EditorApplication.cs 8.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Runtime.CompilerServices;
  4. using BansheeEngine;
  5. namespace BansheeEditor
  6. {
  7. public enum SceneViewTool
  8. {
  9. View,
  10. Move,
  11. Rotate,
  12. Scale
  13. }
  14. public enum HandlePivotMode
  15. {
  16. Center,
  17. Pivot
  18. }
  19. public enum HandleCoordinateMode
  20. {
  21. Local,
  22. World
  23. }
  24. public enum EditorPlatformType
  25. {
  26. Windows
  27. }
  28. public class EditorApplication
  29. {
  30. public static SceneViewTool ActiveSceneTool
  31. {
  32. get { return EditorSettings.ActiveSceneTool; }
  33. set { EditorSettings.ActiveSceneTool = value; }
  34. }
  35. public static HandleCoordinateMode ActiveCoordinateMode
  36. {
  37. get { return EditorSettings.ActiveCoordinateMode; }
  38. set { EditorSettings.ActiveCoordinateMode = value; }
  39. }
  40. public static HandlePivotMode ActivePivotMode
  41. {
  42. get { return EditorSettings.ActivePivotMode; }
  43. set { EditorSettings.ActivePivotMode = value; }
  44. }
  45. public static Camera SceneViewCamera
  46. {
  47. get { return instance.scene.GetCamera(); }
  48. }
  49. public static EditorPlatformType EditorPlatform
  50. {
  51. get { return EditorPlatformType.Windows; } // TODO - Set this properly once we have support for more platforms
  52. }
  53. public static string ProjectPath { get { return Internal_GetProjectPath(); } }
  54. public static string ProjectName { get { return Internal_GetProjectName(); } }
  55. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  56. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  57. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  58. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  59. internal static string EngineAssembly { get { return Internal_GetEngineAssemblyName(); } }
  60. internal static string EditorAssembly { get { return Internal_GetEditorAssemblyName(); } }
  61. internal static string ScriptGameAssembly { get { return Internal_GetScriptGameAssemblyName(); } }
  62. internal static string ScriptEditorAssembly { get { return Internal_GetScriptEditorAssemblyName(); } }
  63. private static EditorApplication instance;
  64. private InspectorWindow inspector;
  65. private SceneWindow scene;
  66. private FolderMonitor monitor;
  67. // DEBUG ONLY
  68. Debug_Component1 dbgComponent;
  69. // END DEBUG ONLY
  70. internal EditorApplication()
  71. {
  72. instance = this;
  73. // Register controls
  74. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  75. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  76. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  77. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  78. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  79. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  80. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Back);
  81. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  82. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  83. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  84. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  85. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  86. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  87. // Open windows
  88. inspector = EditorWindow.OpenWindow<InspectorWindow>();
  89. scene = EditorWindow.OpenWindow<SceneWindow>();
  90. ProjectLibrary.Refresh();
  91. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  92. monitor.OnAdded += OnAssetModified;
  93. monitor.OnRemoved += OnAssetModified;
  94. monitor.OnModified += OnAssetModified;
  95. // DEBUG ONLY
  96. SceneObject newDbgObject = new SceneObject("NewDbgObject");
  97. dbgComponent = newDbgObject.AddComponent<Debug_Component1>();
  98. newDbgObject.AddComponent<Debug_Component2>();
  99. inspector.SetObjectToInspect(newDbgObject);
  100. SceneObject gizmoDbgObject = new SceneObject("GizmoDebug");
  101. gizmoDbgObject.AddComponent<DbgGizmoComponent>();
  102. //ProgressBar.Show("Test", 0.5f);
  103. //ColorPicker.Show();
  104. // DEBUG ONLY END
  105. }
  106. private void OnAssetModified(string path)
  107. {
  108. ProjectLibrary.Refresh(path);
  109. }
  110. internal void OnEditorUpdate()
  111. {
  112. ProjectLibrary.Update();
  113. // DEBUG ONLY
  114. if (dbgComponent != null)
  115. dbgComponent.intArray[0] = dbgComponent.intArray[0] + 1;
  116. // DEBUG ONLY END
  117. }
  118. [MenuItem("File/Save Prefab", ButtonModifier.Ctrl, ButtonCode.S)]
  119. private static void SavePrefab()
  120. {
  121. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  122. {
  123. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  124. Internal_SaveScene(scenePath);
  125. }
  126. else
  127. {
  128. string scenePath = "";
  129. BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "", out scenePath);
  130. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  131. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.", DialogBox.Type.OK);
  132. else
  133. {
  134. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  135. // Internal_SaveScene will silently fail.
  136. Scene.ActiveSceneUUID = Internal_SaveScene(scenePath);
  137. }
  138. }
  139. }
  140. [MenuItem("File/Load Prefab", ButtonModifier.Ctrl, ButtonCode.L)]
  141. private static void LoadPrefab()
  142. {
  143. Action doLoad =
  144. () =>
  145. {
  146. string[] scenePaths;
  147. BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths);
  148. if(scenePaths.Length > 0)
  149. Scene.Load(scenePaths[0]);
  150. };
  151. Action<DialogBox.ResultType> dialogCallback =
  152. (result) =>
  153. {
  154. if (result == DialogBox.ResultType.Yes)
  155. {
  156. SavePrefab();
  157. doLoad();
  158. }
  159. else if (result == DialogBox.ResultType.No)
  160. doLoad();
  161. };
  162. if (Scene.IsModified())
  163. {
  164. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  165. DialogBox.Type.YesNoCancel, dialogCallback);
  166. }
  167. else
  168. doLoad();
  169. }
  170. [MethodImpl(MethodImplOptions.InternalCall)]
  171. private static extern string Internal_GetProjectPath();
  172. [MethodImpl(MethodImplOptions.InternalCall)]
  173. private static extern string Internal_GetProjectName();
  174. [MethodImpl(MethodImplOptions.InternalCall)]
  175. private static extern string Internal_GetCompilerPath();
  176. [MethodImpl(MethodImplOptions.InternalCall)]
  177. private static extern string Internal_GetBuiltinAssemblyPath();
  178. [MethodImpl(MethodImplOptions.InternalCall)]
  179. private static extern string Internal_GetScriptAssemblyPath();
  180. [MethodImpl(MethodImplOptions.InternalCall)]
  181. private static extern string Internal_GetFrameworkAssemblyPath();
  182. [MethodImpl(MethodImplOptions.InternalCall)]
  183. private static extern string Internal_GetEngineAssemblyName();
  184. [MethodImpl(MethodImplOptions.InternalCall)]
  185. private static extern string Internal_GetEditorAssemblyName();
  186. [MethodImpl(MethodImplOptions.InternalCall)]
  187. private static extern string Internal_GetScriptGameAssemblyName();
  188. [MethodImpl(MethodImplOptions.InternalCall)]
  189. private static extern string Internal_GetScriptEditorAssemblyName();
  190. [MethodImpl(MethodImplOptions.InternalCall)]
  191. private static extern string Internal_SaveScene(string path);
  192. }
  193. }