EditorApplication.cs 19 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 EngineAssembly { get { return Internal_GetEngineAssemblyName(); } }
  102. /// <summary>
  103. /// Name of the builtin assembly containing editor specific types.
  104. /// </summary>
  105. internal static string EditorAssembly { 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 ScriptGameAssembly { 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 ScriptEditorAssembly { get { return Internal_GetScriptEditorAssemblyName(); } }
  114. private static EditorApplication instance;
  115. private static FolderMonitor monitor;
  116. /// <summary>
  117. /// Constructs a new editor application. Called at editor start-up by the runtime.
  118. /// </summary>
  119. internal EditorApplication()
  120. {
  121. instance = this;
  122. // Register controls
  123. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  124. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  125. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  126. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  127. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  128. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  129. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  130. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  131. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  132. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  133. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  134. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  135. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  136. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  137. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  138. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  139. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  140. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  141. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  142. }
  143. /// <summary>
  144. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  145. /// </summary>
  146. /// <param name="path">Path to the modified file or folder.</param>
  147. private static void OnAssetModified(string path)
  148. {
  149. ProjectLibrary.Refresh(path);
  150. }
  151. /// <summary>
  152. /// Called 60 times per second by the runtime.
  153. /// </summary>
  154. internal void OnEditorUpdate()
  155. {
  156. ProjectLibrary.Update();
  157. }
  158. /// <summary>
  159. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  160. /// is modified the user is offered a chance to save it.
  161. /// </summary>
  162. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050, true)]
  163. private static void LoadScene()
  164. {
  165. string[] scenePaths;
  166. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  167. {
  168. if (scenePaths.Length > 0)
  169. LoadScene(scenePaths[0]);
  170. }
  171. }
  172. /// <summary>
  173. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  174. /// saved it is instead automatically saved at the last location.
  175. /// </summary>
  176. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  177. private static void SaveScene()
  178. {
  179. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  180. {
  181. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  182. Internal_SaveScene(scenePath);
  183. }
  184. else
  185. SaveSceneAs();
  186. }
  187. /// <summary>
  188. /// Opens a dialog to allows the user to select a location where to save the current scene.
  189. /// </summary>
  190. [MenuItem("File/Save Scene As", 10048)]
  191. private static void SaveSceneAs()
  192. {
  193. string scenePath = "";
  194. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  195. {
  196. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  197. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  198. DialogBox.Type.OK);
  199. else
  200. {
  201. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  202. // Internal_SaveScene will silently fail.
  203. Scene.ActiveSceneUUID = Internal_SaveScene(scenePath + ".prefab");
  204. }
  205. }
  206. }
  207. /// <summary>
  208. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  209. /// chance to save it.
  210. /// </summary>
  211. /// <param name="path">Path to a valid prefab, relative to the resource folder.</param>
  212. public static void LoadScene(string path)
  213. {
  214. Action<string> continueLoad =
  215. (scenePath) =>
  216. {
  217. Scene.Load(path);
  218. ProjectSettings.LastOpenScene = scenePath;
  219. ProjectSettings.Save();
  220. };
  221. Action<DialogBox.ResultType> dialogCallback =
  222. (result) =>
  223. {
  224. if (result == DialogBox.ResultType.Yes)
  225. {
  226. SaveScene();
  227. continueLoad(path);
  228. }
  229. else if (result == DialogBox.ResultType.No)
  230. continueLoad(path);
  231. };
  232. if (Scene.IsModified())
  233. {
  234. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  235. DialogBox.Type.YesNoCancel, dialogCallback);
  236. }
  237. else
  238. continueLoad(path);
  239. }
  240. /// <summary>
  241. /// Checks does the folder at the provieded path contain a valid project.
  242. /// </summary>
  243. /// <param name="path">Absolute path to the root project folder.</param>
  244. /// <returns>True if the folder contains a valid project.</returns>
  245. public static bool IsValidProject(string path)
  246. {
  247. return Internal_IsValidProject(path);
  248. }
  249. /// <summary>
  250. /// Contains a new project in the provided folder.
  251. /// </summary>
  252. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  253. /// project's name.</param>
  254. public static void CreateProject(string path)
  255. {
  256. Internal_CreateProject(path);
  257. }
  258. /// <summary>
  259. /// Opens a Project Window allowing you to browse for or create a project.
  260. /// </summary>
  261. [MenuItem("File/Open Project", 10100)]
  262. public static void BrowseForProject()
  263. {
  264. ProjectWindow.Open();
  265. }
  266. /// <summary>
  267. /// Saves all data in the currently open project.
  268. /// </summary>
  269. [MenuItem("File/Save Project", 10099)]
  270. public static void SaveProject()
  271. {
  272. // TODO - Save dirty resources
  273. Internal_SaveProject();
  274. }
  275. /// <summary>
  276. /// Loads the project at the specified path. This method executes asynchronously and will trigger
  277. /// <see cref="OnProjectLoaded"/> when done.
