EditorApplication.cs 33 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. /// Determines is the game currently running in the editor, or is it stopped or paused. Setting this value to false
  84. /// will stop the game, but if you just want to pause it use <see cref="IsPaused"/> property.
  85. /// </summary>
  86. public static bool IsPlaying
  87. {
  88. get { return Internal_GetIsPlaying(); }
  89. set
  90. {
  91. ToggleToolbarItem("Play", value);
  92. ToggleToolbarItem("Pause", false);
  93. if (!value)
  94. Selection.SceneObject = null;
  95. else
  96. {
  97. if (EditorSettings.GetBool(ConsoleWindow.CLEAR_ON_PLAY_KEY, true))
  98. {
  99. Debug.Clear();
  100. ConsoleWindow console = EditorWindow.GetWindow<ConsoleWindow>();
  101. if (console != null)
  102. console.Refresh();
  103. }
  104. }
  105. Internal_SetIsPlaying(value);
  106. }
  107. }
  108. /// <summary>
  109. /// Determines if the game is currently running in the editor, but paused. If the game is stopped and not running
  110. /// this will return false. If the game is not running and this is enabled, the game will start running but be
  111. /// immediately paused.
  112. /// </summary>
  113. public static bool IsPaused
  114. {
  115. get { return Internal_GetIsPaused(); }
  116. set
  117. {
  118. ToggleToolbarItem("Play", !value);
  119. ToggleToolbarItem("Pause", value);
  120. Internal_SetIsPaused(value);
  121. }
  122. }
  123. /// <summary>
  124. /// Returns true if the game is currently neither running nor paused. Use <see cref="IsPlaying"/> or
  125. /// <see cref="IsPaused"/> to actually change these states.
  126. /// </summary>
  127. public static bool IsStopped
  128. {
  129. get { return !IsPlaying && !IsPaused; }
  130. }
  131. /// <summary>
  132. /// Checks whether the editor currently has focus.
  133. /// </summary>
  134. public static bool HasFocus
  135. {
  136. get { return Internal_HasFocus(); }
  137. }
  138. /// <summary>
  139. /// Render target that the main camera in the scene (if any) will render its view to. This generally means the main
  140. /// game window when running standalone, or the Game viewport when running in editor.
  141. /// </summary>
  142. internal static RenderTarget MainRenderTarget
  143. {
  144. set
  145. {
  146. IntPtr rtPtr = IntPtr.Zero;
  147. if (value != null)
  148. rtPtr = value.GetCachedPtr();
  149. Internal_SetMainRenderTarget(rtPtr);
  150. }
  151. }
  152. /// <summary>
  153. /// Returns the path where the script compiler is located at.
  154. /// </summary>
  155. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  156. /// <summary>
  157. /// Returns the path to the folder where the custom script assemblies are located at.
  158. /// </summary>
  159. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  160. /// <summary>
  161. /// Returns the path to the folder where the .NET framework assemblies are located at.
  162. /// </summary>
  163. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  164. /// <summary>
  165. /// Name of the builtin assembly containing engine specific types.
  166. /// </summary>
  167. internal static string EngineAssemblyName { get { return Internal_GetEngineAssemblyName(); } }
  168. /// <summary>
  169. /// Name of the builtin assembly containing editor specific types.
  170. /// </summary>
  171. internal static string EditorAssemblyName { get { return Internal_GetEditorAssemblyName(); } }
  172. /// <summary>
  173. /// Name of the custom assembly compiled from non-editor scripts within the project.
  174. /// </summary>
  175. internal static string ScriptGameAssemblyName { get { return Internal_GetScriptGameAssemblyName(); } }
  176. /// <summary>
  177. /// Name of the custom assembly compiled from editor scripts within the project.
  178. /// </summary>
  179. internal static string ScriptEditorAssemblyName { get { return Internal_GetScriptEditorAssemblyName(); } }
  180. /// <summary>
  181. /// Returns the path to the folder where the builtin release script assemblies are located at.
  182. /// </summary>
  183. internal static string BuiltinReleaseAssemblyPath { get { return Internal_GetBuiltinReleaseAssemblyPath(); } }
  184. /// <summary>
  185. /// Returns the path to the folder where the builtin debug script assemblies are located at.
