BsScriptEditorApplication.cpp 14 KB

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  1. #include "BsScriptEditorApplication.h"
  2. #include "BsMonoManager.h"
  3. #include "BsMonoClass.h"
  4. #include "BsMonoMethod.h"
  5. #include "BsMonoUtil.h"
  6. #include "BsEditorApplication.h"
  7. #include "BsProjectLibrary.h"
  8. #include "BsProjectResourceMeta.h"
  9. #include "BsPrefab.h"
  10. #include "BsSceneManager.h"
  11. #include "BsEditorWindowManager.h"
  12. #include "BsMainEditorWindow.h"
  13. #include "BsGUIStatusBar.h"
  14. #include "BsScriptEditorTestSuite.h"
  15. #include "BsTestOutput.h"
  16. #include "BsScriptManager.h"
  17. #include "BsGUIMenuBar.h"
  18. #include "BsPlayInEditorManager.h"
  19. #include "BsScriptRenderTarget.h"
  20. #include "BsScriptResourceManager.h"
  21. #include "BsFileSystem.h"
  22. #include "BsScriptPrefab.h"
  23. namespace BansheeEngine
  24. {
  25. bool ScriptEditorApplication::mRequestProjectLoad = false;
  26. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  27. Path ScriptEditorApplication::mProjectLoadPath;
  28. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  29. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  30. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  31. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  32. :ScriptObject(instance)
  33. { }
  34. void ScriptEditorApplication::initRuntimeData()
  35. {
  36. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  37. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  38. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", &ScriptEditorApplication::internal_SetStatusCompiling);
  39. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  40. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  41. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  42. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  43. metaData.scriptClass->addInternalCall("Internal_GetBuiltinReleaseAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath);
  44. metaData.scriptClass->addInternalCall("Internal_GetBuiltinDebugAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath);
  45. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  46. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  47. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  48. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  49. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  50. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  51. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  52. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  53. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  54. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  55. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  56. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  57. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", &ScriptEditorApplication::internal_ReloadAssemblies);
  58. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  59. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", &ScriptEditorApplication::internal_RunUnitTests);
  60. metaData.scriptClass->addInternalCall("Internal_Quit", &ScriptEditorApplication::internal_Quit);
  61. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", &ScriptEditorApplication::internal_ToggleToolbarItem);
  62. metaData.scriptClass->addInternalCall("Internal_GetIsPlaying", &ScriptEditorApplication::internal_GetIsPlaying);
  63. metaData.scriptClass->addInternalCall("Internal_SetIsPlaying", &ScriptEditorApplication::internal_SetIsPlaying);
  64. metaData.scriptClass->addInternalCall("Internal_GetIsPaused", &ScriptEditorApplication::internal_GetIsPaused);
  65. metaData.scriptClass->addInternalCall("Internal_SetIsPaused", &ScriptEditorApplication::internal_SetIsPaused);
  66. metaData.scriptClass->addInternalCall("Internal_FrameStep", &ScriptEditorApplication::internal_FrameStep);
  67. metaData.scriptClass->addInternalCall("Internal_SetMainRenderTarget", &ScriptEditorApplication::internal_SetMainRenderTarget);
  68. metaData.scriptClass->addInternalCall("Internal_HasFocus", &ScriptEditorApplication::internal_HasFocus);
  69. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  70. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  71. }
  72. void ScriptEditorApplication::startUp()
  73. {
  74. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  75. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  76. }
  77. void ScriptEditorApplication::shutDown()
  78. {
  79. OnStatusBarClickedConn.disconnect();
  80. }
  81. void ScriptEditorApplication::update()
  82. {
  83. // Project load must be delayed when requested from managed code because it
  84. // triggers managed assembly reload, and that can't be performed when called
  85. // from the Mono thread.
  86. if (mRequestProjectLoad)
  87. {
  88. gEditorApplication().loadProject(mProjectLoadPath);
  89. mRequestProjectLoad = false;
  90. mRequestAssemblyReload = false;
  91. MonoUtil::invokeThunk(onProjectLoadedThunk);
  92. }
  93. else if (mRequestAssemblyReload)
  94. {
  95. ScriptManager::instance().reload();
  96. mRequestAssemblyReload = false;
  97. }
  98. }
  99. void ScriptEditorApplication::onStatusBarClicked()
  100. {
  101. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  102. }
  103. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  104. {
  105. WString nativeScene = MonoUtil::monoToWString(name);
  106. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  107. mainWindow->getStatusBar().setScene(nativeScene, modified);
  108. }
  109. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  110. {
  111. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  112. if (gEditorApplication().isProjectLoaded())
  113. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  114. else
  115. mainWindow->getStatusBar().setProject(L"None", false);
  116. }
  117. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  118. {
  119. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  120. mainWindow->getStatusBar().setIsCompiling(compiling);
  121. }
  122. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  123. {
  124. Path projectPath = gEditorApplication().getProjectPath();
  125. return MonoUtil::wstringToMono(projectPath.toWString());
  126. }
  127. MonoString* ScriptEditorApplication::internal_GetProjectName()
  128. {
  129. WString projectName = gEditorApplication().getProjectName();
