }
  297. /// <summary>
  298. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  299. /// chance to save it.
  300. /// </summary>
  301. /// <param name="path">Path to a valid prefab relative to the resource folder. If path is empty a brand new
  302. /// scene will be loaded.</param>
  303. public static void LoadScene(string path)
  304. {
  305. Action<string> continueLoad =
  306. (scenePath) =>
  307. {
  308. if (string.IsNullOrEmpty(path))
  309. Scene.Clear();
  310. else
  311. Scene.Load(path);
  312. SetSceneDirty(false);
  313. ProjectSettings.LastOpenScene = scenePath;
  314. ProjectSettings.Save();
  315. };
  316. Action<DialogBox.ResultType> dialogCallback =
  317. (result) =>
  318. {
  319. if (result == DialogBox.ResultType.Yes)
  320. {
  321. SaveScene();
  322. continueLoad(path);
  323. }
  324. else if (result == DialogBox.ResultType.No)
  325. continueLoad(path);
  326. };
  327. if (IsSceneModified())
  328. {
  329. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  330. DialogBox.Type.YesNoCancel, dialogCallback);
  331. }
  332. else
  333. continueLoad(path);
  334. }
  335. /// <summary>
  336. /// Saves the currently loaded scene to the specified path.
  337. /// </summary>
  338. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  339. /// prefab if it just needs updating. </param>
  340. public static void SaveScene(string path)
  341. {
  342. Internal_SaveScene(path);
  343. ProjectLibrary.Refresh(true);
  344. SetSceneDirty(false);
  345. }
  346. /// <summary>
  347. /// Checks does the folder at the provieded path contain a valid project.
  348. /// </summary>
  349. /// <param name="path">Absolute path to the root project folder.</param>
  350. /// <returns>True if the folder contains a valid project.</returns>
  351. public static bool IsValidProject(string path)
  352. {
  353. return Internal_IsValidProject(path);
  354. }
  355. /// <summary>
  356. /// Contains a new project in the provided folder.
  357. /// </summary>
  358. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  359. /// project's name.</param>
  360. public static void CreateProject(string path)
  361. {
  362. Internal_CreateProject(path);
  363. }
  364. /// <summary>
  365. /// Wrapper for menu items for <see cref="SaveScene(Action, Action)"/> method
  366. /// </summary>
  367. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  368. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  369. private static void SaveSceneMenu()
  370. {
  371. SaveScene();
  372. }
  373. /// <summary>
  374. /// Wrapper for menu items for <see cref="SaveSceneAs(Action, Action)"/> method
  375. /// </summary>
  376. [MenuItem("File/Save Scene As", 10048)]
  377. private static void SaveSceneAsMenu()
  378. {
  379. SaveSceneAs();
  380. }
  381. /// <summary>
  382. /// Opens a Project Window allowing you to browse for or create a project.
  383. /// </summary>
  384. [MenuItem("File/Open Project", 10100)]
  385. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  386. public static void BrowseForProject()
  387. {
  388. ProjectWindow.Open();
  389. }
  390. /// <summary>
  391. /// Saves all data in the currently open project.
  392. /// </summary>
  393. [MenuItem("File/Save Project", 10099)]
  394. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  395. public static void SaveProject()
  396. {
  397. foreach (var resourceUUID in dirtyResources)
  398. {
  399. string path = ProjectLibrary.GetPath(resourceUUID);
  400. Resource resource = ProjectLibrary.Load<Resource>(path);
  401. if(resource != null)
  402. ProjectLibrary.Save(resource);
  403. }
  404. dirtyResources.Clear();
  405. SetStatusProject(false);
  406. Internal_SaveProject();
  407. }
  408. /// <summary>
  409. /// Loads the project at the specified path. This method executes asynchronously.