  186. /// </summary>
  187. internal static string BuiltinDebugAssemblyPath { get { return Internal_GetBuiltinDebugAssemblyPath(); } }
  188. private static EditorApplication instance;
  189. private static FolderMonitor monitor;
  190. private static ScriptCodeManager codeManager;
  191. private static HashSet<string> dirtyResources = new HashSet<string>();
  192. private static bool sceneDirty;
  193. private static bool unitTestsExecuted;
  194. /// <summary>
  195. /// Constructs a new editor application. Called at editor start-up by the runtime.
  196. /// </summary>
  197. internal EditorApplication()
  198. {
  199. instance = this;
  200. codeManager = new ScriptCodeManager();
  201. // Register controls
  202. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  203. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  204. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  205. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  206. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  207. inputConfig.RegisterButton(SceneCamera.MoveUpBinding, ButtonCode.E);
  208. inputConfig.RegisterButton(SceneCamera.MoveDownBinding, ButtonCode.Q);
  209. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  210. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  211. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  212. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  213. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  214. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  215. inputConfig.RegisterButton(SceneCamera.PanBinding, ButtonCode.MouseMiddle);
  216. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  217. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  218. inputConfig.RegisterAxis(SceneCamera.ScrollAxisBinding, InputAxis.MouseZ);
  219. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  220. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  221. inputConfig.RegisterButton(SceneWindow.FrameBinding, ButtonCode.F);
  222. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  223. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  224. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  225. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  226. if (IsProjectLoaded)
  227. {
  228. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  229. monitor.OnAdded += OnAssetModified;
  230. monitor.OnRemoved += OnAssetModified;
  231. monitor.OnModified += OnAssetModified;
  232. }
  233. }
  234. /// <summary>
  235. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  236. /// </summary>
  237. /// <param name="path">Path to the modified file or folder.</param>
  238. private static void OnAssetModified(string path)
  239. {
  240. ProjectLibrary.Refresh(path);
  241. }
  242. /// <summary>
  243. /// Called 60 times per second by the runtime.
  244. /// </summary>
  245. internal void OnEditorUpdate()
  246. {
  247. ProjectLibrary.Update();
  248. codeManager.Update();
  249. }
  250. /// <summary>
  251. /// Creates a new empty scene.
  252. /// </summary>
  253. [MenuItem("File/New Scene", 10051, true)]
  254. private static void NewScene()
  255. {
  256. LoadScene(null);
  257. }
  258. /// <summary>
  259. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  260. /// is modified the user is offered a chance to save it.
  261. /// </summary>
  262. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050)]
  263. private static void LoadScene()
  264. {
  265. string[] scenePaths;
  266. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  267. {
  268. if (scenePaths.Length > 0)
  269. LoadScene(scenePaths[0]);
  270. }
  271. }
  272. /// <summary>
  273. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  274. /// saved it is instead automatically saved at the last location.
  275. /// </summary>
  276. public static void SaveScene(Action onSuccess = null, Action onFailure = null)
  277. {
  278. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  279. {
  280. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  281. SaveScene(scenePath);
  282. if (onSuccess != null)
  283. onSuccess();
  284. }
  285. else
  286. SaveSceneAs(onSuccess, onFailure);
  287. }
  288. /// <summary>
  289. /// Opens a dialog to allows the user to select a location where to save the current scene.
  290. /// </summary>
  291. public static void SaveSceneAs(Action onSuccess = null, Action onFailure = null)
  292. {
  293. string scenePath = "";
  294. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  295. {
  296. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  297. {
  298. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  299. DialogBox.Type.OK,
  300. x =>
  301. {
  302. if (onFailure != null)
  303. onFailure();
  304. });
  305. }
  306. else
  307. {
  308. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  309. // Internal_SaveScene will silently fail.
  310. scenePath = Path.ChangeExtension(scenePath, ".prefab");
  311. SaveScene(scenePath);
  312. }
  313. }
  314. else
  315. {
  316. // User canceled, so technically a success
  317. if (onSuccess != null)
  318. onSuccess();
  319. }
  320. }
  321. /// <summary>
  322. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  323. /// chance to save it.
