BsEditorApplication.cpp 12 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsEditorApplication.h"
  4. #include "EditorWindow/BsEditorWindowManager.h"
  5. #include "EditorWindow/BsEditorWidgetManager.h"
  6. #include "EditorWindow/BsMainEditorWindow.h"
  7. #include "RenderAPI/BsRenderWindow.h"
  8. #include "Utility/BsBuiltinEditorResources.h"
  9. #include "UndoRedo/BsUndoRedo.h"
  10. #include "Serialization/BsFileSerializer.h"
  11. #include "FileSystem/BsFileSystem.h"
  12. #include "EditorWindow/BsEditorWidgetLayout.h"
  13. #include "Scene/BsScenePicking.h"
  14. #include "Scene/BsSelection.h"
  15. #include "Scene/BsGizmoManager.h"
  16. #include "CodeEditor/BsCodeEditor.h"
  17. #include "Build/BsBuildManager.h"
  18. #include "Resources/BsScriptCodeImporter.h"
  19. #include "Library/BsEditorShaderIncludeHandler.h"
  20. #include "EditorWindow/BsDropDownWindowManager.h"
  21. #include "Library/BsProjectLibrary.h"
  22. #include "Settings/BsProjectSettings.h"
  23. #include "Settings/BsEditorSettings.h"
  24. #include "Script/BsScriptManager.h"
  25. #include "Importer/BsImporter.h"
  26. #include "Input/BsVirtualInput.h"
  27. #include "Resources/BsResources.h"
  28. #include "Scene/BsSceneManager.h"
  29. #include "Utility/BsSplashScreen.h"
  30. #include "Utility/BsDynLib.h"
  31. #include "Scene/BsSceneManager.h"
  32. #include "BsEngineConfig.h"
  33. namespace bs
  34. {
  35. constexpr UINT32 SPLASH_SCREEN_DURATION_MS = 1000;
  36. const Path EditorApplication::WIDGET_LAYOUT_PATH = PROJECT_INTERNAL_DIR + "Layout.asset";
  37. const Path EditorApplication::BUILD_DATA_PATH = PROJECT_INTERNAL_DIR + "BuildData.asset";
  38. const Path EditorApplication::PROJECT_SETTINGS_PATH = PROJECT_INTERNAL_DIR + "Settings.asset";
  39. START_UP_DESC createStartupDesc()
  40. {
  41. START_UP_DESC startUpDesc;
  42. startUpDesc.renderAPI = BS_RENDER_API_MODULE;
  43. startUpDesc.renderer = BS_RENDERER_MODULE;
  44. startUpDesc.audio = BS_AUDIO_MODULE;
  45. startUpDesc.physics = BS_PHYSICS_MODULE;
  46. startUpDesc.scripting = true;
  47. startUpDesc.primaryWindowDesc.videoMode = VideoMode(1920, 1080);
  48. startUpDesc.primaryWindowDesc.title = "BansheeEditor";
  49. startUpDesc.primaryWindowDesc.fullscreen = false;
  50. startUpDesc.primaryWindowDesc.showTitleBar = false;
  51. startUpDesc.primaryWindowDesc.showBorder = false;
  52. startUpDesc.primaryWindowDesc.hideUntilSwap = true;
  53. startUpDesc.primaryWindowDesc.depthBuffer = false;
  54. startUpDesc.primaryWindowDesc.hidden = true;
  55. startUpDesc.importers.push_back("bsfFreeImgImporter");
  56. startUpDesc.importers.push_back("bsfFBXImporter");
  57. startUpDesc.importers.push_back("bsfFontImporter");
  58. startUpDesc.importers.push_back("bsfSL");
  59. return startUpDesc;
  60. }
  61. Path getEditorSettingsPath()
  62. {
  63. return gEditorApplication().getDataPath() + "Settings.asset";
  64. }
  65. EditorApplication::EditorApplication()
  66. :Application(createStartupDesc()), mIsProjectLoaded(false), mSBansheeEditorPlugin(nullptr)
  67. {
  68. }
  69. EditorApplication::~EditorApplication()
  70. {
  71. ProjectLibrary::shutDown();
  72. BuiltinEditorResources::shutDown();
  73. }
  74. void EditorApplication::onStartUp()
  75. {
  76. // Find the path to data files
  77. //// First, look for EditorData folder in the direct descendant of the working directory
  78. if (FileSystem::exists("EditorData"))
  79. {
  80. mBuiltinDataPath = FileSystem::getWorkingDirectoryPath();
