BsScriptEditorApplication.cpp 14 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptEditorApplication.h"
  4. #include "BsMonoManager.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoMethod.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsEditorApplication.h"
  9. #include "Library/BsProjectLibrary.h"
  10. #include "Library/BsProjectResourceMeta.h"
  11. #include "Scene/BsPrefab.h"
  12. #include "Scene/BsSceneManager.h"
  13. #include "EditorWindow/BsEditorWindowManager.h"
  14. #include "EditorWindow/BsMainEditorWindow.h"
  15. #include "GUI/BsGUIStatusBar.h"
  16. #include "Wrappers/BsScriptEditorTestSuite.h"
  17. #include "Testing/BsTestOutput.h"
  18. #include "Script/BsScriptManager.h"
  19. #include "GUI/BsGUIMenuBar.h"
  20. #include "BsPlayInEditorManager.h"
  21. #include "Wrappers/BsScriptRenderTarget.h"
  22. #include "BsScriptResourceManager.h"
  23. #include "FileSystem/BsFileSystem.h"
  24. #include "Wrappers/BsScriptPrefab.h"
  25. namespace bs
  26. {
  27. bool ScriptEditorApplication::mRequestProjectLoad = false;
  28. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  29. Path ScriptEditorApplication::mProjectLoadPath;
  30. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  31. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  32. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  33. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  34. :ScriptObject(instance)
  35. { }
  36. void ScriptEditorApplication::initRuntimeData()
  37. {
  38. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", (void*)&ScriptEditorApplication::internal_SetStatusScene);
  39. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", (void*)&ScriptEditorApplication::internal_SetStatusProject);
  40. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", (void*)&ScriptEditorApplication::internal_SetStatusCompiling);
  41. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", (void*)&ScriptEditorApplication::internal_GetProjectPath);
  42. metaData.scriptClass->addInternalCall("Internal_GetProjectName", (void*)&ScriptEditorApplication::internal_GetProjectName);
  43. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", (void*)&ScriptEditorApplication::internal_GetProjectLoaded);
  44. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", (void*)&ScriptEditorApplication::internal_GetCompilerPath);
  45. metaData.scriptClass->addInternalCall("Internal_GetBuiltinReleaseAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath);
  46. metaData.scriptClass->addInternalCall("Internal_GetBuiltinDebugAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath);
  47. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", (void*)&ScriptEditorApplication::internal_GetScriptAssemblyPath);
  48. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", (void*)&ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  49. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", (void*)&ScriptEditorApplication::internal_GetEngineAssemblyName);
  50. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetEditorAssemblyName);
  51. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  52. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  53. metaData.scriptClass->addInternalCall("Internal_SaveScene", (void*)&ScriptEditorApplication::internal_SaveScene);
  54. metaData.scriptClass->addInternalCall("Internal_IsValidProject", (void*)&ScriptEditorApplication::internal_IsValidProject);
  55. metaData.scriptClass->addInternalCall("Internal_SaveProject", (void*)&ScriptEditorApplication::internal_SaveProject);
  56. metaData.scriptClass->addInternalCall("Internal_LoadProject", (void*)&ScriptEditorApplication::internal_LoadProject);
  57. metaData.scriptClass->addInternalCall("Internal_UnloadProject", (void*)&ScriptEditorApplication::internal_UnloadProject);
  58. metaData.scriptClass->addInternalCall("Internal_CreateProject", (void*)&ScriptEditorApplication::internal_CreateProject);
  59. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", (void*)&ScriptEditorApplication::internal_ReloadAssemblies);
  60. metaData.scriptClass->addInternalCall("Internal_OpenFolder", (void*) &ScriptEditorApplication::internal_OpenFolder);
  61. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", (void*)&ScriptEditorApplication::internal_RunUnitTests);
  62. metaData.scriptClass->addInternalCall("Internal_Quit", (void*)&ScriptEditorApplication::internal_Quit);
