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 "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. namespace BansheeEngine
  19. {
  20. bool ScriptEditorApplication::mRequestProjectLoad = false;
  21. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  22. Path ScriptEditorApplication::mProjectLoadPath;
  23. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  24. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  25. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  26. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  27. :ScriptObject(instance)
  28. { }
  29. void ScriptEditorApplication::initRuntimeData()
  30. {
  31. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  32. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  33. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", &ScriptEditorApplication::internal_SetStatusCompiling);
  34. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  35. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  36. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  37. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  38. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  39. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  40. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  41. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  42. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  43. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  44. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  45. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  46. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  47. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  48. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  49. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  50. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  51. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", &ScriptEditorApplication::internal_ReloadAssemblies);
  52. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  53. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", &ScriptEditorApplication::internal_RunUnitTests);
  54. metaData.scriptClass->addInternalCall("Internal_Quit", &ScriptEditorApplication::internal_Quit);
  55. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", &ScriptEditorApplication::internal_ToggleToolbarItem);
  56. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  57. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  58. }
  59. void ScriptEditorApplication::startUp()
  60. {
  61. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  62. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  63. }
  64. void ScriptEditorApplication::shutDown()
  65. {
  66. OnStatusBarClickedConn.disconnect();
  67. }
  68. void ScriptEditorApplication::update()
  69. {
  70. // Project load must be delayed when requested from managed code because it
  71. // triggers managed assembly reload, and that can't be performed when called
  72. // from the Mono thread.
  73. if (mRequestProjectLoad)
  74. {
  75. gEditorApplication().loadProject(mProjectLoadPath);
  76. mRequestProjectLoad = false;
  77. mRequestAssemblyReload = false;
  78. MonoUtil::invokeThunk(onProjectLoadedThunk);
  79. }
  80. else if (mRequestAssemblyReload)
  81. {
  82. ScriptManager::instance().reload();
  83. mRequestAssemblyReload = false;
  84. }
  85. }
  86. void ScriptEditorApplication::onStatusBarClicked()
  87. {
  88. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  89. }
  90. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  91. {
  92. WString nativeScene = MonoUtil::monoToWString(name);
  93. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  94. mainWindow->getStatusBar().setScene(nativeScene, modified);
  95. }
  96. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  97. {
  98. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  99. if (gEditorApplication().isProjectLoaded())
  100. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  101. else
  102. mainWindow->getStatusBar().setProject(L"None", false);
  103. }
  104. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  105. {
  106. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  107. mainWindow->getStatusBar().setIsCompiling(compiling);
  108. }
  109. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  110. {
  111. Path projectPath = gEditorApplication().getProjectPath();
  112. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  113. }
  114. MonoString* ScriptEditorApplication::internal_GetProjectName()
  115. {
  116. WString projectName = gEditorApplication().getProjectName();
  117. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  118. }
  119. bool ScriptEditorApplication::internal_GetProjectLoaded()
  120. {
  121. return gEditorApplication().isProjectLoaded();
  122. }
  123. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  124. {
  125. Path compilerPath = MonoManager::instance().getCompilerPath();
  126. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  127. }
  128. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  129. {
  130. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  131. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  132. }
  133. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  134. {
  135. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  136. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  137. }
  138. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  139. {
  140. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  141. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  142. }
  143. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  144. {
  145. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  146. }
  147. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  148. {
  149. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  150. }
  151. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  152. {
  153. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  154. }
  155. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  156. {
  157. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  158. }
  159. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  160. {
  161. Path nativePath = MonoUtil::monoToWString(path);
  162. HSceneObject sceneRoot = gSceneManager().getRootNode();
  163. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  164. HPrefab scene;
  165. if (entry != nullptr)
  166. {
  167. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  168. return nullptr;
  169. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  170. if (resEntry->meta == nullptr || resEntry->meta->getTypeID() != TID_Prefab)
  171. return nullptr;
  172. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  173. scene->update(sceneRoot);
  174. gProjectLibrary().saveEntry(scene);
  175. }
  176. else
  177. {
  178. scene = Prefab::create(sceneRoot);
  179. gProjectLibrary().createEntry(scene, nativePath);
  180. }
  181. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  182. }
  183. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  184. {
  185. Path nativePath = MonoUtil::monoToWString(path);
  186. return gEditorApplication().isValidProjectPath(nativePath);
  187. }
  188. void ScriptEditorApplication::internal_SaveProject()
  189. {
  190. gEditorApplication().saveProject();
  191. }
  192. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  193. {
  194. mRequestProjectLoad = true;
  195. mProjectLoadPath = MonoUtil::monoToWString(path);
  196. }
  197. void ScriptEditorApplication::internal_UnloadProject()
  198. {
  199. gEditorApplication().unloadProject();
  200. }
  201. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  202. {
  203. Path nativePath = MonoUtil::monoToWString(path);
  204. gEditorApplication().createProject(nativePath);
  205. }
  206. void ScriptEditorApplication::internal_ReloadAssemblies()
  207. {
  208. mRequestAssemblyReload = true;
  209. }
  210. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  211. {
  212. Path nativePath = MonoUtil::monoToWString(path);
  213. PlatformUtility::open(nativePath);
  214. }
  215. void ScriptEditorApplication::internal_RunUnitTests()
  216. {
  217. #if BS_DEBUG_MODE
  218. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  219. ExceptionTestOutput testOutput;
  220. testSuite->run(testOutput);
  221. #endif
  222. }
  223. void ScriptEditorApplication::internal_Quit()
  224. {
  225. gApplication().stopMainLoop();
  226. }
  227. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  228. {
  229. String nativeName = MonoUtil::monoToString(name);
  230. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  231. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  232. }
  233. }