  410. /// </summary>
  411. /// <param name="path">Absolute path to the project's root folder.</param>
  412. public static void LoadProject(string path)
  413. {
  414. if (IsProjectLoaded && path == ProjectPath)
  415. return;
  416. if (!Internal_IsValidProject(path))
  417. {
  418. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  419. return;
  420. }
  421. if (IsProjectLoaded)
  422. UnloadProject();
  423. Internal_LoadProject(path); // Triggers Internal_OnProjectLoaded when done
  424. }
  425. /// <summary>
  426. /// Closes the editor.
  427. /// </summary>
  428. public static void Quit()
  429. {
  430. Internal_Quit();
  431. }
  432. /// <summary>
  433. /// Toggles an existing toolbar button into an on or off state which changes the visuals of the button.
  434. /// </summary>
  435. /// <param name="name">Name of the existing button to toggle</param>
  436. /// <param name="on">True to toggle on, false to toggle off (default)</param>
  437. public static void ToggleToolbarItem(string name, bool on)
  438. {
  439. Internal_ToggleToolbarItem(name, on);
  440. }
  441. /// <summary>
  442. /// Opens a file or a folder in the default external application.
  443. /// </summary>
  444. /// <param name="path">Absolute path to the file or folder to open.</param>
  445. public static void OpenExternally(string path)
  446. {
  447. Internal_OpenExternally(path);
  448. }
  449. /// <summary>
  450. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  451. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  452. /// </summary>
  453. /// <param name="resource">Resource to mark as dirty</param>
  454. public static void SetDirty(Resource resource)
  455. {
  456. if (resource == null)
  457. return;
  458. SetStatusProject(true);
  459. dirtyResources.Add(resource.UUID);
  460. }
  461. /// <summary>
  462. /// Marks the current scene as dirty.
  463. /// </summary>
  464. public static void SetSceneDirty()
  465. {
  466. SetSceneDirty(true);
  467. }
  468. /// <summary>
  469. /// Marks the current scene as clean or dirty.
  470. /// </summary>
  471. /// <param name="dirty">Should the scene be marked as clean or dirty.</param>
  472. internal static void SetSceneDirty(bool dirty)
  473. {
  474. sceneDirty = dirty;
  475. SetStatusScene(Scene.ActiveSceneName, dirty);
  476. if (!dirty)
  477. dirtyResources.Remove(Scene.ActiveSceneUUID);
  478. }
  479. /// <summary>
  480. /// Checks is the specific resource dirty and needs saving.
  481. /// </summary>
  482. /// <param name="resource">Resource to check.</param>
  483. /// <returns>True if the resource requires saving, false otherwise.</returns>
  484. public static bool IsDirty(Resource resource)
  485. {
  486. return dirtyResources.Contains(resource.UUID);
  487. }
  488. /// <summary>
  489. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  490. /// Automatically saves all project data before unloading.
  491. /// </summary>
  492. private static void UnloadProject()
  493. {
  494. Action continueUnload =
  495. () =>
  496. {
  497. Scene.Clear();
  498. if (monitor != null)
  499. {
  500. monitor.Destroy();
  501. monitor = null;
  502. }
  503. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  504. if(window != null)
  505. window.Reset();
  506. SetSceneDirty(false);
  507. Internal_UnloadProject();
  508. SetStatusProject(false);
  509. };
  510. Action<DialogBox.ResultType> dialogCallback =
  511. (result) =>
  512. {
  513. if (result == DialogBox.ResultType.Yes)
  514. SaveScene();
  515. continueUnload();
  516. };
  517. if (IsSceneModified())
  518. {
  519. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  520. DialogBox.Type.YesNoCancel, dialogCallback);
  521. }
  522. else
  523. continueUnload();
  524. }
  525. /// <summary>
  526. /// Reloads all script assemblies in case they were modified. This action is delayed and will be executed
  527. /// at the beginning of the next frame.
  528. /// </summary>
  529. public static void ReloadAssemblies()
  530. {
  531. Internal_ReloadAssemblies();
  532. }
  533. /// <summary>
  534. /// Changes the scene displayed on the status bar.