  324. /// </summary>
  325. /// <param name="path">Path to a valid prefab relative to the resource folder. If path is empty a brand new
  326. /// scene will be loaded.</param>
  327. public static void LoadScene(string path)
  328. {
  329. Action<string> continueLoad =
  330. (scenePath) =>
  331. {
  332. if (string.IsNullOrEmpty(path))
  333. Scene.Clear();
  334. else
  335. Scene.Load(path);
  336. SetSceneDirty(false);
  337. ProjectSettings.LastOpenScene = scenePath;
  338. ProjectSettings.Save();
  339. };
  340. Action<DialogBox.ResultType> dialogCallback =
  341. (result) =>
  342. {
  343. if (result == DialogBox.ResultType.Yes)
  344. {
  345. SaveScene();
  346. continueLoad(path);
  347. }
  348. else if (result == DialogBox.ResultType.No)
  349. continueLoad(path);
  350. };
  351. if (IsSceneModified())
  352. {
  353. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  354. DialogBox.Type.YesNoCancel, dialogCallback);
  355. }
  356. else
  357. continueLoad(path);
  358. }
  359. /// <summary>
  360. /// Saves the currently loaded scene to the specified path.
  361. /// </summary>
  362. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  363. /// prefab if it just needs updating. </param>
  364. public static void SaveScene(string path)
  365. {
  366. Prefab scene = Internal_SaveScene(path);
  367. Scene.SetActive(scene);
  368. ProjectLibrary.Refresh(true);
  369. SetSceneDirty(false);
  370. }
  371. /// <summary>
  372. /// Checks does the folder at the provieded path contain a valid project.
  373. /// </summary>
  374. /// <param name="path">Absolute path to the root project folder.</param>
  375. /// <returns>True if the folder contains a valid project.</returns>
  376. public static bool IsValidProject(string path)
  377. {
  378. return Internal_IsValidProject(path);
  379. }
  380. /// <summary>
  381. /// Contains a new project in the provided folder.
  382. /// </summary>
  383. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  384. /// project's name.</param>
  385. public static void CreateProject(string path)
  386. {
  387. Internal_CreateProject(path);
  388. }
  389. /// <summary>
  390. /// Wrapper for menu items for <see cref="SaveScene(Action, Action)"/> method
  391. /// </summary>
  392. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  393. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "Save scene (Ctrl + S)", 1998)]
  394. private static void SaveSceneMenu()
  395. {
  396. SaveScene();
  397. }
  398. /// <summary>
  399. /// Wrapper for menu items for <see cref="SaveSceneAs(Action, Action)"/> method
  400. /// </summary>
  401. [MenuItem("File/Save Scene As", 10048)]
  402. private static void SaveSceneAsMenu()
  403. {
  404. SaveSceneAs();
  405. }
  406. /// <summary>
  407. /// Opens a Project Window allowing you to browse for or create a project.
  408. /// </summary>
  409. [MenuItem("File/Open Project", 10100)]
  410. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "Project manager", 2000)]
  411. public static void BrowseForProject()
  412. {
  413. ProjectWindow.Open();
  414. }
  415. /// <summary>
  416. /// Saves all data in the currently open project.
  417. /// </summary>
  418. [MenuItem("File/Save Project", 10099)]
  419. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "Save project", 1999)]
  420. public static void SaveProject()
  421. {
  422. foreach (var resourceUUID in dirtyResources)
  423. {
  424. string path = ProjectLibrary.GetPath(resourceUUID);
  425. if (!IsNative(path))
  426. continue; // Native resources can't be changed
  427. Resource resource = ProjectLibrary.Load<Resource>(path);
  428. if(resource != null)
  429. ProjectLibrary.Save(resource);
  430. }
  431. dirtyResources.Clear();
  432. SetStatusProject(false);
  433. Internal_SaveProject();
  434. }
  435. /// <summary>
  436. /// Loads the project at the specified path. This method executes asynchronously.
  437. /// </summary>
  438. /// <param name="path">Absolute path to the project's root folder.</param>
  439. public static void LoadProject(string path)
  440. {
  441. if (IsProjectLoaded && path == ProjectPath)
  442. return;
  443. if (!Internal_IsValidProject(path))
  444. {
  445. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  446. return;
  447. }
  448. if (IsProjectLoaded)
  449. UnloadProject();
  450. Internal_LoadProject(path); // Triggers Internal_OnProjectLoaded when done
  451. }
  452. /// <summary>
  453. /// Closes the editor.
