EditorApplication.cs 23 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. private static HashSet<string> dirtyResources;
  117. /// <summary>
  118. /// Constructs a new editor application. Called at editor start-up by the runtime.
  119. /// </summary>
  120. internal EditorApplication()
  121. {
  122. instance = this;
  123. // Register controls
  124. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  125. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  126. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  127. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  128. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  129. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  130. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  131. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  132. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  133. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  134. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  135. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  136. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  137. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  138. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  139. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  140. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  141. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  142. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  143. }
  144. /// <summary>
  145. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  146. /// </summary>
  147. /// <param name="path">Path to the modified file or folder.</param>
  148. private static void OnAssetModified(string path)
  149. {
  150. ProjectLibrary.Refresh(path);
  151. }
  152. /// <summary>
  153. /// Called 60 times per second by the runtime.
  154. /// </summary>
  155. internal void OnEditorUpdate()
  156. {
  157. ProjectLibrary.Update();
  158. }
  159. /// <summary>
  160. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  161. /// is modified the user is offered a chance to save it.
  162. /// </summary>
  163. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050, true)]
  164. private static void LoadScene()
  165. {
  166. string[] scenePaths;
  167. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  168. {
  169. if (scenePaths.Length > 0)
  170. LoadScene(scenePaths[0]);
  171. }
  172. }
  173. /// <summary>
  174. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  175. /// saved it is instead automatically saved at the last location.
  176. /// </summary>
  177. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  178. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  179. private static void SaveScene()
  180. {
  181. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  182. {
  183. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  184. SaveScene(scenePath);
  185. }
  186. else
  187. SaveSceneAs();
  188. }
  189. /// <summary>
  190. /// Opens a dialog to allows the user to select a location where to save the current scene.
  191. /// </summary>
  192. [MenuItem("File/Save Scene As", 10048)]
  193. private static void SaveSceneAs()
  194. {
  195. string scenePath = "";
  196. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  197. {
  198. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  199. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  200. DialogBox.Type.OK);
  201. else
  202. {
  203. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  204. // Internal_SaveScene will silently fail.
  205. scenePath = ".prefab";
  206. SaveScene(scenePath);
  207. LoadScene(scenePath);
  208. }
  209. }
  210. }
  211. /// <summary>
  212. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  213. /// chance to save it.
  214. /// </summary>
  215. /// <param name="path">Path to a valid prefab relative to the resource folder.</param>
  216. public static void LoadScene(string path)
  217. {
  218. Action<string> continueLoad =
  219. (scenePath) =>
  220. {
  221. Scene.Load(path);
  222. SetStatusScene(Scene.ActiveSceneName, false);
  223. ProjectSettings.LastOpenScene = scenePath;
  224. ProjectSettings.Save();
  225. };
  226. Action<DialogBox.ResultType> dialogCallback =
  227. (result) =>
  228. {
  229. if (result == DialogBox.ResultType.Yes)
  230. {
  231. SaveScene();
  232. continueLoad(path);
  233. }
  234. else if (result == DialogBox.ResultType.No)
  235. continueLoad(path);
  236. };
  237. if (IsSceneModified())
  238. {
  239. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  240. DialogBox.Type.YesNoCancel, dialogCallback);
  241. }
  242. else
  243. continueLoad(path);
  244. }
  245. /// <summary>
  246. /// Saves the currently loaded scene to the specified path.
  247. /// </summary>
  248. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  249. /// prefab it just needs updating. </param>
  250. public static void SaveScene(string path)
  251. {
  252. Internal_SaveScene(path);
  253. SetStatusScene(Scene.ActiveSceneName, false);
  254. dirtyResources.Remove(path);
  255. }
  256. /// <summary>
  257. /// Checks does the folder at the provieded path contain a valid project.
  258. /// </summary>
  259. /// <param name="path">Absolute path to the root project folder.</param>
  260. /// <returns>True if the folder contains a valid project.</returns>
  261. public static bool IsValidProject(string path)
  262. {
  263. return Internal_IsValidProject(path);
  264. }
  265. /// <summary>
  266. /// Contains a new project in the provided folder.
  267. /// </summary>
  268. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  269. /// project's name.</param>
  270. public static void CreateProject(string path)
  271. {
  272. Internal_CreateProject(path);
  273. }
  274. /// <summary>
  275. /// Opens a Project Window allowing you to browse for or create a project.