  535. /// </summary>
  536. /// <param name="name">Name of the scene.</param>
  537. /// <param name="modified">Whether to display the scene as modified or not.</param>
  538. private static void SetStatusScene(string name, bool modified)
  539. {
  540. Internal_SetStatusScene(name, modified);
  541. }
  542. /// <summary>
  543. /// Changes the project state displayed on the status bar.
  544. /// </summary>
  545. /// <param name="modified">Whether to display the project as modified or not.</param>
  546. private static void SetStatusProject(bool modified)
  547. {
  548. Internal_SetStatusProject(modified);
  549. }
  550. /// <summary>
  551. /// Displays or hides the "compilation in progress" visual on the status bar.
  552. /// </summary>
  553. /// <param name="compiling">True to display the visual, false otherwise.</param>
  554. internal static void SetStatusCompiling(bool compiling)
  555. {
  556. Internal_SetStatusCompiling(compiling);
  557. }
  558. /// <summary>
  559. /// Checks did we make any modifications to the scene since it was last saved.
  560. /// </summary>
  561. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  562. public static bool IsSceneModified()
  563. {
  564. return sceneDirty;
  565. }
  566. /// <summary>
  567. /// Runs a single frame of the game and pauses it. If the game is not currently running it will be started.
  568. /// </summary>
  569. public static void FrameStep()
  570. {
  571. ToggleToolbarItem("Play", false);
  572. ToggleToolbarItem("Pause", true);
  573. Internal_FrameStep();
  574. }
  575. /// <summary>
  576. /// Executes any editor-specific unit tests. This should be called after a project is loaded if possible.
  577. /// </summary>
  578. private static void RunUnitTests()
  579. {
  580. #if DEBUG
  581. Internal_RunUnitTests();
  582. #endif
  583. }
  584. /// <summary>
  585. /// Triggered by the runtime when <see cref="LoadProject"/> method completes.
  586. /// </summary>
  587. private static void Internal_OnProjectLoaded()
  588. {
  589. SetStatusProject(false);
  590. if (!unitTestsExecuted)
  591. {
  592. RunUnitTests();
  593. unitTestsExecuted = true;
  594. }
  595. if (!IsProjectLoaded)
  596. {
  597. ProjectWindow.Open();
  598. return;
  599. }
  600. string projectPath = ProjectPath;
  601. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  602. bool foundPath = false;
  603. for (int i = 0; i < recentProjects.Length; i++)
  604. {
  605. if (PathEx.Compare(recentProjects[i].path, projectPath))
  606. {
  607. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  608. EditorSettings.RecentProjects = recentProjects;
  609. foundPath = true;
  610. break;
  611. }
  612. }
  613. if (!foundPath)
  614. {
  615. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  616. extendedRecentProjects.AddRange(recentProjects);
  617. RecentProject newProject = new RecentProject();
  618. newProject.path = projectPath;
  619. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  620. extendedRecentProjects.Add(newProject);
  621. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  622. }
  623. EditorSettings.LastOpenProject = projectPath;
  624. EditorSettings.Save();
  625. ProjectLibrary.Refresh();
  626. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  627. monitor.OnAdded += OnAssetModified;
  628. monitor.OnRemoved += OnAssetModified;
  629. monitor.OnModified += OnAssetModified;
  630. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  631. {
  632. Scene.Load(ProjectSettings.LastOpenScene);
  633. SetSceneDirty(false);
  634. }
  635. }
  636. /// <summary>
  637. /// Triggered by the runtime when the user clicks on the status bar.
