EditorApplication.cs 27 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 EngineAssemblyName { get { return Internal_GetEngineAssemblyName(); } }
  102. /// <summary>
  103. /// Name of the builtin assembly containing editor specific types.
  104. /// </summary>
  105. internal static string EditorAssemblyName { 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 ScriptGameAssemblyName { 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 ScriptEditorAssemblyName { get { return Internal_GetScriptEditorAssemblyName(); } }
  114. private static EditorApplication instance;
  115. private static FolderMonitor monitor;
  116. private static ScriptCodeManager codeManager;
  117. private static HashSet<string> dirtyResources = new HashSet<string>();
  118. private static bool sceneDirty;
  119. private static bool unitTestsExecuted;
  120. /// <summary>
  121. /// Constructs a new editor application. Called at editor start-up by the runtime.
  122. /// </summary>
  123. internal EditorApplication()
  124. {
  125. instance = this;
  126. codeManager = new ScriptCodeManager();
  127. // Register controls
  128. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  129. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  130. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  131. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  132. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  133. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  134. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  135. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  136. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  137. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  138. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  139. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  140. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  141. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  142. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  143. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  144. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  145. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  146. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  147. if (IsProjectLoaded)
  148. {
  149. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  150. monitor.OnAdded += OnAssetModified;
  151. monitor.OnRemoved += OnAssetModified;
  152. monitor.OnModified += OnAssetModified;
  153. }
  154. }
  155. /// <summary>
  156. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  157. /// </summary>
  158. /// <param name="path">Path to the modified file or folder.</param>
  159. private static void OnAssetModified(string path)
  160. {
  161. ProjectLibrary.Refresh(path);
  162. }
  163. /// <summary>
  164. /// Called 60 times per second by the runtime.
  165. /// </summary>
  166. internal void OnEditorUpdate()
  167. {
  168. ProjectLibrary.Update();
  169. codeManager.Update();
  170. }
  171. /// <summary>
  172. /// Creates a new empty scene.
  173. /// </summary>
  174. [MenuItem("File/New Scene", 10051, true)]
  175. private static void NewScene()
  176. {
  177. LoadScene(null);
  178. }
  179. /// <summary>
  180. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  181. /// is modified the user is offered a chance to save it.
  182. /// </summary>
  183. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050)]
  184. private static void LoadScene()
  185. {
  186. string[] scenePaths;
  187. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  188. {
  189. if (scenePaths.Length > 0)
  190. LoadScene(scenePaths[0]);
  191. }
  192. }
  193. /// <summary>
  194. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  195. /// saved it is instead automatically saved at the last location.
  196. /// </summary>
  197. public static void SaveScene(Action onSuccess = null, Action onFailure = null)
  198. {
  199. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  200. {
  201. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  202. SaveScene(scenePath);
  203. if (onSuccess != null)
  204. onSuccess();
  205. }
  206. else
  207. SaveSceneAs(onSuccess, onFailure);
  208. }
  209. /// <summary>
  210. /// Opens a dialog to allows the user to select a location where to save the current scene.
  211. /// </summary>
  212. public static void SaveSceneAs(Action onSuccess = null, Action onFailure = null)
  213. {
  214. string scenePath = "";
  215. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  216. {
  217. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  218. {
  219. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  220. DialogBox.Type.OK,
  221. x =>
  222. {
  223. if (onFailure != null)
  224. onFailure();
  225. });
  226. }
  227. else
  228. {
  229. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  230. // Internal_SaveScene will silently fail.
  231. scenePath += ".prefab";
  232. SaveScene(scenePath);
  233. }
  234. }
  235. else
  236. {
  237. // User canceled, so technically a success
  238. if (onSuccess != null)
  239. onSuccess();
  240. }
  241. }
  242. /// <summary>
  243. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  244. /// chance to save it.
  245. /// </summary>
  246. /// <param name="path">Path to a valid prefab relative to the resource folder. If path is empty a brand new
  247. /// scene will be loaded.</param>
  248. public static void LoadScene(string path)
  249. {
  250. Action<string> continueLoad =
  251. (scenePath) =>
  252. {
  253. if (string.IsNullOrEmpty(path))
  254. Scene.Clear();
  255. else
  256. Scene.Load(path);
  257. SetSceneDirty(false);
  258. ProjectSettings.LastOpenScene = scenePath;
  259. ProjectSettings.Save();
  260. };
  261. Action<DialogBox.ResultType> dialogCallback =
  262. (result) =>
  263. {
  264. if (result == DialogBox.ResultType.Yes)
  265. {
  266. SaveScene();
  267. continueLoad(path);
  268. }
  269. else if (result == DialogBox.ResultType.No)
  270. continueLoad(path);
  271. };
  272. if (IsSceneModified())
  273. {
  274. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  275. DialogBox.Type.YesNoCancel, dialogCallback);
  276. }
  277. else
  278. continueLoad(path);
  279. }
  280. /// <summary>
  281. /// Saves the currently loaded scene to the specified path.
