EditorApplication.cs 27 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. /// Returns the path where the script compiler is located at.
  84. /// </summary>
  85. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  86. /// <summary>
  87. /// Returns the path to the folder where the builtin script assemblies are located at.
  88. /// </summary>
  89. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  90. /// <summary>
  91. /// Returns the path to the folder where the custom script assemblies are located at.
  92. /// </summary>
  93. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  94. /// <summary>
  95. /// Returns the path to the folder where the .NET framework assemblies are located at.
  96. /// </summary>
  97. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  98. /// <summary>
  99. /// Name of the builtin assembly containing engine specific types.
  100. /// </summary>
  101. internal static string EngineAssemblyName { get { return Internal_GetEngineAssemblyName(); } }
  102. /// <summary>
  103. /// Name of the builtin assembly containing editor specific types.
  104. /// </summary>
  105. internal static string EditorAssemblyName { get { return Internal_GetEditorAssemblyName(); } }
  106. /// <summary>
  107. /// Name of the custom assembly compiled from non-editor scripts within the project.
  108. /// </summary>
  109. internal static string ScriptGameAssemblyName { get { return Internal_GetScriptGameAssemblyName(); } }
  110. /// <summary>
  111. /// Name of the custom assembly compiled from editor scripts within the project.
  112. /// </summary>
  113. internal static string ScriptEditorAssemblyName { get { return Internal_GetScriptEditorAssemblyName(); } }
  114. private static EditorApplication instance;
  115. private static FolderMonitor monitor;
  116. private static ScriptCodeManager codeManager;
  117. private static HashSet<string> dirtyResources = new HashSet<string>();
  118. private static bool sceneDirty;
  119. private static bool unitTestsExecuted;
  120. /// <summary>
  121. /// Constructs a new editor application. Called at editor start-up by the runtime.
  122. /// </summary>
  123. internal EditorApplication()
  124. {
  125. instance = this;
  126. codeManager = new ScriptCodeManager();
  127. // Register controls
  128. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  129. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  130. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  131. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  132. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  133. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  134. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  135. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  136. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  137. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  138. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  139. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  140. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  141. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  142. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  143. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  144. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  145. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  146. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  147. if (IsProjectLoaded)
  148. {
  149. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  150. monitor.OnAdded += OnAssetModified;
  151. monitor.OnRemoved += OnAssetModified;
  152. monitor.OnModified += OnAssetModified;
  153. }
  154. }
  155. /// <summary>
  156. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  157. /// </summary>
  158. /// <param name="path">Path to the modified file or folder.</param>
  159. private static void OnAssetModified(string path)
  160. {
  161. ProjectLibrary.Refresh(path);
  162. }
  163. /// <summary>
  164. /// Called 60 times per second by the runtime.
  165. /// </summary>
  166. internal void OnEditorUpdate()
  167. {
  168. ProjectLibrary.Update();
  169. codeManager.Update();
  170. }
  171. /// <summary>
  172. /// Creates a new empty scene.
  173. /// </summary>
  174. [MenuItem("File/New Scene", 10051, true)]
  175. private static void NewScene()
  176. {
  177. LoadScene(null);
  178. }
  179. /// <summary>
  180. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  181. /// is modified the user is offered a chance to save it.
  182. /// </summary>
  183. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050)]
  184. private static void LoadScene()
  185. {
  186. string[] scenePaths;
  187. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  188. {
  189. if (scenePaths.Length > 0)
  190. LoadScene(scenePaths[0]);
  191. }
  192. }
  193. /// <summary>
  194. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  195. /// saved it is instead automatically saved at the last location.
  196. /// </summary>
  197. public static void SaveScene(Action onSuccess = null, Action onFailure = null)
  198. {
  199. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  200. {
  201. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  202. SaveScene(scenePath);
  203. if (onSuccess != null)
  204. onSuccess();
  205. }
  206. else
  207. SaveSceneAs(onSuccess, onFailure);
  208. }
  209. /// <summary>
  210. /// Opens a dialog to allows the user to select a location where to save the current scene.
  211. /// </summary>
  212. public static void SaveSceneAs(Action onSuccess = null, Action onFailure = null)
  213. {
  214. string scenePath = "";
  215. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  216. {
  217. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  218. {
  219. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  220. DialogBox.Type.OK,
  221. x =>
  222. {
  223. if (onFailure != null)
  224. onFailure();
  225. });
  226. }
  227. else
  228. {
  229. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  230. // Internal_SaveScene will silently fail.
  231. scenePath += ".prefab";
  232. SaveScene(scenePath);
  233. }
  234. }
  235. else
  236. {
  237. // User canceled, so technically a success
  238. if (onSuccess != null)
  239. onSuccess();
  240. }
  241. }
  242. /// <summary>
  243. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  244. /// chance to save it.
