BsScriptEditorApplication.cpp 11 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 "BsEditorWindowManager.h"
  13. #include "BsMainEditorWindow.h"
  14. #include "BsGUIStatusBar.h"
  15. #include "BsScriptEditorTestSuite.h"
  16. #include "BsTestOutput.h"
  17. #include "BsScriptManager.h"
  18. #include "BsPlatform.h"
  19. #include "BsResources.h"
  20. #include "BsScriptEditorWindow.h"
  21. #include "BsEditorWindowBase.h"
  22. #include "BsProfilerOverlay.h"
  23. #include "BsCGUIWidget.h"
  24. #include "BsSceneObject.h"
  25. #include "BsCCamera.h"
  26. #include <BsScriptInput.h>
  27. namespace BansheeEngine
  28. {
  29. bool ScriptEditorApplication::mRequestProjectLoad = false;
  30. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  31. Path ScriptEditorApplication::mProjectLoadPath;
  32. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  33. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  34. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  35. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  36. :ScriptObject(instance)
  37. { }
  38. void ScriptEditorApplication::initRuntimeData()
  39. {
  40. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  41. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  42. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", &ScriptEditorApplication::internal_SetStatusCompiling);
  43. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  44. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  45. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  46. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  47. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  48. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  49. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  50. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  51. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  52. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  53. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  54. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  55. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  56. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  57. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  58. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  59. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  60. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", &ScriptEditorApplication::internal_ReloadAssemblies);
  61. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  62. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", &ScriptEditorApplication::internal_RunUnitTests);
  63. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  64. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  65. }
  66. void ScriptEditorApplication::startUp()
  67. {
  68. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  69. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  70. }
  71. void ScriptEditorApplication::shutDown()
  72. {
  73. OnStatusBarClickedConn.disconnect();
  74. }
  75. void ScriptEditorApplication::update()
  76. {
  77. // Project load must be delayed when requested from managed code because it
  78. // triggers managed assembly reload, and that can't be performed when called
  79. // from the Mono thread.
  80. if (mRequestProjectLoad)
  81. {
  82. gEditorApplication().loadProject(mProjectLoadPath);
  83. mRequestProjectLoad = false;
  84. mRequestAssemblyReload = false;
  85. MonoUtil::invokeThunk(onProjectLoadedThunk);
  86. }
  87. else if (mRequestAssemblyReload)
  88. {
  89. ScriptManager::instance().reload();
  90. mRequestAssemblyReload = false;
  91. }
  92. }
  93. void ScriptEditorApplication::onStatusBarClicked()
  94. {
  95. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  96. }
  97. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  98. {
  99. WString nativeScene = MonoUtil::monoToWString(name);
  100. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  101. mainWindow->getStatusBar().setScene(nativeScene, modified);
  102. }
  103. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  104. {
  105. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  106. if (gEditorApplication().isProjectLoaded())
  107. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  108. else
  109. mainWindow->getStatusBar().setProject(L"None", false);
  110. }
  111. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  112. {
  113. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  114. mainWindow->getStatusBar().setIsCompiling(compiling);
  115. }
  116. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  117. {
  118. Path projectPath = gEditorApplication().getProjectPath();
  119. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  120. }
  121. MonoString* ScriptEditorApplication::internal_GetProjectName()
  122. {
  123. WString projectName = gEditorApplication().getProjectName();
  124. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  125. }
  126. bool ScriptEditorApplication::internal_GetProjectLoaded()
  127. {
  128. return gEditorApplication().isProjectLoaded();
  129. }
  130. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  131. {
  132. Path compilerPath = MonoManager::instance().getCompilerPath();
  133. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  134. }
  135. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  136. {
  137. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  138. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  139. }
  140. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  141. {
  142. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  143. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  144. }
  145. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  146. {
  147. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  148. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  149. }
  150. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  151. {
  152. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  153. }
  154. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  155. {
  156. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  157. }
  158. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  159. {
  160. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  161. }
  162. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  163. {
  164. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  165. }
  166. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  167. {
  168. Path nativePath = MonoUtil::monoToWString(path);
  169. HSceneObject sceneRoot = gSceneManager().getRootNode();
  170. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  171. HPrefab scene;
  172. if (entry != nullptr)
  173. {
  174. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  175. return nullptr;
  176. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  177. if (resEntry->meta == nullptr || resEntry->meta->getTypeID() != TID_Prefab)
  178. return nullptr;
  179. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  180. scene->update(sceneRoot);
  181. gProjectLibrary().saveEntry(scene);
  182. }
  183. else
  184. {
  185. scene = Prefab::create(sceneRoot);
  186. gProjectLibrary().createEntry(scene, nativePath);
  187. }
  188. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  189. }
  190. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  191. {
  192. Path nativePath = MonoUtil::monoToWString(path);
  193. return gEditorApplication().isValidProjectPath(nativePath);
  194. }
  195. void ScriptEditorApplication::internal_SaveProject()
  196. {
  197. gEditorApplication().saveProject();
  198. }
  199. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  200. {
  201. mRequestProjectLoad = true;
  202. mProjectLoadPath = MonoUtil::monoToWString(path);
  203. }
  204. void ScriptEditorApplication::internal_UnloadProject()
  205. {
  206. gEditorApplication().unloadProject();
  207. }
  208. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  209. {
  210. Path nativePath = MonoUtil::monoToWString(path);
  211. gEditorApplication().createProject(nativePath);
  212. }
  213. void ScriptEditorApplication::internal_ReloadAssemblies()
  214. {
  215. mRequestAssemblyReload = true;
  216. }
  217. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  218. {
  219. Path nativePath = MonoUtil::monoToWString(path);
  220. PlatformUtility::open(nativePath);
  221. }
  222. void ScriptEditorApplication::internal_RunUnitTests()
  223. {
  224. #if BS_DEBUG_MODE
  225. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  226. ExceptionTestOutput testOutput;
  227. testSuite->run(testOutput);
  228. #endif
  229. }
  230. }