  81. mBuiltinDataPath.append("EditorData/");
  82. }
  83. else
  84. {
  85. // Then check the source distribution itself, in case we're running directly from the build directory
  86. mBuiltinDataPath = Path(RAW_APP_ROOT) + Path("Data/");
  87. if (!FileSystem::exists(mBuiltinDataPath))
  88. LOGERR("Cannot find builtin assets for the editor at path '" + mBuiltinDataPath.toString() + "'.");
  89. }
  90. Application::onStartUp();
  91. // In editor we render game on a separate surface, handled in Game window
  92. SceneManager::instance().setMainRenderTarget(nullptr);
  93. loadEditorSettings();
  94. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  95. BuiltinEditorResources::startUp();
  96. {
  97. auto inputConfig = VirtualInput::instance().getConfiguration();
  98. inputConfig->registerButton("Copy", BC_C, ButtonModifier::Ctrl);
  99. inputConfig->registerButton("Cut", BC_X, ButtonModifier::Ctrl);
  100. inputConfig->registerButton("Paste", BC_V, ButtonModifier::Ctrl);
  101. }
  102. ScriptCodeImporter* scriptCodeImporter = bs_new<ScriptCodeImporter>();
  103. Importer::instance()._registerAssetImporter(scriptCodeImporter);
  104. ProjectLibrary::startUp();
  105. UndoRedo::startUp();
  106. EditorWindowManager::startUp();
  107. EditorWidgetManager::startUp();
  108. DropDownWindowManager::startUp();
  109. ScenePicking::startUp();
  110. Selection::startUp();
  111. GizmoManager::startUp();
  112. BuildManager::startUp();
  113. CodeEditorManager::startUp();
  114. MainEditorWindow::create(getPrimaryWindow());
  115. ScriptManager::instance().initialize();
  116. }
  117. void EditorApplication::onShutDown()
  118. {
  119. unloadProject();
  120. CodeEditorManager::shutDown();
  121. BuildManager::shutDown();
  122. GizmoManager::shutDown();
  123. Selection::shutDown();
  124. ScenePicking::shutDown();
  125. saveEditorSettings();
  126. DropDownWindowManager::shutDown();
  127. EditorWidgetManager::shutDown();
  128. EditorWindowManager::shutDown();
  129. UndoRedo::shutDown();
  130. Application::onShutDown();
  131. }
  132. void EditorApplication::loadScriptSystem()
  133. {
  134. loadPlugin("bsfMono", &mMonoPlugin);
  135. loadPlugin("SBansheeEngine", &mSBansheeEnginePlugin);
  136. loadPlugin("SBansheeEditor", &mSBansheeEditorPlugin);
  137. }
  138. void EditorApplication::unloadScriptSystem()
  139. {
  140. // These plugins must be unloaded before any other script plugins, because
  141. // they will cause finalizers to trigger and various modules those finalizers
  142. // might reference must still be active
  143. if(mSBansheeEditorPlugin != nullptr)
  144. unloadPlugin(mSBansheeEditorPlugin);
  145. if(mSBansheeEnginePlugin != nullptr)
  146. unloadPlugin(mSBansheeEnginePlugin);
  147. if(mMonoPlugin != nullptr)
  148. unloadPlugin(mMonoPlugin);
  149. }
  150. void EditorApplication::startUp()
  151. {
  152. CoreApplication::startUp<EditorApplication>();
  153. }
  154. void EditorApplication::startUpRenderer()
  155. {
  156. mSplashScreenTimer.reset();
  157. SplashScreen::show();
  158. }
  159. void EditorApplication::preUpdate()
  160. {
  161. Application::preUpdate();
  162. EditorWidgetManager::instance().update();
  163. DropDownWindowManager::instance().update();
  164. }
  165. void EditorApplication::postUpdate()
  166. {
  167. // Call update on editor widgets before parent's postUpdate because the parent will render the GUI and we need
  168. // to ensure editor widget's GUI is updated.