  245. /// </summary>
  246. /// <param name="path">Path to a valid prefab relative to the resource folder. If path is empty a brand new
  247. /// scene will be loaded.</param>
  248. public static void LoadScene(string path)
  249. {
  250. Action<string> continueLoad =
  251. (scenePath) =>
  252. {
  253. if (string.IsNullOrEmpty(path))
  254. Scene.Clear();
  255. else
  256. Scene.Load(path);
  257. SetSceneDirty(false);
  258. ProjectSettings.LastOpenScene = scenePath;
  259. ProjectSettings.Save();
  260. };
  261. Action<DialogBox.ResultType> dialogCallback =
  262. (result) =>
  263. {
  264. if (result == DialogBox.ResultType.Yes)
  265. {
  266. SaveScene();
  267. continueLoad(path);
  268. }
  269. else if (result == DialogBox.ResultType.No)
  270. continueLoad(path);
  271. };
  272. if (IsSceneModified())
  273. {
  274. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  275. DialogBox.Type.YesNoCancel, dialogCallback);
  276. }
  277. else
  278. continueLoad(path);
  279. }
  280. /// <summary>
  281. /// Saves the currently loaded scene to the specified path.
  282. /// </summary>
  283. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  284. /// prefab if it just needs updating. </param>
  285. public static void SaveScene(string path)
  286. {
  287. Internal_SaveScene(path);
  288. ProjectLibrary.Refresh(true);
  289. SetSceneDirty(false);
  290. }
  291. /// <summary>
  292. /// Checks does the folder at the provieded path contain a valid project.
  293. /// </summary>
  294. /// <param name="path">Absolute path to the root project folder.</param>
  295. /// <returns>True if the folder contains a valid project.</returns>
  296. public static bool IsValidProject(string path)
  297. {
  298. return Internal_IsValidProject(path);
  299. }
  300. /// <summary>
  301. /// Contains a new project in the provided folder.
  302. /// </summary>
  303. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  304. /// project's name.</param>
  305. public static void CreateProject(string path)
  306. {
  307. Internal_CreateProject(path);
  308. }
  309. /// <summary>
  310. /// Wrapper for menu items for <see cref="SaveScene(Action, Action)"/> method
  311. /// </summary>
  312. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  313. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  314. private static void SaveSceneMenu()
  315. {
  316. SaveScene();
  317. }
  318. /// <summary>
  319. /// Wrapper for menu items for <see cref="SaveSceneAs(Action, Action)"/> method
  320. /// </summary>
  321. [MenuItem("File/Save Scene As", 10048)]
  322. private static void SaveSceneAsMenu()
  323. {
  324. SaveSceneAs();
  325. }
  326. /// <summary>
  327. /// Opens a Project Window allowing you to browse for or create a project.
  328. /// </summary>
  329. [MenuItem("File/Open Project", 10100)]
  330. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  331. public static void BrowseForProject()
  332. {
  333. ProjectWindow.Open();
  334. }
  335. /// <summary>
  336. /// Saves all data in the currently open project.
  337. /// </summary>
  338. [MenuItem("File/Save Project", 10099)]
  339. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  340. public static void SaveProject()
  341. {
  342. foreach (var resourceUUID in dirtyResources)
  343. {
  344. string path = ProjectLibrary.GetPath(resourceUUID);
  345. Resource resource = ProjectLibrary.Load<Resource>(path);
  346. if(resource != null)
  347. ProjectLibrary.Save(resource);
  348. }
  349. dirtyResources.Clear();
  350. SetStatusProject(false);
  351. Internal_SaveProject();
  352. }
  353. /// <summary>
  354. /// Loads the project at the specified path. This method executes asynchronously.
  355. /// </summary>
  356. /// <param name="path">Absolute path to the project's root folder.</param>
  357. public static void LoadProject(string path)
  358. {
  359. if (IsProjectLoaded && path == ProjectPath)
  360. return;
  361. if (!Internal_IsValidProject(path))
  362. {
  363. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  364. return;
  365. }
  366. if (IsProjectLoaded)
  367. UnloadProject();
  368. Internal_LoadProject(path); // Triggers Internal_OnProjectLoaded when done
  369. }
  370. /// <summary>
  371. /// Closes the editor.
  372. /// </summary>
  373. public static void Quit()
  374. {
  375. Internal_Quit();
  376. }
  377. /// <summary>
  378. /// Toggles an existing toolbar button into an on or off state which changes the visuals of the button.
  379. /// </summary>
  380. /// <param name="name">Name of the existing button to toggle</param>
  381. /// <param name="on">True to toggle on, false to toggle off (default)</param>
  382. public static void ToggleToolbarItem(string name, bool on)
  383. {
  384. Internal_ToggleToolbarItem(name, on);
  385. }
  386. /// <summary>
  387. /// Opens a file or a folder in the default external application.
