EditorApplication.cs 8.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Runtime.CompilerServices;
  4. using BansheeEngine;
  5. namespace BansheeEditor
  6. {
  7. public enum SceneViewTool
  8. {
  9. View,
  10. Move,
  11. Rotate,
  12. Scale
  13. }
  14. public enum HandlePivotMode
  15. {
  16. Center,
  17. Pivot
  18. }
  19. public enum HandleCoordinateMode
  20. {
  21. Local,
  22. World
  23. }
  24. public enum EditorPlatformType
  25. {
  26. Windows
  27. }
  28. public class EditorApplication
  29. {
  30. public static SceneViewTool ActiveSceneTool
  31. {
  32. get { return EditorSettings.ActiveSceneTool; }
  33. set { EditorSettings.ActiveSceneTool = value; }
  34. }
  35. public static HandleCoordinateMode ActiveCoordinateMode
  36. {
  37. get { return EditorSettings.ActiveCoordinateMode; }
  38. set { EditorSettings.ActiveCoordinateMode = value; }
  39. }
  40. public static HandlePivotMode ActivePivotMode
  41. {
  42. get { return EditorSettings.ActivePivotMode; }
  43. set { EditorSettings.ActivePivotMode = value; }
  44. }
  45. public static Camera SceneViewCamera
  46. {
  47. get { return EditorWindow.GetWindow<SceneWindow>().GetCamera(); }
  48. }
  49. public static EditorPlatformType EditorPlatform
  50. {
  51. get { return EditorPlatformType.Windows; } // TODO - Set this properly once we have support for more platforms
  52. }
  53. public static string ProjectPath { get { return Internal_GetProjectPath(); } }
  54. public static string ProjectName { get { return Internal_GetProjectName(); } }
  55. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  56. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  57. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  58. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  59. internal static string EngineAssembly { get { return Internal_GetEngineAssemblyName(); } }
  60. internal static string EditorAssembly { get { return Internal_GetEditorAssemblyName(); } }
  61. internal static string ScriptGameAssembly { get { return Internal_GetScriptGameAssemblyName(); } }
  62. internal static string ScriptEditorAssembly { get { return Internal_GetScriptEditorAssemblyName(); } }
  63. private static EditorApplication instance;
  64. private FolderMonitor monitor;
  65. // DEBUG ONLY
  66. Debug_Component1 dbgComponent;
  67. // END DEBUG ONLY
  68. internal EditorApplication()
  69. {
  70. instance = this;
  71. // Register controls
  72. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  73. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  74. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  75. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  76. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  77. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  78. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  79. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  80. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  81. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  82. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  83. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  84. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  85. // Open windows
  86. InspectorWindow inspector = EditorWindow.OpenWindow<InspectorWindow>();
  87. EditorWindow.OpenWindow<SceneWindow>();
  88. ProjectLibrary.Refresh();
  89. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  90. monitor.OnAdded += OnAssetModified;
  91. monitor.OnRemoved += OnAssetModified;
  92. monitor.OnModified += OnAssetModified;
  93. // DEBUG ONLY
  94. SceneObject newDbgObject = new SceneObject("NewDbgObject");
  95. dbgComponent = newDbgObject.AddComponent<Debug_Component1>();
  96. newDbgObject.AddComponent<Debug_Component2>();
  97. inspector.SetObjectToInspect(newDbgObject);
  98. SceneObject gizmoDbgObject = new SceneObject("GizmoDebug");
  99. gizmoDbgObject.AddComponent<DbgGizmoComponent>();
  100. //ProgressBar.Show("Test", 0.5f);
  101. //ColorPicker.Show();
  102. // DEBUG ONLY END
  103. }
  104. private void OnAssetModified(string path)
  105. {
  106. ProjectLibrary.Refresh(path);
  107. }
  108. internal void OnEditorUpdate()
  109. {
  110. ProjectLibrary.Update();
  111. // DEBUG ONLY
  112. if (dbgComponent != null)
  113. dbgComponent.intArray[0] = dbgComponent.intArray[0] + 1;
  114. // DEBUG ONLY END
  115. }
  116. [MenuItem("File/Save Prefab", ButtonModifier.Ctrl, ButtonCode.S)]
  117. private static void SavePrefab()
  118. {
  119. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  120. {
  121. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  122. Internal_SaveScene(scenePath);
  123. }
  124. else
  125. {
  126. string scenePath = "";
  127. BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "", out scenePath);
  128. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  129. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.", DialogBox.Type.OK);
  130. else
  131. {
  132. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  133. // Internal_SaveScene will silently fail.
  134. Scene.ActiveSceneUUID = Internal_SaveScene(scenePath);
  135. }
  136. }
  137. }
  138. [MenuItem("File/Load Prefab", ButtonModifier.Ctrl, ButtonCode.L)]
  139. private static void LoadPrefab()
  140. {
  141. Action doLoad =
  142. () =>
  143. {
  144. string[] scenePaths;
  145. BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths);
  146. if(scenePaths.Length > 0)
  147. Scene.Load(scenePaths[0]);
  148. };
  149. Action<DialogBox.ResultType> dialogCallback =
  150. (result) =>
  151. {
  152. if (result == DialogBox.ResultType.Yes)
  153. {
  154. SavePrefab();
  155. doLoad();
  156. }
  157. else if (result == DialogBox.ResultType.No)
  158. doLoad();
  159. };
  160. if (Scene.IsModified())
  161. {
  162. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  163. DialogBox.Type.YesNoCancel, dialogCallback);
  164. }
  165. else
  166. doLoad();
  167. }
  168. [MethodImpl(MethodImplOptions.InternalCall)]
  169. private static extern string Internal_GetProjectPath();
  170. [MethodImpl(MethodImplOptions.InternalCall)]
  171. private static extern string Internal_GetProjectName();
  172. [MethodImpl(MethodImplOptions.InternalCall)]
  173. private static extern string Internal_GetCompilerPath();
  174. [MethodImpl(MethodImplOptions.InternalCall)]
  175. private static extern string Internal_GetBuiltinAssemblyPath();
  176. [MethodImpl(MethodImplOptions.InternalCall)]
  177. private static extern string Internal_GetScriptAssemblyPath();
  178. [MethodImpl(MethodImplOptions.InternalCall)]
  179. private static extern string Internal_GetFrameworkAssemblyPath();
  180. [MethodImpl(MethodImplOptions.InternalCall)]
  181. private static extern string Internal_GetEngineAssemblyName();
  182. [MethodImpl(MethodImplOptions.InternalCall)]
  183. private static extern string Internal_GetEditorAssemblyName();
  184. [MethodImpl(MethodImplOptions.InternalCall)]
  185. private static extern string Internal_GetScriptGameAssemblyName();
  186. [MethodImpl(MethodImplOptions.InternalCall)]
  187. private static extern string Internal_GetScriptEditorAssemblyName();
  188. [MethodImpl(MethodImplOptions.InternalCall)]
  189. private static extern string Internal_SaveScene(string path);
  190. }
  191. }