  276. /// </summary>
  277. [MenuItem("File/Open Project", 10100)]
  278. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  279. public static void BrowseForProject()
  280. {
  281. ProjectWindow.Open();
  282. }
  283. /// <summary>
  284. /// Saves all data in the currently open project.
  285. /// </summary>
  286. [MenuItem("File/Save Project", 10099)]
  287. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  288. public static void SaveProject()
  289. {
  290. foreach (var resourceUUID in dirtyResources)
  291. {
  292. string path = ProjectLibrary.GetPath(resourceUUID);
  293. Resource resource = ProjectLibrary.Load<Resource>(path);
  294. if(resource != null)
  295. ProjectLibrary.Save(resource);
  296. }
  297. dirtyResources.Clear();
  298. SetStatusProject(false);
  299. Internal_SaveProject();
  300. }
  301. /// <summary>
  302. /// Loads the project at the specified path. This method executes asynchronously and will trigger
  303. /// <see cref="OnProjectLoaded"/> when done.
  304. /// </summary>
  305. /// <param name="path">Absolute path to the project's root folder.</param>
  306. public static void LoadProject(string path)
  307. {
  308. if (IsProjectLoaded && path == ProjectPath)
  309. return;
  310. if (!Internal_IsValidProject(path))
  311. {
  312. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  313. return;
  314. }
  315. if (IsProjectLoaded)
  316. UnloadProject();
  317. Internal_LoadProject(path); // Triggers OnProjectLoaded when done
  318. SetStatusProject(false);
  319. }
  320. /// <summary>
  321. /// Opens a file or a folder in the default external application.
  322. /// </summary>
  323. /// <param name="path">Absolute path to the file or folder to open.</param>
  324. public static void OpenExternally(string path)
  325. {
  326. Internal_OpenExternally(path);
  327. }
  328. /// <summary>
  329. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  330. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  331. /// </summary>
  332. /// <param name="resource">Resource to mark as dirty</param>
  333. public static void SetDirty(Resource resource)
  334. {
  335. if (resource == null)
  336. return;
  337. if (Scene.ActiveSceneUUID == resource.UUID)
  338. {
  339. SetStatusScene(Scene.ActiveSceneName, true);
  340. }
  341. SetStatusProject(true);
  342. dirtyResources.Add(resource.UUID);
  343. }
  344. /// <summary>
  345. /// Checks is the specific resource dirty and needs saving.
  346. /// </summary>
  347. /// <param name="resource">Resource to check.</param>
  348. /// <returns>True if the resource requires saving, false otherwise.</returns>
  349. public static bool IsDirty(Resource resource)
  350. {
  351. return dirtyResources.Contains(resource.UUID);
  352. }
  353. /// <summary>
  354. /// Checks is the resource with the specified UUID dirty and needs saving.
  355. /// </summary>
  356. /// <param name="uuid">Identifier of the resource to check.</param>
  357. /// <returns>True if the resource requires saving, false otherwise.</returns>
  358. public static bool IsDirty(string uuid)
  359. {
  360. return dirtyResources.Contains(uuid);
  361. }
  362. /// <summary>
  363. /// Triggered when <see cref="LoadProject"/> method completes.
  364. /// </summary>
  365. private static void OnProjectLoaded()
  366. {
  367. if (!IsProjectLoaded)
  368. {
  369. ProjectWindow.Open();
  370. return;
  371. }
  372. string projectPath = ProjectPath;
  373. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  374. bool foundPath = false;
  375. for (int i = 0; i < recentProjects.Length; i++)
  376. {
  377. if (PathEx.Compare(recentProjects[i].path, projectPath))
  378. {
  379. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  380. EditorSettings.RecentProjects = recentProjects;
  381. foundPath = true;
  382. break;
  383. }
  384. }
  385. if (!foundPath)
  386. {
  387. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  388. extendedRecentProjects.AddRange(recentProjects);
  389. RecentProject newProject = new RecentProject();
  390. newProject.path = projectPath;
  391. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  392. extendedRecentProjects.Add(newProject);
  393. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  394. }
  395. EditorSettings.LastOpenProject = projectPath;
  396. EditorSettings.Save();
  397. ProjectLibrary.Refresh();
  398. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  399. monitor.OnAdded += OnAssetModified;
  400. monitor.OnRemoved += OnAssetModified;
  401. monitor.OnModified += OnAssetModified;
  402. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  403. Scene.Load(ProjectSettings.LastOpenScene);
  404. }
  405. /// <summary>
  406. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  407. /// Automatically saves all project data before unloading.