  388. /// </summary>
  389. /// <param name="path">Absolute path to the file or folder to open.</param>
  390. public static void OpenExternally(string path)
  391. {
  392. Internal_OpenExternally(path);
  393. }
  394. /// <summary>
  395. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  396. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  397. /// </summary>
  398. /// <param name="resource">Resource to mark as dirty</param>
  399. public static void SetDirty(Resource resource)
  400. {
  401. if (resource == null)
  402. return;
  403. SetStatusProject(true);
  404. dirtyResources.Add(resource.UUID);
  405. }
  406. /// <summary>
  407. /// Marks the current scene as dirty.
  408. /// </summary>
  409. public static void SetSceneDirty()
  410. {
  411. SetSceneDirty(true);
  412. }
  413. /// <summary>
  414. /// Marks the current scene as clean or dirty.
  415. /// </summary>
  416. /// <param name="dirty">Should the scene be marked as clean or dirty.</param>
  417. internal static void SetSceneDirty(bool dirty)
  418. {
  419. sceneDirty = dirty;
  420. SetStatusScene(Scene.ActiveSceneName, dirty);
  421. if (!dirty)
  422. dirtyResources.Remove(Scene.ActiveSceneUUID);
  423. }
  424. /// <summary>
  425. /// Checks is the specific resource dirty and needs saving.
  426. /// </summary>
  427. /// <param name="resource">Resource to check.</param>
  428. /// <returns>True if the resource requires saving, false otherwise.</returns>
  429. public static bool IsDirty(Resource resource)
  430. {
  431. return dirtyResources.Contains(resource.UUID);
  432. }
  433. /// <summary>
  434. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  435. /// Automatically saves all project data before unloading.
  436. /// </summary>
  437. private static void UnloadProject()
  438. {
  439. Action continueUnload =
  440. () =>
  441. {
  442. Scene.Clear();
  443. if (monitor != null)
  444. {
  445. monitor.Destroy();
  446. monitor = null;
  447. }
  448. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  449. if(window != null)
  450. window.Reset();
  451. SetSceneDirty(false);
  452. Internal_UnloadProject();
  453. SetStatusProject(false);
  454. };
  455. Action<DialogBox.ResultType> dialogCallback =
  456. (result) =>
  457. {
  458. if (result == DialogBox.ResultType.Yes)
  459. SaveScene();
  460. continueUnload();
  461. };
  462. if (IsSceneModified())
  463. {
  464. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  465. DialogBox.Type.YesNoCancel, dialogCallback);
  466. }
  467. else
  468. continueUnload();
  469. }
  470. /// <summary>
  471. /// Reloads all script assemblies in case they were modified. This action is delayed and will be executed
  472. /// at the beginning of the next frame.
  473. /// </summary>
  474. public static void ReloadAssemblies()
  475. {
  476. Internal_ReloadAssemblies();
  477. }
  478. /// <summary>
  479. /// Changes the scene displayed on the status bar.
  480. /// </summary>
  481. /// <param name="name">Name of the scene.</param>
  482. /// <param name="modified">Whether to display the scene as modified or not.</param>
  483. private static void SetStatusScene(string name, bool modified)
  484. {
  485. Internal_SetStatusScene(name, modified);
  486. }
  487. /// <summary>
  488. /// Changes the project state displayed on the status bar.
  489. /// </summary>
  490. /// <param name="modified">Whether to display the project as modified or not.</param>
  491. private static void SetStatusProject(bool modified)
  492. {
  493. Internal_SetStatusProject(modified);
  494. }
  495. /// <summary>
  496. /// Displays or hides the "compilation in progress" visual on the status bar.
  497. /// </summary>
  498. /// <param name="compiling">True to display the visual, false otherwise.</param>
  499. internal static void SetStatusCompiling(bool compiling)
  500. {
  501. Internal_SetStatusCompiling(compiling);
  502. }
  503. /// <summary>
  504. /// Checks did we make any modifications to the scene since it was last saved.
  505. /// </summary>
  506. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  507. public static bool IsSceneModified()
  508. {
  509. return sceneDirty;
  510. }
  511. /// <summary>
  512. /// Executes any editor-specific unit tests. This should be called after a project is loaded if possible.
  513. /// </summary>
  514. private static void RunUnitTests()
  515. {
  516. #if DEBUG
  517. Internal_RunUnitTests();
  518. #endif
  519. }
  520. /// <summary>
  521. /// Triggered by the runtime when <see cref="LoadProject"/> method completes.