  63. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", (void*)&ScriptEditorApplication::internal_ToggleToolbarItem);
  64. metaData.scriptClass->addInternalCall("Internal_GetIsPlaying", (void*)&ScriptEditorApplication::internal_GetIsPlaying);
  65. metaData.scriptClass->addInternalCall("Internal_SetIsPlaying", (void*)&ScriptEditorApplication::internal_SetIsPlaying);
  66. metaData.scriptClass->addInternalCall("Internal_GetIsPaused", (void*)&ScriptEditorApplication::internal_GetIsPaused);
  67. metaData.scriptClass->addInternalCall("Internal_SetIsPaused", (void*)&ScriptEditorApplication::internal_SetIsPaused);
  68. metaData.scriptClass->addInternalCall("Internal_FrameStep", (void*)&ScriptEditorApplication::internal_FrameStep);
  69. metaData.scriptClass->addInternalCall("Internal_SetMainRenderTarget", (void*)&ScriptEditorApplication::internal_SetMainRenderTarget);
  70. metaData.scriptClass->addInternalCall("Internal_HasFocus", (void*)&ScriptEditorApplication::internal_HasFocus);
  71. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  72. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  73. }
  74. void ScriptEditorApplication::startUp()
  75. {
  76. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  77. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  78. }
  79. void ScriptEditorApplication::shutDown()
  80. {
  81. OnStatusBarClickedConn.disconnect();
  82. }
  83. void ScriptEditorApplication::update()
  84. {
  85. // Project load must be delayed when requested from managed code because it
  86. // triggers managed assembly reload, and that can't be performed when called
  87. // from the Mono thread.
  88. if (mRequestProjectLoad)
  89. {
  90. gEditorApplication().loadProject(mProjectLoadPath);
  91. mRequestProjectLoad = false;
  92. mRequestAssemblyReload = false;
  93. MonoUtil::invokeThunk(onProjectLoadedThunk);
  94. }
  95. else if (mRequestAssemblyReload)
  96. {
  97. ScriptManager::instance().reload();
  98. mRequestAssemblyReload = false;
  99. }
  100. }
  101. void ScriptEditorApplication::onStatusBarClicked()
  102. {
  103. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  104. }
  105. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  106. {
  107. WString nativeScene = MonoUtil::monoToWString(name);
  108. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  109. mainWindow->getStatusBar().setScene(nativeScene, modified);
  110. }
  111. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  112. {
  113. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  114. if (gEditorApplication().isProjectLoaded())
  115. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  116. else
  117. mainWindow->getStatusBar().setProject(L"None", false);
  118. }
  119. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  120. {
  121. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  122. mainWindow->getStatusBar().setIsCompiling(compiling);
  123. }
  124. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  125. {
  126. Path projectPath = gEditorApplication().getProjectPath();
  127. return MonoUtil::wstringToMono(projectPath.toWString());
  128. }
  129. MonoString* ScriptEditorApplication::internal_GetProjectName()
  130. {
  131. WString projectName = gEditorApplication().getProjectName();
  132. return MonoUtil::wstringToMono(projectName);
  133. }
  134. bool ScriptEditorApplication::internal_GetProjectLoaded()
  135. {
  136. return gEditorApplication().isProjectLoaded();
  137. }
  138. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  139. {
  140. Path compilerPath = MonoManager::instance().getCompilerPath();
  141. return MonoUtil::wstringToMono(compilerPath.toWString());
  142. }
  143. MonoString* ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath()
  144. {
  145. Path releaseAssemblyFolder = Paths::getReleaseAssemblyPath();
  146. return MonoUtil::wstringToMono(releaseAssemblyFolder.toWString());
  147. }
  148. MonoString* ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath()
  149. {
  150. Path debugAssemblyFolder = 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. return MonoUtil::wstringToMono(assemblyFolder.toWString());
  162. }
  163. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  164. {
  165. return MonoUtil::wstringToMono(toWString(ENGINE_ASSEMBLY) + L".dll");
  166. }
  167. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  168. {
  169. return MonoUtil::wstringToMono(toWString(EDITOR_ASSEMBLY) + L".dll");
  170. }