  130. return MonoUtil::wstringToMono(projectName);
  131. }
  132. bool ScriptEditorApplication::internal_GetProjectLoaded()
  133. {
  134. return gEditorApplication().isProjectLoaded();
  135. }
  136. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  137. {
  138. Path compilerPath = MonoManager::instance().getCompilerPath();
  139. return MonoUtil::wstringToMono(compilerPath.toWString());
  140. }
  141. MonoString* ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath()
  142. {
  143. Path releaseAssemblyFolder = FileSystem::getWorkingDirectoryPath();
  144. releaseAssemblyFolder.append(Paths::getReleaseAssemblyPath());
  145. return MonoUtil::wstringToMono(releaseAssemblyFolder.toWString());
  146. }
  147. MonoString* ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath()
  148. {
  149. Path debugAssemblyFolder = FileSystem::getWorkingDirectoryPath();
  150. debugAssemblyFolder.append(Paths::getDebugAssemblyPath());
  151. return MonoUtil::wstringToMono(debugAssemblyFolder.toWString());
  152. }
  153. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  154. {
  155. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  156. return MonoUtil::wstringToMono(assemblyFolder.toWString());
  157. }
  158. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  159. {
  160. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  161. assemblyFolder.makeAbsolute(FileSystem::getWorkingDirectoryPath());
  162. return MonoUtil::wstringToMono(assemblyFolder.toWString());
  163. }
  164. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  165. {
  166. return MonoUtil::wstringToMono(toWString(ENGINE_ASSEMBLY) + L".dll");
  167. }
  168. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  169. {
  170. return MonoUtil::wstringToMono(toWString(EDITOR_ASSEMBLY) + L".dll");
  171. }
  172. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  173. {
  174. return MonoUtil::wstringToMono(toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  175. }
  176. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  177. {
  178. return MonoUtil::wstringToMono(toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  179. }
  180. MonoObject* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  181. {
  182. Path nativePath = MonoUtil::monoToWString(path);
  183. HSceneObject sceneRoot = gSceneManager().getRootNode();
  184. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  185. HPrefab scene;
  186. if (entry != nullptr)
  187. {
  188. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  189. return nullptr;
  190. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  191. if (resEntry->meta == nullptr || resEntry->meta->getTypeID() != TID_Prefab)
  192. return nullptr;
  193. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  194. scene->update(sceneRoot);
  195. gProjectLibrary().saveEntry(scene);
  196. }
  197. else
  198. {
  199. scene = Prefab::create(sceneRoot);
  200. gProjectLibrary().createEntry(scene, nativePath);
  201. }
  202. ScriptPrefab* scriptPrefab;
  203. ScriptResourceManager::instance().getScriptResource(scene, &scriptPrefab, true);
  204. return scriptPrefab->getManagedInstance();
  205. }
  206. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  207. {
  208. Path nativePath = MonoUtil::monoToWString(path);
  209. return gEditorApplication().isValidProjectPath(nativePath);
  210. }
  211. void ScriptEditorApplication::internal_SaveProject()
  212. {
  213. gEditorApplication().saveProject();
  214. }
  215. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  216. {
  217. mRequestProjectLoad = true;
  218. mProjectLoadPath = MonoUtil::monoToWString(path);
  219. }
  220. void ScriptEditorApplication::internal_UnloadProject()
  221. {
  222. gEditorApplication().unloadProject();
  223. }
  224. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  225. {
  226. Path nativePath = MonoUtil::monoToWString(path);
  227. gEditorApplication().createProject(nativePath);
  228. }
  229. void ScriptEditorApplication::internal_ReloadAssemblies()
  230. {
  231. mRequestAssemblyReload = true;
  232. }
  233. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  234. {
  235. Path nativePath = MonoUtil::monoToWString(path);
  236. PlatformUtility::open(nativePath);
  237. }
  238. void ScriptEditorApplication::internal_RunUnitTests()
  239. {
  240. #if BS_DEBUG_MODE
  241. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  242. ExceptionTestOutput testOutput;
  243. testSuite->run(testOutput);
  244. #endif
  245. }
  246. void ScriptEditorApplication::internal_Quit()
  247. {
  248. gApplication().stopMainLoop();
  249. }
  250. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  251. {
  252. String nativeName = MonoUtil::monoToString(name);
  253. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  254. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  255. }
  256. bool ScriptEditorApplication::internal_GetIsPlaying()
  257. {
  258. return PlayInEditorManager::instance().getState() == PlayInEditorState::Playing;
  259. }
  260. void ScriptEditorApplication::internal_SetIsPlaying(bool value)
  261. {
  262. if (value)
  263. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  264. else
  265. PlayInEditorManager::instance().setState(PlayInEditorState::Stopped);
  266. }
  267. bool ScriptEditorApplication::internal_GetIsPaused()
  268. {
  269. return PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  270. }
  271. void ScriptEditorApplication::internal_SetIsPaused(bool value)
  272. {
  273. if (value)
  274. PlayInEditorManager::instance().setState(PlayInEditorState::Paused);
  275. else
  276. {
  277. bool isPaused = PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  278. if (isPaused)
  279. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  280. }
  281. }
  282. void ScriptEditorApplication::internal_FrameStep()
  283. {
  284. PlayInEditorManager::instance().frameStep();
  285. }
  286. void ScriptEditorApplication::internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget)
  287. {
  288. if (renderTarget == nullptr)
  289. SceneManager::instance().setMainRenderTarget(nullptr);
  290. else
  291. SceneManager::instance().setMainRenderTarget(renderTarget->getNativeValue());
  292. }
  293. bool ScriptEditorApplication::internal_HasFocus()
  294. {
  295. return EditorWindowManager::instance().hasFocus();
  296. }
  297. }