  282. /// </summary>
  283. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  284. /// prefab if it just needs updating. </param>
  285. public static void SaveScene(string path)
  286. {
  287. Internal_SaveScene(path);
  288. ProjectLibrary.Refresh(true);
  289. SetSceneDirty(false);
  290. }
  291. /// <summary>
  292. /// Checks does the folder at the provieded path contain a valid project.
  293. /// </summary>
  294. /// <param name="path">Absolute path to the root project folder.</param>
  295. /// <returns>True if the folder contains a valid project.</returns>
  296. public static bool IsValidProject(string path)
  297. {
  298. return Internal_IsValidProject(path);
  299. }
  300. /// <summary>
  301. /// Contains a new project in the provided folder.
  302. /// </summary>
  303. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  304. /// project's name.</param>
  305. public static void CreateProject(string path)
  306. {
  307. Internal_CreateProject(path);
  308. }
  309. /// <summary>
  310. /// Wrapper for menu items for <see cref="SaveScene(Action, Action)"/> method
  311. /// </summary>
  312. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  313. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  314. private static void SaveSceneMenu()
  315. {
  316. SaveScene();
  317. }
  318. /// <summary>
  319. /// Wrapper for menu items for <see cref="SaveSceneAs(Action, Action)"/> method
  320. /// </summary>
  321. [MenuItem("File/Save Scene As", 10048)]
  322. private static void SaveSceneAsMenu()
  323. {
  324. SaveSceneAs();
  325. }
  326. /// <summary>
  327. /// Opens a Project Window allowing you to browse for or create a project.
  328. /// </summary>
  329. [MenuItem("File/Open Project", 10100)]
  330. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  331. public static void BrowseForProject()
  332. {
  333. ProjectWindow.Open();
  334. }
  335. /// <summary>
  336. /// Saves all data in the currently open project.
  337. /// </summary>
  338. [MenuItem("File/Save Project", 10099)]
  339. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  340. public static void SaveProject()
  341. {
  342. Debug.Log("Save project");
  343. foreach (var resourceUUID in dirtyResources)
  344. {
  345. string path = ProjectLibrary.GetPath(resourceUUID);
  346. Resource resource = ProjectLibrary.Load<Resource>(path);
  347. Debug.Log("Save project item: " + path + " - " + (resource != null));
  348. if(resource != null)
  349. ProjectLibrary.Save(resource);
  350. }
  351. dirtyResources.Clear();
  352. SetStatusProject(false);
  353. Internal_SaveProject();
  354. }
  355. /// <summary>
  356. /// Loads the project at the specified path. This method executes asynchronously.
  357. /// </summary>
  358. /// <param name="path">Absolute path to the project's root folder.</param>
  359. public static void LoadProject(string path)
  360. {
  361. if (IsProjectLoaded && path == ProjectPath)
  362. return;
  363. if (!Internal_IsValidProject(path))
  364. {
  365. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  366. return;
  367. }
  368. if (IsProjectLoaded)
  369. UnloadProject();
  370. Internal_LoadProject(path); // Triggers Internal_OnProjectLoaded when done
  371. }
  372. /// <summary>
  373. /// Closes the editor.
  374. /// </summary>
  375. public static void Quit()
  376. {
  377. Internal_Quit();
  378. }
  379. /// <summary>
  380. /// Opens a file or a folder in the default external application.
  381. /// </summary>
  382. /// <param name="path">Absolute path to the file or folder to open.</param>
  383. public static void OpenExternally(string path)
  384. {
  385. Internal_OpenExternally(path);
  386. }
  387. /// <summary>
  388. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  389. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  390. /// </summary>
  391. /// <param name="resource">Resource to mark as dirty</param>
  392. public static void SetDirty(Resource resource)
  393. {
  394. if (resource == null)
  395. return;
  396. SetStatusProject(true);
  397. dirtyResources.Add(resource.UUID);
  398. }
  399. /// <summary>
  400. /// Marks the current scene as dirty.
