BsScriptEditorApplication.cpp 14 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptEditorApplication.h"
  4. #include "BsMonoManager.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoMethod.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsEditorApplication.h"
  9. #include "Library/BsProjectLibrary.h"
  10. #include "Library/BsProjectResourceMeta.h"
  11. #include "Scene/BsPrefab.h"
  12. #include "Scene/BsSceneManager.h"
  13. #include "EditorWindow/BsEditorWindowManager.h"
  14. #include "EditorWindow/BsMainEditorWindow.h"
  15. #include "GUI/BsGUIStatusBar.h"
  16. #include "Wrappers/BsScriptEditorTestSuite.h"
  17. #include "Testing/BsTestOutput.h"
  18. #include "Script/BsScriptManager.h"
  19. #include "GUI/BsGUIMenuBar.h"
  20. #include "BsPlayInEditorManager.h"
  21. #include "Wrappers/BsScriptRenderTarget.h"
  22. #include "Platform/BsPlatform.h"
  23. #include "BsScriptResourceManager.h"
  24. #include "FileSystem/BsFileSystem.h"
  25. #include "Wrappers/BsScriptPrefab.h"
  26. namespace bs
  27. {
  28. bool ScriptEditorApplication::mRequestProjectLoad = false;
  29. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  30. Path ScriptEditorApplication::mProjectLoadPath;
  31. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  32. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  33. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  34. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  35. :ScriptObject(instance)
  36. { }
  37. void ScriptEditorApplication::initRuntimeData()
  38. {
  39. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", (void*)&ScriptEditorApplication::internal_SetStatusScene);
  40. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", (void*)&ScriptEditorApplication::internal_SetStatusProject);
  41. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", (void*)&ScriptEditorApplication::internal_SetStatusCompiling);
  42. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", (void*)&ScriptEditorApplication::internal_GetProjectPath);
  43. metaData.scriptClass->addInternalCall("Internal_GetProjectName", (void*)&ScriptEditorApplication::internal_GetProjectName);
  44. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", (void*)&ScriptEditorApplication::internal_GetProjectLoaded);
  45. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", (void*)&ScriptEditorApplication::internal_GetCompilerPath);
  46. metaData.scriptClass->addInternalCall("Internal_GetBuiltinReleaseAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath);
  47. metaData.scriptClass->addInternalCall("Internal_GetBuiltinDebugAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath);
  48. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", (void*)&ScriptEditorApplication::internal_GetScriptAssemblyPath);
  49. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", (void*)&ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  50. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", (void*)&ScriptEditorApplication::internal_GetEngineAssemblyName);
  51. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetEditorAssemblyName);
  52. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  53. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  54. metaData.scriptClass->addInternalCall("Internal_SaveScene", (void*)&ScriptEditorApplication::internal_SaveScene);
  55. metaData.scriptClass->addInternalCall("Internal_IsValidProject", (void*)&ScriptEditorApplication::internal_IsValidProject);
  56. metaData.scriptClass->addInternalCall("Internal_SaveProject", (void*)&ScriptEditorApplication::internal_SaveProject);
  57. metaData.scriptClass->addInternalCall("Internal_LoadProject", (void*)&ScriptEditorApplication::internal_LoadProject);
  58. metaData.scriptClass->addInternalCall("Internal_UnloadProject", (void*)&ScriptEditorApplication::internal_UnloadProject);
  59. metaData.scriptClass->addInternalCall("Internal_CreateProject", (void*)&ScriptEditorApplication::internal_CreateProject);
  60. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", (void*)&ScriptEditorApplication::internal_ReloadAssemblies);
  61. metaData.scriptClass->addInternalCall("Internal_OpenFolder", (void*) &ScriptEditorApplication::internal_OpenFolder);
  62. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", (void*)&ScriptEditorApplication::internal_RunUnitTests);
  63. metaData.scriptClass->addInternalCall("Internal_Quit", (void*)&ScriptEditorApplication::internal_Quit);
  64. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", (void*)&ScriptEditorApplication::internal_ToggleToolbarItem);