  454. /// </summary>
  455. public static void Quit()
  456. {
  457. Internal_Quit();
  458. }
  459. /// <summary>
  460. /// Toggles an existing toolbar button into an on or off state which changes the visuals of the button.
  461. /// </summary>
  462. /// <param name="name">Name of the existing button to toggle</param>
  463. /// <param name="on">True to toggle on, false to toggle off (default)</param>
  464. public static void ToggleToolbarItem(string name, bool on)
  465. {
  466. Internal_ToggleToolbarItem(name, on);
  467. }
  468. /// <summary>
  469. /// Opens a file or a folder in the default external application.
  470. /// </summary>
  471. /// <param name="path">Absolute path to the file or folder to open.</param>
  472. public static void OpenExternally(string path)
  473. {
  474. Internal_OpenExternally(path);
  475. }
  476. /// <summary>
  477. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  478. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  479. /// </summary>
  480. /// <param name="resource">Resource to mark as dirty</param>
  481. public static void SetDirty(Resource resource)
  482. {
  483. if (resource == null)
  484. return;
  485. SetStatusProject(true);
  486. dirtyResources.Add(resource.UUID);
  487. }
  488. /// <summary>
  489. /// Marks the current scene as dirty.
  490. /// </summary>
  491. public static void SetSceneDirty()
  492. {
  493. SetSceneDirty(true);
  494. }
  495. /// <summary>
  496. /// Marks the current scene as clean or dirty.
  497. /// </summary>
  498. /// <param name="dirty">Should the scene be marked as clean or dirty.</param>
  499. internal static void SetSceneDirty(bool dirty)
  500. {
  501. sceneDirty = dirty;
  502. SetStatusScene(Scene.ActiveSceneName, dirty);
  503. if (!dirty)
  504. dirtyResources.Remove(Scene.ActiveSceneUUID);
  505. }
  506. /// <summary>
  507. /// Checks is the specific resource dirty and needs saving.
  508. /// </summary>
  509. /// <param name="resource">Resource to check.</param>
  510. /// <returns>True if the resource requires saving, false otherwise.</returns>
  511. public static bool IsDirty(Resource resource)
  512. {
  513. return dirtyResources.Contains(resource.UUID);
  514. }
  515. /// <summary>
  516. /// Checks does the path represent a native resource.
  517. /// </summary>
  518. /// <param name="path">Filename or path to check.</param>
  519. /// <returns>True if the path represents a native resource.</returns>
  520. public static bool IsNative(string path)
  521. {
  522. string extension = Path.GetExtension(path);
  523. return extension == ".asset" || extension == ".prefab";
  524. }
  525. /// <summary>
  526. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  527. /// Automatically saves all project data before unloading.
  528. /// </summary>
  529. private static void UnloadProject()
  530. {
  531. Action continueUnload =
  532. () =>
  533. {
  534. Scene.Clear();
  535. if (monitor != null)
  536. {
  537. monitor.Destroy();
  538. monitor = null;
  539. }
  540. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  541. if(window != null)
  542. window.Reset();
  543. SetSceneDirty(false);
  544. Internal_UnloadProject();
  545. SetStatusProject(false);
  546. };
  547. Action<DialogBox.ResultType> dialogCallback =
  548. (result) =>
  549. {
  550. if (result == DialogBox.ResultType.Yes)
  551. SaveScene();
  552. continueUnload();
  553. };
  554. if (IsSceneModified())
  555. {
  556. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  557. DialogBox.Type.YesNoCancel, dialogCallback);
  558. }
  559. else
  560. continueUnload();
  561. }
  562. /// <summary>
  563. /// Reloads all script assemblies in case they were modified. This action is delayed and will be executed
  564. /// at the beginning of the next frame.
  565. /// </summary>
  566. public static void ReloadAssemblies()
  567. {
  568. Internal_ReloadAssemblies();
  569. }
  570. /// <summary>
  571. /// Changes the scene displayed on the status bar.