  401. /// </summary>
  402. public static void SetSceneDirty()
  403. {
  404. SetSceneDirty(true);
  405. }
  406. /// <summary>
  407. /// Marks the current scene as clean or dirty.
  408. /// </summary>
  409. /// <param name="dirty">Should the scene be marked as clean or dirty.</param>
  410. internal static void SetSceneDirty(bool dirty)
  411. {
  412. sceneDirty = dirty;
  413. SetStatusScene(Scene.ActiveSceneName, dirty);
  414. if (!dirty)
  415. dirtyResources.Remove(Scene.ActiveSceneUUID);
  416. }
  417. /// <summary>
  418. /// Checks is the specific resource dirty and needs saving.
  419. /// </summary>
  420. /// <param name="resource">Resource to check.</param>
  421. /// <returns>True if the resource requires saving, false otherwise.</returns>
  422. public static bool IsDirty(Resource resource)
  423. {
  424. return dirtyResources.Contains(resource.UUID);
  425. }
  426. /// <summary>
  427. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  428. /// Automatically saves all project data before unloading.
  429. /// </summary>
  430. private static void UnloadProject()
  431. {
  432. Action continueUnload =
  433. () =>
  434. {
  435. Scene.Clear();
  436. if (monitor != null)
  437. {
  438. monitor.Destroy();
  439. monitor = null;
  440. }
  441. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  442. if(window != null)
  443. window.Reset();
  444. SetSceneDirty(false);
  445. Internal_UnloadProject();
  446. SetStatusProject(false);
  447. };
  448. Action<DialogBox.ResultType> dialogCallback =
  449. (result) =>
  450. {
  451. if (result == DialogBox.ResultType.Yes)
  452. SaveScene();
  453. continueUnload();
  454. };
  455. if (IsSceneModified())
  456. {
  457. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  458. DialogBox.Type.YesNoCancel, dialogCallback);
  459. }
  460. else
  461. continueUnload();
  462. }
  463. /// <summary>
  464. /// Reloads all script assemblies in case they were modified. This action is delayed and will be executed
  465. /// at the beginning of the next frame.
  466. /// </summary>
  467. public static void ReloadAssemblies()
  468. {
  469. Internal_ReloadAssemblies();
  470. }
  471. /// <summary>
  472. /// Changes the scene displayed on the status bar.
  473. /// </summary>
  474. /// <param name="name">Name of the scene.</param>
  475. /// <param name="modified">Whether to display the scene as modified or not.</param>
  476. private static void SetStatusScene(string name, bool modified)
  477. {
  478. Internal_SetStatusScene(name, modified);
  479. }
  480. /// <summary>
  481. /// Changes the project state displayed on the status bar.
  482. /// </summary>
  483. /// <param name="modified">Whether to display the project as modified or not.</param>
  484. private static void SetStatusProject(bool modified)
  485. {
  486. Internal_SetStatusProject(modified);
  487. }
  488. /// <summary>
  489. /// Displays or hides the "compilation in progress" visual on the status bar.
  490. /// </summary>
  491. /// <param name="compiling">True to display the visual, false otherwise.</param>
  492. internal static void SetStatusCompiling(bool compiling)
  493. {
  494. Internal_SetStatusCompiling(compiling);
  495. }
  496. /// <summary>
  497. /// Checks did we make any modifications to the scene since it was last saved.
  498. /// </summary>
  499. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  500. public static bool IsSceneModified()
  501. {
  502. return sceneDirty;
  503. }
  504. /// <summary>
  505. /// Executes any editor-specific unit tests. This should be called after a project is loaded if possible.
  506. /// </summary>
  507. private static void RunUnitTests()
  508. {
  509. #if DEBUG
  510. Internal_RunUnitTests();
  511. #endif
  512. }
  513. /// <summary>
  514. /// Triggered by the runtime when <see cref="LoadProject"/> method completes.