  638. /// </summary>
  639. private static void Internal_OnStatusBarClicked()
  640. {
  641. EditorWindow.OpenWindow<ConsoleWindow>();
  642. }
  643. [MethodImpl(MethodImplOptions.InternalCall)]
  644. private static extern void Internal_SetStatusScene(string name, bool modified);
  645. [MethodImpl(MethodImplOptions.InternalCall)]
  646. private static extern void Internal_SetStatusProject(bool modified);
  647. [MethodImpl(MethodImplOptions.InternalCall)]
  648. private static extern void Internal_SetStatusCompiling(bool compiling);
  649. [MethodImpl(MethodImplOptions.InternalCall)]
  650. private static extern string Internal_GetProjectPath();
  651. [MethodImpl(MethodImplOptions.InternalCall)]
  652. private static extern string Internal_GetProjectName();
  653. [MethodImpl(MethodImplOptions.InternalCall)]
  654. private static extern bool Internal_GetProjectLoaded();
  655. [MethodImpl(MethodImplOptions.InternalCall)]
  656. private static extern string Internal_GetCompilerPath();
  657. [MethodImpl(MethodImplOptions.InternalCall)]
  658. private static extern string Internal_GetBuiltinReleaseAssemblyPath();
  659. [MethodImpl(MethodImplOptions.InternalCall)]
  660. private static extern string Internal_GetBuiltinDebugAssemblyPath();
  661. [MethodImpl(MethodImplOptions.InternalCall)]
  662. private static extern string Internal_GetScriptAssemblyPath();
  663. [MethodImpl(MethodImplOptions.InternalCall)]
  664. private static extern string Internal_GetFrameworkAssemblyPath();
  665. [MethodImpl(MethodImplOptions.InternalCall)]
  666. private static extern string Internal_GetEngineAssemblyName();
  667. [MethodImpl(MethodImplOptions.InternalCall)]
  668. private static extern string Internal_GetEditorAssemblyName();
  669. [MethodImpl(MethodImplOptions.InternalCall)]
  670. private static extern string Internal_GetScriptGameAssemblyName();
  671. [MethodImpl(MethodImplOptions.InternalCall)]
  672. private static extern string Internal_GetScriptEditorAssemblyName();
  673. [MethodImpl(MethodImplOptions.InternalCall)]
  674. private static extern string Internal_SaveScene(string path);
  675. [MethodImpl(MethodImplOptions.InternalCall)]
  676. private static extern bool Internal_IsValidProject(string path);
  677. [MethodImpl(MethodImplOptions.InternalCall)]
  678. private static extern void Internal_SaveProject();
  679. [MethodImpl(MethodImplOptions.InternalCall)]
  680. private static extern void Internal_LoadProject(string path);
  681. [MethodImpl(MethodImplOptions.InternalCall)]
  682. private static extern void Internal_UnloadProject();
  683. [MethodImpl(MethodImplOptions.InternalCall)]
  684. private static extern void Internal_CreateProject(string path);
  685. [MethodImpl(MethodImplOptions.InternalCall)]
  686. private static extern void Internal_ReloadAssemblies();
  687. [MethodImpl(MethodImplOptions.InternalCall)]
  688. private static extern void Internal_OpenExternally(string path);
  689. [MethodImpl(MethodImplOptions.InternalCall)]
  690. private static extern void Internal_RunUnitTests();
  691. [MethodImpl(MethodImplOptions.InternalCall)]
  692. private static extern void Internal_Quit();
  693. [MethodImpl(MethodImplOptions.InternalCall)]
  694. private static extern void Internal_ToggleToolbarItem(string name, bool on);
  695. [MethodImpl(MethodImplOptions.InternalCall)]
  696. private static extern bool Internal_GetIsPlaying();
  697. [MethodImpl(MethodImplOptions.InternalCall)]
  698. private static extern void Internal_SetIsPlaying(bool value);
  699. [MethodImpl(MethodImplOptions.InternalCall)]
  700. private static extern bool Internal_GetIsPaused();
  701. [MethodImpl(MethodImplOptions.InternalCall)]
  702. private static extern void Internal_SetIsPaused(bool value);
  703. [MethodImpl(MethodImplOptions.InternalCall)]
  704. private static extern void Internal_FrameStep();
  705. [MethodImpl(MethodImplOptions.InternalCall)]
  706. private static extern void Internal_SetMainRenderTarget(IntPtr rendertarget);
  707. }
  708. }