  65. metaData.scriptClass->addInternalCall("Internal_GetIsPlaying", (void*)&ScriptEditorApplication::internal_GetIsPlaying);
  66. metaData.scriptClass->addInternalCall("Internal_SetIsPlaying", (void*)&ScriptEditorApplication::internal_SetIsPlaying);
  67. metaData.scriptClass->addInternalCall("Internal_GetIsPaused", (void*)&ScriptEditorApplication::internal_GetIsPaused);
  68. metaData.scriptClass->addInternalCall("Internal_SetIsPaused", (void*)&ScriptEditorApplication::internal_SetIsPaused);
  69. metaData.scriptClass->addInternalCall("Internal_FrameStep", (void*)&ScriptEditorApplication::internal_FrameStep);
  70. metaData.scriptClass->addInternalCall("Internal_SetMainRenderTarget", (void*)&ScriptEditorApplication::internal_SetMainRenderTarget);
  71. metaData.scriptClass->addInternalCall("Internal_HasFocus", (void*)&ScriptEditorApplication::internal_HasFocus);
  72. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  73. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  74. }
  75. void ScriptEditorApplication::startUp()
  76. {
  77. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  78. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  79. }
  80. void ScriptEditorApplication::shutDown()
  81. {
  82. OnStatusBarClickedConn.disconnect();
  83. }
  84. void ScriptEditorApplication::update()
  85. {
  86. // Project load must be delayed when requested from managed code because it
  87. // triggers managed assembly reload, and that can't be performed when called
  88. // from the Mono thread.
  89. if (mRequestProjectLoad)
  90. {
  91. gEditorApplication().loadProject(mProjectLoadPath);
  92. mRequestProjectLoad = false;
  93. mRequestAssemblyReload = false;
  94. MonoUtil::invokeThunk(onProjectLoadedThunk);
  95. }
  96. else if (mRequestAssemblyReload)
  97. {
  98. ScriptManager::instance().reload();
  99. mRequestAssemblyReload = false;
  100. }
  101. }
  102. void ScriptEditorApplication::onStatusBarClicked()
  103. {
  104. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  105. }
  106. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  107. {
  108. WString nativeScene = MonoUtil::monoToWString(name);
  109. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  110. mainWindow->getStatusBar().setScene(nativeScene, modified);
  111. }
  112. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  113. {
  114. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  115. if (gEditorApplication().isProjectLoaded())
  116. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  117. else
  118. mainWindow->getStatusBar().setProject(L"None", false);
  119. }
  120. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  121. {
  122. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  123. mainWindow->getStatusBar().setIsCompiling(compiling);
  124. }
  125. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  126. {
  127. Path projectPath = gEditorApplication().getProjectPath();
  128. return MonoUtil::wstringToMono(projectPath.toWString());
  129. }
  130. MonoString* ScriptEditorApplication::internal_GetProjectName()
  131. {
  132. WString projectName = gEditorApplication().getProjectName();
  133. return MonoUtil::wstringToMono(projectName);
  134. }
  135. bool ScriptEditorApplication::internal_GetProjectLoaded()
  136. {
  137. return gEditorApplication().isProjectLoaded();
  138. }
  139. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  140. {
  141. Path compilerPath = MonoManager::instance().getCompilerPath();
  142. return MonoUtil::wstringToMono(compilerPath.toWString());
  143. }
  144. MonoString* ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath()
  145. {
  146. Path releaseAssemblyFolder = Paths::getReleaseAssemblyPath();
  147. return MonoUtil::wstringToMono(releaseAssemblyFolder.toWString());
  148. }
  149. MonoString* ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath()
  150. {
  151. Path debugAssemblyFolder = Paths::getDebugAssemblyPath();
  152. return MonoUtil::wstringToMono(debugAssemblyFolder.toWString());
  153. }
  154. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  155. {
  156. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  157. return MonoUtil::wstringToMono(assemblyFolder.toWString());
  158. }
  159. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  160. {
  161. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  162. return MonoUtil::wstringToMono(assemblyFolder.toWString());
  163. }
  164. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  165. {
  166. return MonoUtil::wstringToMono(toWString(ENGINE_ASSEMBLY) + L".dll");
  167. }