  515. /// </summary>
  516. private static void Internal_OnProjectLoaded()
  517. {
  518. SetStatusProject(false);
  519. if (!unitTestsExecuted)
  520. {
  521. RunUnitTests();
  522. unitTestsExecuted = true;
  523. }
  524. if (!IsProjectLoaded)
  525. {
  526. ProjectWindow.Open();
  527. return;
  528. }
  529. string projectPath = ProjectPath;
  530. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  531. bool foundPath = false;
  532. for (int i = 0; i < recentProjects.Length; i++)
  533. {
  534. if (PathEx.Compare(recentProjects[i].path, projectPath))
  535. {
  536. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  537. EditorSettings.RecentProjects = recentProjects;
  538. foundPath = true;
  539. break;
  540. }
  541. }
  542. if (!foundPath)
  543. {
  544. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  545. extendedRecentProjects.AddRange(recentProjects);
  546. RecentProject newProject = new RecentProject();
  547. newProject.path = projectPath;
  548. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  549. extendedRecentProjects.Add(newProject);
  550. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  551. }
  552. EditorSettings.LastOpenProject = projectPath;
  553. EditorSettings.Save();
  554. ProjectLibrary.Refresh();
  555. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  556. monitor.OnAdded += OnAssetModified;
  557. monitor.OnRemoved += OnAssetModified;
  558. monitor.OnModified += OnAssetModified;
  559. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  560. {
  561. Scene.Load(ProjectSettings.LastOpenScene);
  562. SetSceneDirty(false);
  563. }
  564. }
  565. /// <summary>
  566. /// Triggered by the runtime when the user clicks on the status bar.
  567. /// </summary>
  568. private static void Internal_OnStatusBarClicked()
  569. {
  570. EditorWindow.OpenWindow<ConsoleWindow>();
  571. }
  572. [MethodImpl(MethodImplOptions.InternalCall)]
  573. private static extern void Internal_SetStatusScene(string name, bool modified);
  574. [MethodImpl(MethodImplOptions.InternalCall)]
  575. private static extern void Internal_SetStatusProject(bool modified);
  576. [MethodImpl(MethodImplOptions.InternalCall)]
  577. private static extern void Internal_SetStatusCompiling(bool compiling);
  578. [MethodImpl(MethodImplOptions.InternalCall)]
  579. private static extern string Internal_GetProjectPath();
  580. [MethodImpl(MethodImplOptions.InternalCall)]
  581. private static extern string Internal_GetProjectName();
  582. [MethodImpl(MethodImplOptions.InternalCall)]
  583. private static extern bool Internal_GetProjectLoaded();
  584. [MethodImpl(MethodImplOptions.InternalCall)]
  585. private static extern string Internal_GetCompilerPath();
  586. [MethodImpl(MethodImplOptions.InternalCall)]
  587. private static extern string Internal_GetBuiltinAssemblyPath();
  588. [MethodImpl(MethodImplOptions.InternalCall)]
  589. private static extern string Internal_GetScriptAssemblyPath();
  590. [MethodImpl(MethodImplOptions.InternalCall)]
  591. private static extern string Internal_GetFrameworkAssemblyPath();
  592. [MethodImpl(MethodImplOptions.InternalCall)]
  593. private static extern string Internal_GetEngineAssemblyName();
  594. [MethodImpl(MethodImplOptions.InternalCall)]
  595. private static extern string Internal_GetEditorAssemblyName();
  596. [MethodImpl(MethodImplOptions.InternalCall)]
  597. private static extern string Internal_GetScriptGameAssemblyName();
  598. [MethodImpl(MethodImplOptions.InternalCall)]
  599. private static extern string Internal_GetScriptEditorAssemblyName();
  600. [MethodImpl(MethodImplOptions.InternalCall)]
  601. private static extern string Internal_SaveScene(string path);
  602. [MethodImpl(MethodImplOptions.InternalCall)]
  603. private static extern bool Internal_IsValidProject(string path);
  604. [MethodImpl(MethodImplOptions.InternalCall)]
  605. private static extern void Internal_SaveProject();
  606. [MethodImpl(MethodImplOptions.InternalCall)]
  607. private static extern void Internal_LoadProject(string path);
  608. [MethodImpl(MethodImplOptions.InternalCall)]
  609. private static extern void Internal_UnloadProject();
  610. [MethodImpl(MethodImplOptions.InternalCall)]
  611. private static extern void Internal_CreateProject(string path);
  612. [MethodImpl(MethodImplOptions.InternalCall)]
  613. private static extern void Internal_ReloadAssemblies();
  614. [MethodImpl(MethodImplOptions.InternalCall)]
  615. private static extern void Internal_OpenExternally(string path);
  616. [MethodImpl(MethodImplOptions.InternalCall)]
  617. private static extern void Internal_RunUnitTests();
  618. [MethodImpl(MethodImplOptions.InternalCall)]
  619. private static extern void Internal_Quit();
  620. }
  621. }