  408. /// </summary>
  409. private static void UnloadProject()
  410. {
  411. Action continueUnload =
  412. () =>
  413. {
  414. Scene.Clear();
  415. if (monitor != null)
  416. {
  417. monitor.Destroy();
  418. monitor = null;
  419. }
  420. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  421. if(window != null)
  422. window.Reset();
  423. Internal_UnloadProject();
  424. SetStatusScene("None", false);
  425. SetStatusProject(false);
  426. };
  427. Action<DialogBox.ResultType> dialogCallback =
  428. (result) =>
  429. {
  430. if (result == DialogBox.ResultType.Yes)
  431. SaveScene();
  432. continueUnload();
  433. };
  434. if (IsSceneModified())
  435. {
  436. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  437. DialogBox.Type.YesNoCancel, dialogCallback);
  438. }
  439. else
  440. continueUnload();
  441. }
  442. /// <summary>
  443. /// Changes the scene displayed on the status bar.
  444. /// </summary>
  445. /// <param name="name">Name of the scene.</param>
  446. /// <param name="modified">Whether to display the scene as modified or not.</param>
  447. private static void SetStatusScene(string name, bool modified)
  448. {
  449. Internal_SetStatusScene(name, modified);
  450. }
  451. /// <summary>
  452. /// Changes the project state displayed on the status bar.
  453. /// </summary>
  454. /// <param name="modified">Whether to display the project as modified or not.</param>
  455. private static void SetStatusProject(bool modified)
  456. {
  457. Internal_SetStatusProject(modified);
  458. }
  459. /// <summary>
  460. /// Checks did we make any modifications to the scene since it was last saved.
  461. /// </summary>
  462. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  463. public static bool IsSceneModified()
  464. {
  465. return IsDirty(Scene.ActiveSceneUUID);
  466. }
  467. [MethodImpl(MethodImplOptions.InternalCall)]
  468. private static extern void Internal_SetStatusScene(string name, bool modified);
  469. [MethodImpl(MethodImplOptions.InternalCall)]
  470. private static extern void Internal_SetStatusProject(bool modified);
  471. [MethodImpl(MethodImplOptions.InternalCall)]
  472. private static extern string Internal_GetProjectPath();
  473. [MethodImpl(MethodImplOptions.InternalCall)]
  474. private static extern string Internal_GetProjectName();
  475. [MethodImpl(MethodImplOptions.InternalCall)]
  476. private static extern bool Internal_GetProjectLoaded();
  477. [MethodImpl(MethodImplOptions.InternalCall)]
  478. private static extern string Internal_GetCompilerPath();
  479. [MethodImpl(MethodImplOptions.InternalCall)]
  480. private static extern string Internal_GetBuiltinAssemblyPath();
  481. [MethodImpl(MethodImplOptions.InternalCall)]
  482. private static extern string Internal_GetScriptAssemblyPath();
  483. [MethodImpl(MethodImplOptions.InternalCall)]
  484. private static extern string Internal_GetFrameworkAssemblyPath();
  485. [MethodImpl(MethodImplOptions.InternalCall)]
  486. private static extern string Internal_GetEngineAssemblyName();
  487. [MethodImpl(MethodImplOptions.InternalCall)]
  488. private static extern string Internal_GetEditorAssemblyName();
  489. [MethodImpl(MethodImplOptions.InternalCall)]
  490. private static extern string Internal_GetScriptGameAssemblyName();
  491. [MethodImpl(MethodImplOptions.InternalCall)]
  492. private static extern string Internal_GetScriptEditorAssemblyName();
  493. [MethodImpl(MethodImplOptions.InternalCall)]
  494. private static extern string Internal_SaveScene(string path);
  495. [MethodImpl(MethodImplOptions.InternalCall)]
  496. private static extern bool Internal_IsValidProject(string path);
  497. [MethodImpl(MethodImplOptions.InternalCall)]
  498. private static extern void Internal_SaveProject();
  499. [MethodImpl(MethodImplOptions.InternalCall)]
  500. private static extern void Internal_LoadProject(string path);
  501. [MethodImpl(MethodImplOptions.InternalCall)]
  502. private static extern void Internal_UnloadProject();
  503. [MethodImpl(MethodImplOptions.InternalCall)]
  504. private static extern void Internal_CreateProject(string path);
  505. [MethodImpl(MethodImplOptions.InternalCall)]
  506. private static extern void Internal_OpenExternally(string path);
  507. }
  508. }