  169. EditorWindowManager::instance().update();
  170. Application::postUpdate();
  171. if(mSplashScreenShown)
  172. {
  173. UINT64 currentTime = mSplashScreenTimer.getMilliseconds();
  174. if (currentTime >= SPLASH_SCREEN_DURATION_MS)
  175. {
  176. SplashScreen::hide();
  177. EditorWindowManager::instance().showWindows();
  178. mSplashScreenShown = false;
  179. }
  180. }
  181. setFPSLimit(mEditorSettings->getFPSLimit());
  182. }
  183. void EditorApplication::quitRequested()
  184. {
  185. typedef void(*QuitRequestedFunc)();
  186. QuitRequestedFunc quitRequestedCall = (QuitRequestedFunc)mSBansheeEditorPlugin->getSymbol("quitRequested");
  187. if (quitRequestedCall != nullptr)
  188. quitRequestedCall();
  189. }
  190. Path EditorApplication::getEditorAssemblyPath() const
  191. {
  192. Path assemblyPath = getBuiltinAssemblyFolder();
  193. assemblyPath.append(String(EDITOR_ASSEMBLY) + ".dll");
  194. return assemblyPath;
  195. }
  196. Path EditorApplication::getEditorScriptAssemblyPath() const
  197. {
  198. Path assemblyPath = getScriptAssemblyFolder();
  199. assemblyPath.append(String(SCRIPT_EDITOR_ASSEMBLY) + ".dll");
  200. return assemblyPath;
  201. }
  202. Path EditorApplication::getScriptAssemblyFolder() const
  203. {
  204. if (!isProjectLoaded())
  205. return Path::BLANK;
  206. Path assemblyFolder = getProjectPath();
  207. assemblyFolder.append(INTERNAL_ASSEMBLY_PATH);
  208. return assemblyFolder;
  209. }
  210. void EditorApplication::saveProject()
  211. {
  212. if (!isProjectLoaded())
  213. return;
  214. Path buildDataPath = getProjectPath();
  215. buildDataPath.append(BUILD_DATA_PATH);
  216. BuildManager::instance().save(buildDataPath);
  217. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  218. saveEditorSettings();
  219. saveProjectSettings();
  220. gProjectLibrary().saveLibrary();
  221. }
  222. void EditorApplication::unloadProject()
  223. {
  224. if (!isProjectLoaded())
  225. return;
  226. saveProject();
  227. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  228. BuildManager::instance().clear();
  229. UndoRedo::instance().clear();
  230. EditorWidgetManager::instance().closeAll();
  231. gProjectLibrary().unloadLibrary();
  232. Resources::instance().unloadAllUnused();
  233. gSceneManager().clearScene();
  234. mProjectPath = Path::BLANK;
  235. mProjectName = StringUtil::BLANK;
  236. mIsProjectLoaded = false;
  237. }
  238. void EditorApplication::loadProject(const Path& projectPath)
  239. {
  240. unloadProject();
  241. mProjectPath = projectPath;
  242. mProjectName = projectPath.getTail();
  243. mIsProjectLoaded = true;
  244. loadProjectSettings();
  245. Path buildDataPath = getProjectPath();
  246. buildDataPath.append(BUILD_DATA_PATH);
  247. BuildManager::instance().load(buildDataPath);
  248. gProjectLibrary().loadLibrary();
  249. // Do this before restoring windows to ensure types are loaded
  250. ScriptManager::instance().reload();
  251. SPtr<EditorWidgetLayout> layout = loadWidgetLayout();
  252. if (layout != nullptr)
  253. EditorWidgetManager::instance().setLayout(layout);
  254. }
  255. void EditorApplication::createProject(const Path& path)
  256. {
  257. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  258. Path internalResourcesDir = Path::combine(path, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  259. if (!FileSystem::exists(resourceDir))
  260. FileSystem::createDir(resourceDir);
  261. if (!FileSystem::exists(internalResourcesDir))
  262. FileSystem::createDir(internalResourcesDir);