  171. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  172. {
  173. return MonoUtil::wstringToMono(toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  174. }
  175. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  176. {
  177. return MonoUtil::wstringToMono(toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  178. }
  179. MonoObject* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  180. {
  181. Path nativePath = MonoUtil::monoToWString(path);
  182. HSceneObject sceneRoot = gSceneManager().getRootNode();
  183. SPtr<ProjectResourceMeta> resMeta = gProjectLibrary().findResourceMeta(nativePath);
  184. HPrefab scene;
  185. if (resMeta != nullptr)
  186. {
  187. if (resMeta->getTypeID() != TID_Prefab)
  188. return nullptr;
  189. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  190. scene->update(sceneRoot);
  191. gProjectLibrary().saveEntry(scene);
  192. }
  193. else
  194. {
  195. scene = Prefab::create(sceneRoot);
  196. gProjectLibrary().createEntry(scene, nativePath);
  197. }
  198. ScriptResourceBase* scriptPrefab = ScriptResourceManager::instance().getScriptResource(scene, true);
  199. return scriptPrefab->getManagedInstance();
  200. }
  201. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  202. {
  203. Path nativePath = MonoUtil::monoToWString(path);
  204. return gEditorApplication().isValidProjectPath(nativePath);
  205. }
  206. void ScriptEditorApplication::internal_SaveProject()
  207. {
  208. gEditorApplication().saveProject();
  209. }
  210. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  211. {
  212. mRequestProjectLoad = true;
  213. mProjectLoadPath = MonoUtil::monoToWString(path);
  214. }
  215. void ScriptEditorApplication::internal_UnloadProject()
  216. {
  217. gEditorApplication().unloadProject();
  218. }
  219. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  220. {
  221. Path nativePath = MonoUtil::monoToWString(path);
  222. gEditorApplication().createProject(nativePath);
  223. }
  224. void ScriptEditorApplication::internal_ReloadAssemblies()
  225. {
  226. mRequestAssemblyReload = true;
  227. }
  228. void ScriptEditorApplication::internal_OpenFolder(MonoString* path)
  229. {
  230. Path nativePath = MonoUtil::monoToWString(path);
  231. Platform::openFolder(nativePath);
  232. }
  233. void ScriptEditorApplication::internal_RunUnitTests()
  234. {
  235. #if BS_DEBUG_MODE
  236. SPtr<TestSuite> testSuite = TestSuite::create<ScriptEditorTestSuite>();
  237. ExceptionTestOutput testOutput;
  238. testSuite->run(testOutput);
  239. #endif
  240. }
  241. void ScriptEditorApplication::internal_Quit()
  242. {
  243. gApplication().stopMainLoop();
  244. }
  245. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  246. {
  247. String nativeName = MonoUtil::monoToString(name);
  248. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  249. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  250. }
  251. bool ScriptEditorApplication::internal_GetIsPlaying()
  252. {
  253. return PlayInEditorManager::instance().getState() == PlayInEditorState::Playing;
  254. }
  255. void ScriptEditorApplication::internal_SetIsPlaying(bool value)
  256. {
  257. if (value)
  258. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  259. else
  260. PlayInEditorManager::instance().setState(PlayInEditorState::Stopped);
  261. }
  262. bool ScriptEditorApplication::internal_GetIsPaused()
  263. {
  264. return PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  265. }
  266. void ScriptEditorApplication::internal_SetIsPaused(bool value)
  267. {
  268. if (value)
  269. PlayInEditorManager::instance().setState(PlayInEditorState::Paused);
  270. else
  271. {
  272. bool isPaused = PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  273. if (isPaused)
  274. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  275. }
  276. }
  277. void ScriptEditorApplication::internal_FrameStep()
  278. {
  279. PlayInEditorManager::instance().frameStep();
  280. }
  281. void ScriptEditorApplication::internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget)
  282. {
  283. if (renderTarget == nullptr)
  284. SceneManager::instance().setMainRenderTarget(nullptr);
  285. else
  286. SceneManager::instance().setMainRenderTarget(renderTarget->getNativeValue());
  287. }
  288. bool ScriptEditorApplication::internal_HasFocus()
  289. {
  290. return EditorWindowManager::instance().hasFocus();
  291. }
  292. }