  572. /// </summary>
  573. /// <param name="name">Name of the scene.</param>
  574. /// <param name="modified">Whether to display the scene as modified or not.</param>
  575. private static void SetStatusScene(string name, bool modified)
  576. {
  577. Internal_SetStatusScene(name, modified);
  578. }
  579. /// <summary>
  580. /// Changes the project state displayed on the status bar.
  581. /// </summary>
  582. /// <param name="modified">Whether to display the project as modified or not.</param>
  583. private static void SetStatusProject(bool modified)
  584. {
  585. Internal_SetStatusProject(modified);
  586. }
  587. /// <summary>
  588. /// Displays or hides the "compilation in progress" visual on the status bar.
  589. /// </summary>
  590. /// <param name="compiling">True to display the visual, false otherwise.</param>
  591. internal static void SetStatusCompiling(bool compiling)
  592. {
  593. Internal_SetStatusCompiling(compiling);
  594. }
  595. /// <summary>
  596. /// Checks did we make any modifications to the scene since it was last saved.
  597. /// </summary>
  598. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  599. public static bool IsSceneModified()
  600. {
  601. return sceneDirty;
  602. }
  603. /// <summary>
  604. /// Runs a single frame of the game and pauses it. If the game is not currently running it will be started.
  605. /// </summary>
  606. public static void FrameStep()
  607. {
  608. if (IsStopped)
  609. {
  610. if (EditorSettings.GetBool(ConsoleWindow.CLEAR_ON_PLAY_KEY, true))
  611. {
  612. Debug.Clear();
  613. ConsoleWindow console = EditorWindow.GetWindow<ConsoleWindow>();
  614. if (console != null)
  615. console.Refresh();
  616. }
  617. }
  618. ToggleToolbarItem("Play", false);
  619. ToggleToolbarItem("Pause", true);
  620. Internal_FrameStep();
  621. }
  622. /// <summary>
  623. /// Executes any editor-specific unit tests. This should be called after a project is loaded if possible.
  624. /// </summary>
  625. private static void RunUnitTests()
  626. {
  627. #if DEBUG
  628. Internal_RunUnitTests();
  629. #endif
  630. }
  631. /// <summary>
  632. /// Triggered by the runtime when <see cref="LoadProject"/> method completes.
  633. /// </summary>
  634. private static void Internal_OnProjectLoaded()
  635. {
  636. SetStatusProject(false);
  637. if (!unitTestsExecuted)
  638. {
  639. RunUnitTests();
  640. unitTestsExecuted = true;
  641. }
  642. if (!IsProjectLoaded)
  643. {
  644. ProjectWindow.Open();
  645. return;
  646. }
  647. string projectPath = ProjectPath;
  648. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  649. bool foundPath = false;
  650. for (int i = 0; i < recentProjects.Length; i++)
  651. {
  652. if (PathEx.Compare(recentProjects[i].path, projectPath))
  653. {
  654. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  655. EditorSettings.RecentProjects = recentProjects;
  656. foundPath = true;
  657. break;
  658. }
  659. }
  660. if (!foundPath)
  661. {
  662. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  663. extendedRecentProjects.AddRange(recentProjects);
  664. RecentProject newProject = new RecentProject();
  665. newProject.path = projectPath;
  666. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  667. extendedRecentProjects.Add(newProject);
  668. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  669. }
  670. EditorSettings.LastOpenProject = projectPath;
  671. EditorSettings.Save();
  672. ProjectLibrary.Refresh();
  673. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  674. monitor.OnAdded += OnAssetModified;
  675. monitor.OnRemoved += OnAssetModified;
  676. monitor.OnModified += OnAssetModified;
  677. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  678. {
  679. Scene.Load(ProjectSettings.LastOpenScene);
  680. SetSceneDirty(false);
  681. }
  682. }
  683. /// <summary>
  684. /// Triggered by the runtime when the user clicks on the status bar.