  278. /// </summary>
  279. /// <param name="path">Absolute path to the project's root folder.</param>
  280. public static void LoadProject(string path)
  281. {
  282. if (IsProjectLoaded && path == ProjectPath)
  283. return;
  284. if (!Internal_IsValidProject(path))
  285. {
  286. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  287. return;
  288. }
  289. if (IsProjectLoaded)
  290. UnloadProject();
  291. Internal_LoadProject(path); // Triggers OnProjectLoaded when done
  292. }
  293. /// <summary>
  294. /// Opens a file or a folder in the default external application.
  295. /// </summary>
  296. /// <param name="path">Absolute path to the file or folder to open.</param>
  297. public static void OpenExternally(string path)
  298. {
  299. Internal_OpenExternally(path);
  300. }
  301. /// <summary>
  302. /// Triggered when <see cref="LoadProject"/> method completes.
  303. /// </summary>
  304. private static void OnProjectLoaded()
  305. {
  306. if (!IsProjectLoaded)
  307. {
  308. ProjectWindow.Open();
  309. return;
  310. }
  311. string projectPath = ProjectPath;
  312. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  313. bool foundPath = false;
  314. for (int i = 0; i < recentProjects.Length; i++)
  315. {
  316. if (PathEx.Compare(recentProjects[i].path, projectPath))
  317. {
  318. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  319. EditorSettings.RecentProjects = recentProjects;
  320. foundPath = true;
  321. break;
  322. }
  323. }
  324. if (!foundPath)
  325. {
  326. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  327. extendedRecentProjects.AddRange(recentProjects);
  328. RecentProject newProject = new RecentProject();
  329. newProject.path = projectPath;
  330. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  331. extendedRecentProjects.Add(newProject);
  332. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  333. }
  334. EditorSettings.LastOpenProject = projectPath;
  335. EditorSettings.Save();
  336. ProjectLibrary.Refresh();
  337. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  338. monitor.OnAdded += OnAssetModified;
  339. monitor.OnRemoved += OnAssetModified;
  340. monitor.OnModified += OnAssetModified;
  341. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  342. Scene.Load(ProjectSettings.LastOpenScene);
  343. }
  344. /// <summary>
  345. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  346. /// Automatically saves all project data before unloading.
  347. /// </summary>
  348. private static void UnloadProject()
  349. {
  350. Action continueUnload =
  351. () =>
  352. {
  353. Scene.Clear();
  354. if (monitor != null)
  355. {
  356. monitor.Destroy();
  357. monitor = null;
  358. }
  359. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  360. if(window != null)
  361. window.Reset();
  362. Internal_UnloadProject();
  363. };
  364. Action<DialogBox.ResultType> dialogCallback =
  365. (result) =>
  366. {
  367. if (result == DialogBox.ResultType.Yes)
  368. SaveScene();
  369. continueUnload();
  370. };
  371. if (Scene.IsModified())
  372. {
  373. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  374. DialogBox.Type.YesNoCancel, dialogCallback);
  375. }
  376. else
  377. continueUnload();
  378. }
  379. [MethodImpl(MethodImplOptions.InternalCall)]
  380. private static extern string Internal_GetProjectPath();
  381. [MethodImpl(MethodImplOptions.InternalCall)]
  382. private static extern string Internal_GetProjectName();
  383. [MethodImpl(MethodImplOptions.InternalCall)]
  384. private static extern bool Internal_GetProjectLoaded();
  385. [MethodImpl(MethodImplOptions.InternalCall)]
  386. private static extern string Internal_GetCompilerPath();
  387. [MethodImpl(MethodImplOptions.InternalCall)]
  388. private static extern string Internal_GetBuiltinAssemblyPath();
  389. [MethodImpl(MethodImplOptions.InternalCall)]
  390. private static extern string Internal_GetScriptAssemblyPath();
  391. [MethodImpl(MethodImplOptions.InternalCall)]
  392. private static extern string Internal_GetFrameworkAssemblyPath();
  393. [MethodImpl(MethodImplOptions.InternalCall)]
  394. private static extern string Internal_GetEngineAssemblyName();
  395. [MethodImpl(MethodImplOptions.InternalCall)]
  396. private static extern string Internal_GetEditorAssemblyName();
  397. [MethodImpl(MethodImplOptions.InternalCall)]
  398. private static extern string Internal_GetScriptGameAssemblyName();
  399. [MethodImpl(MethodImplOptions.InternalCall)]
  400. private static extern string Internal_GetScriptEditorAssemblyName();
  401. [MethodImpl(MethodImplOptions.InternalCall)]
  402. private static extern string Internal_SaveScene(string path);
  403. [MethodImpl(MethodImplOptions.InternalCall)]
  404. private static extern bool Internal_IsValidProject(string path);
  405. [MethodImpl(MethodImplOptions.InternalCall)]
  406. private static extern void Internal_SaveProject();
  407. [MethodImpl(MethodImplOptions.InternalCall)]
  408. private static extern void Internal_LoadProject(string path);
  409. [MethodImpl(MethodImplOptions.InternalCall)]
  410. private static extern void Internal_UnloadProject();
  411. [MethodImpl(MethodImplOptions.InternalCall)]
  412. private static extern void Internal_CreateProject(string path);
  413. [MethodImpl(MethodImplOptions.InternalCall)]
  414. private static extern void Internal_OpenExternally(string path);
  415. }
  416. }