  522. /// </summary>
  523. private static void Internal_OnProjectLoaded()
  524. {
  525. SetStatusProject(false);
  526. if (!unitTestsExecuted)
  527. {
  528. RunUnitTests();
  529. unitTestsExecuted = true;
  530. }
  531. if (!IsProjectLoaded)
  532. {
  533. ProjectWindow.Open();
  534. return;
  535. }
  536. string projectPath = ProjectPath;
  537. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  538. bool foundPath = false;
  539. for (int i = 0; i < recentProjects.Length; i++)
  540. {
  541. if (PathEx.Compare(recentProjects[i].path, projectPath))
  542. {
  543. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  544. EditorSettings.RecentProjects = recentProjects;
  545. foundPath = true;
  546. break;
  547. }
  548. }
  549. if (!foundPath)
  550. {
  551. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  552. extendedRecentProjects.AddRange(recentProjects);
  553. RecentProject newProject = new RecentProject();
  554. newProject.path = projectPath;
  555. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  556. extendedRecentProjects.Add(newProject);
  557. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  558. }
  559. EditorSettings.LastOpenProject = projectPath;
  560. EditorSettings.Save();
  561. ProjectLibrary.Refresh();
  562. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  563. monitor.OnAdded += OnAssetModified;
  564. monitor.OnRemoved += OnAssetModified;
  565. monitor.OnModified += OnAssetModified;
  566. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  567. {
  568. Scene.Load(ProjectSettings.LastOpenScene);
  569. SetSceneDirty(false);
  570. }
  571. }
  572. /// <summary>
  573. /// Triggered by the runtime when the user clicks on the status bar.
  574. /// </summary>
  575. private static void Internal_OnStatusBarClicked()
  576. {
  577. EditorWindow.OpenWindow<ConsoleWindow>();
  578. }
  579. [MethodImpl(MethodImplOptions.InternalCall)]
  580. private static extern void Internal_SetStatusScene(string name, bool modified);
  581. [MethodImpl(MethodImplOptions.InternalCall)]
  582. private static extern void Internal_SetStatusProject(bool modified);
  583. [MethodImpl(MethodImplOptions.InternalCall)]
  584. private static extern void Internal_SetStatusCompiling(bool compiling);
  585. [MethodImpl(MethodImplOptions.InternalCall)]
  586. private static extern string Internal_GetProjectPath();
  587. [MethodImpl(MethodImplOptions.InternalCall)]
  588. private static extern string Internal_GetProjectName();
  589. [MethodImpl(MethodImplOptions.InternalCall)]
  590. private static extern bool Internal_GetProjectLoaded();
  591. [MethodImpl(MethodImplOptions.InternalCall)]
  592. private static extern string Internal_GetCompilerPath();
  593. [MethodImpl(MethodImplOptions.InternalCall)]
  594. private static extern string Internal_GetBuiltinAssemblyPath();
  595. [MethodImpl(MethodImplOptions.InternalCall)]
  596. private static extern string Internal_GetScriptAssemblyPath();
  597. [MethodImpl(MethodImplOptions.InternalCall)]
  598. private static extern string Internal_GetFrameworkAssemblyPath();
  599. [MethodImpl(MethodImplOptions.InternalCall)]
  600. private static extern string Internal_GetEngineAssemblyName();
  601. [MethodImpl(MethodImplOptions.InternalCall)]
  602. private static extern string Internal_GetEditorAssemblyName();
  603. [MethodImpl(MethodImplOptions.InternalCall)]
  604. private static extern string Internal_GetScriptGameAssemblyName();
  605. [MethodImpl(MethodImplOptions.InternalCall)]
  606. private static extern string Internal_GetScriptEditorAssemblyName();
  607. [MethodImpl(MethodImplOptions.InternalCall)]
  608. private static extern string Internal_SaveScene(string path);
  609. [MethodImpl(MethodImplOptions.InternalCall)]
  610. private static extern bool Internal_IsValidProject(string path);
  611. [MethodImpl(MethodImplOptions.InternalCall)]
  612. private static extern void Internal_SaveProject();
  613. [MethodImpl(MethodImplOptions.InternalCall)]
  614. private static extern void Internal_LoadProject(string path);
  615. [MethodImpl(MethodImplOptions.InternalCall)]
  616. private static extern void Internal_UnloadProject();
  617. [MethodImpl(MethodImplOptions.InternalCall)]
  618. private static extern void Internal_CreateProject(string path);
  619. [MethodImpl(MethodImplOptions.InternalCall)]
  620. private static extern void Internal_ReloadAssemblies();
  621. [MethodImpl(MethodImplOptions.InternalCall)]
  622. private static extern void Internal_OpenExternally(string path);
  623. [MethodImpl(MethodImplOptions.InternalCall)]
  624. private static extern void Internal_RunUnitTests();
  625. [MethodImpl(MethodImplOptions.InternalCall)]
  626. private static extern void Internal_Quit();
  627. [MethodImpl(MethodImplOptions.InternalCall)]
  628. private static extern void Internal_ToggleToolbarItem(string name, bool on);
  629. }
  630. }