  685. /// </summary>
  686. private static void Internal_OnStatusBarClicked()
  687. {
  688. EditorWindow.OpenWindow<ConsoleWindow>();
  689. }
  690. [MethodImpl(MethodImplOptions.InternalCall)]
  691. private static extern void Internal_SetStatusScene(string name, bool modified);
  692. [MethodImpl(MethodImplOptions.InternalCall)]
  693. private static extern void Internal_SetStatusProject(bool modified);
  694. [MethodImpl(MethodImplOptions.InternalCall)]
  695. private static extern void Internal_SetStatusCompiling(bool compiling);
  696. [MethodImpl(MethodImplOptions.InternalCall)]
  697. private static extern string Internal_GetProjectPath();
  698. [MethodImpl(MethodImplOptions.InternalCall)]
  699. private static extern string Internal_GetProjectName();
  700. [MethodImpl(MethodImplOptions.InternalCall)]
  701. private static extern bool Internal_GetProjectLoaded();
  702. [MethodImpl(MethodImplOptions.InternalCall)]
  703. private static extern string Internal_GetCompilerPath();
  704. [MethodImpl(MethodImplOptions.InternalCall)]
  705. private static extern string Internal_GetBuiltinReleaseAssemblyPath();
  706. [MethodImpl(MethodImplOptions.InternalCall)]
  707. private static extern string Internal_GetBuiltinDebugAssemblyPath();
  708. [MethodImpl(MethodImplOptions.InternalCall)]
  709. private static extern string Internal_GetScriptAssemblyPath();
  710. [MethodImpl(MethodImplOptions.InternalCall)]
  711. private static extern string Internal_GetFrameworkAssemblyPath();
  712. [MethodImpl(MethodImplOptions.InternalCall)]
  713. private static extern string Internal_GetEngineAssemblyName();
  714. [MethodImpl(MethodImplOptions.InternalCall)]
  715. private static extern string Internal_GetEditorAssemblyName();
  716. [MethodImpl(MethodImplOptions.InternalCall)]
  717. private static extern string Internal_GetScriptGameAssemblyName();
  718. [MethodImpl(MethodImplOptions.InternalCall)]
  719. private static extern string Internal_GetScriptEditorAssemblyName();
  720. [MethodImpl(MethodImplOptions.InternalCall)]
  721. private static extern Prefab Internal_SaveScene(string path);
  722. [MethodImpl(MethodImplOptions.InternalCall)]
  723. private static extern bool Internal_IsValidProject(string path);
  724. [MethodImpl(MethodImplOptions.InternalCall)]
  725. private static extern void Internal_SaveProject();
  726. [MethodImpl(MethodImplOptions.InternalCall)]
  727. private static extern void Internal_LoadProject(string path);
  728. [MethodImpl(MethodImplOptions.InternalCall)]
  729. private static extern void Internal_UnloadProject();
  730. [MethodImpl(MethodImplOptions.InternalCall)]
  731. private static extern void Internal_CreateProject(string path);
  732. [MethodImpl(MethodImplOptions.InternalCall)]
  733. private static extern void Internal_ReloadAssemblies();
  734. [MethodImpl(MethodImplOptions.InternalCall)]
  735. private static extern void Internal_OpenExternally(string path);
  736. [MethodImpl(MethodImplOptions.InternalCall)]
  737. private static extern void Internal_RunUnitTests();
  738. [MethodImpl(MethodImplOptions.InternalCall)]
  739. private static extern void Internal_Quit();
  740. [MethodImpl(MethodImplOptions.InternalCall)]
  741. private static extern void Internal_ToggleToolbarItem(string name, bool on);
  742. [MethodImpl(MethodImplOptions.InternalCall)]
  743. private static extern bool Internal_GetIsPlaying();
  744. [MethodImpl(MethodImplOptions.InternalCall)]
  745. private static extern void Internal_SetIsPlaying(bool value);
  746. [MethodImpl(MethodImplOptions.InternalCall)]
  747. private static extern bool Internal_GetIsPaused();
  748. [MethodImpl(MethodImplOptions.InternalCall)]
  749. private static extern void Internal_SetIsPaused(bool value);
  750. [MethodImpl(MethodImplOptions.InternalCall)]
  751. private static extern void Internal_FrameStep();
  752. [MethodImpl(MethodImplOptions.InternalCall)]
  753. private static extern void Internal_SetMainRenderTarget(IntPtr rendertarget);
  754. [MethodImpl(MethodImplOptions.InternalCall)]
  755. private static extern bool Internal_HasFocus();
  756. }
  757. }