  168. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  169. {
  170. return MonoUtil::wstringToMono(toWString(EDITOR_ASSEMBLY) + L".dll");
  171. }
  172. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  173. {
  174. return MonoUtil::wstringToMono(toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  175. }
  176. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  177. {
  178. return MonoUtil::wstringToMono(toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  179. }
  180. MonoObject* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  181. {
  182. Path nativePath = MonoUtil::monoToWString(path);
  183. HSceneObject sceneRoot = gSceneManager().getRootNode();
  184. SPtr<ProjectResourceMeta> resMeta = gProjectLibrary().findResourceMeta(nativePath);
  185. HPrefab scene;
  186. if (resMeta != nullptr)
  187. {
  188. if (resMeta->getTypeID() != TID_Prefab)
  189. return nullptr;
  190. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  191. scene->update(sceneRoot);
  192. gProjectLibrary().saveEntry(scene);
  193. }
  194. else
  195. {
  196. scene = Prefab::create(sceneRoot);
  197. gProjectLibrary().createEntry(scene, nativePath);
  198. }
  199. ScriptResourceBase* scriptPrefab = ScriptResourceManager::instance().getScriptResource(scene, true);
  200. return scriptPrefab->getManagedInstance();
  201. }
  202. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  203. {
  204. Path nativePath = MonoUtil::monoToWString(path);
  205. return gEditorApplication().isValidProjectPath(nativePath);
  206. }
  207. void ScriptEditorApplication::internal_SaveProject()
  208. {
  209. gEditorApplication().saveProject();
  210. }
  211. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  212. {
  213. mRequestProjectLoad = true;
  214. mProjectLoadPath = MonoUtil::monoToWString(path);
  215. }
  216. void ScriptEditorApplication::internal_UnloadProject()
  217. {
  218. gEditorApplication().unloadProject();
  219. }
  220. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  221. {
  222. Path nativePath = MonoUtil::monoToWString(path);
  223. gEditorApplication().createProject(nativePath);
  224. }
  225. void ScriptEditorApplication::internal_ReloadAssemblies()
  226. {
  227. mRequestAssemblyReload = true;
  228. }
  229. void ScriptEditorApplication::internal_OpenFolder(MonoString* path)
  230. {
  231. Path nativePath = MonoUtil::monoToWString(path);
  232. Platform::openFolder(nativePath);
  233. }
  234. void ScriptEditorApplication::internal_RunUnitTests()
  235. {
  236. #if BS_DEBUG_MODE
  237. SPtr<TestSuite> testSuite = TestSuite::create<ScriptEditorTestSuite>();
  238. ExceptionTestOutput testOutput;
  239. testSuite->run(testOutput);
  240. #endif
  241. }
  242. void ScriptEditorApplication::internal_Quit()
  243. {
  244. gApplication().stopMainLoop();
  245. }
  246. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  247. {
  248. String nativeName = MonoUtil::monoToString(name);
  249. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  250. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  251. }
  252. bool ScriptEditorApplication::internal_GetIsPlaying()
  253. {
  254. return PlayInEditorManager::instance().getState() == PlayInEditorState::Playing;
  255. }
  256. void ScriptEditorApplication::internal_SetIsPlaying(bool value)
  257. {
  258. if (value)
  259. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  260. else
  261. PlayInEditorManager::instance().setState(PlayInEditorState::Stopped);
  262. }
  263. bool ScriptEditorApplication::internal_GetIsPaused()
  264. {
  265. return PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  266. }
  267. void ScriptEditorApplication::internal_SetIsPaused(bool value)
  268. {
  269. if (value)
  270. PlayInEditorManager::instance().setState(PlayInEditorState::Paused);
  271. else
  272. {
  273. bool isPaused = PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  274. if (isPaused)
  275. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  276. }
  277. }
  278. void ScriptEditorApplication::internal_FrameStep()
  279. {
  280. PlayInEditorManager::instance().frameStep();
  281. }
  282. void ScriptEditorApplication::internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget)
  283. {
  284. if (renderTarget == nullptr)
  285. SceneManager::instance().setMainRenderTarget(nullptr);
  286. else
  287. SceneManager::instance().setMainRenderTarget(renderTarget->getNativeValue());
  288. }
  289. bool ScriptEditorApplication::internal_HasFocus()
  290. {
  291. return EditorWindowManager::instance().hasFocus();
  292. }
  293. }