  263. saveDefaultWidgetLayout(path);
  264. }
  265. bool EditorApplication::isValidProjectPath(const Path& path)
  266. {
  267. if (!path.isAbsolute())
  268. return false;
  269. if (!FileSystem::isDirectory(path))
  270. return false;
  271. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  272. if (!FileSystem::exists(resourceDir))
  273. return false;
  274. return true;
  275. }
  276. SPtr<EditorWidgetLayout> EditorApplication::loadWidgetLayout()
  277. {
  278. Path layoutPath = getProjectPath();
  279. layoutPath.append(WIDGET_LAYOUT_PATH);
  280. if (!FileSystem::exists(layoutPath))
  281. saveDefaultWidgetLayout(getProjectPath());
  282. if(FileSystem::exists(layoutPath))
  283. {
  284. FileDecoder fs(layoutPath);
  285. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode());
  286. }
  287. return nullptr;
  288. }
  289. void EditorApplication::saveWidgetLayout(const SPtr<EditorWidgetLayout>& layout)
  290. {
  291. Path layoutPath = getProjectPath();
  292. layoutPath.append(WIDGET_LAYOUT_PATH);
  293. FileEncoder fs(layoutPath);
  294. fs.encode(layout.get());
  295. }
  296. void EditorApplication::saveDefaultWidgetLayout(const Path& folder)
  297. {
  298. Path internalResourcesDir = Path::combine(folder, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  299. if (!FileSystem::exists(internalResourcesDir))
  300. FileSystem::createDir(internalResourcesDir);
  301. Path defaultLayoutPath = BuiltinEditorResources::getDefaultWidgetLayoutPath();
  302. if (FileSystem::exists(defaultLayoutPath))
  303. {
  304. Path projectLayoutPath = Path::combine(folder, WIDGET_LAYOUT_PATH);
  305. FileSystem::copy(defaultLayoutPath, projectLayoutPath, false);
  306. }
  307. }
  308. void EditorApplication::loadEditorSettings()
  309. {
  310. Path settingsPath = getEditorSettingsPath();
  311. if (FileSystem::exists(settingsPath))
  312. {
  313. FileDecoder fs(settingsPath);
  314. mEditorSettings = std::static_pointer_cast<EditorSettings>(fs.decode());
  315. }
  316. if (mEditorSettings == nullptr)
  317. mEditorSettings = bs_shared_ptr_new<EditorSettings>();
  318. }
  319. void EditorApplication::saveEditorSettings()
  320. {
  321. if (mEditorSettings == nullptr)
  322. return;
  323. Path settingsPath = getEditorSettingsPath();
  324. FileEncoder fs(settingsPath);
  325. fs.encode(mEditorSettings.get());
  326. }
  327. void EditorApplication::loadProjectSettings()
  328. {
  329. if (isProjectLoaded())
  330. {
  331. Path absoluteDataPath = getProjectPath();
  332. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  333. if (FileSystem::exists(absoluteDataPath))
  334. {
  335. FileDecoder fs(absoluteDataPath);
  336. mProjectSettings = std::static_pointer_cast<ProjectSettings>(fs.decode());
  337. }
  338. }
  339. if (mProjectSettings == nullptr)
  340. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  341. }
  342. void EditorApplication::saveProjectSettings()
  343. {
  344. if (mProjectSettings == nullptr || !isProjectLoaded())
  345. return;
  346. Path absoluteDataPath = getProjectPath();
  347. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  348. FileEncoder fs(absoluteDataPath);
  349. fs.encode(mProjectSettings.get());
  350. }
  351. SPtr<IShaderIncludeHandler> EditorApplication::getShaderIncludeHandler() const
  352. {
  353. return bs_shared_ptr_new<EditorShaderIncludeHandler>();
  354. }
  355. EditorApplication& gEditorApplication()
  356. {
  357. return static_cast<EditorApplication&>(EditorApplication::instance());
  358. }
  359. }