BsScriptEditorApplication.cpp 8.7 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 "BsPrefabUtility.h"
  11. #include "BsSceneManager.h"
  12. #include "BsEditorWindowManager.h"
  13. #include "BsMainEditorWindow.h"
  14. #include "BsGUIStatusBar.h"
  15. #include "BsPlatform.h"
  16. #include "BsResources.h"
  17. #include "BsScriptEditorWindow.h"
  18. #include "BsEditorWindowBase.h"
  19. #include "BsProfilerOverlay.h"
  20. #include "BsCGUIWidget.h"
  21. #include "BsSceneObject.h"
  22. #include "BsCCamera.h"
  23. namespace BansheeEngine
  24. {
  25. bool ScriptEditorApplication::mRequestProjectLoad = false;
  26. Path ScriptEditorApplication::mProjectLoadPath;
  27. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  28. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  29. :ScriptObject(instance)
  30. { }
  31. void ScriptEditorApplication::initRuntimeData()
  32. {
  33. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  34. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  35. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  36. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  37. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  38. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  39. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  40. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  41. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  42. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  43. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  44. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  45. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  46. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  47. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  48. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  49. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  50. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  51. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  52. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  53. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("OnProjectLoaded")->getThunk();
  54. }
  55. void ScriptEditorApplication::update()
  56. {
  57. // Project load must be delayed when requested from managed code because it
  58. // triggers managed assembly reload, and that can't be performed when called
  59. // from the Mono thread.
  60. if (mRequestProjectLoad)
  61. {
  62. gEditorApplication().loadProject(mProjectLoadPath);
  63. mRequestProjectLoad = false;
  64. MonoUtil::invokeThunk(onProjectLoadedThunk);
  65. }
  66. }
  67. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  68. {
  69. WString nativeScene = MonoUtil::monoToWString(name);
  70. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  71. mainWindow->getStatusBar().setScene(nativeScene, modified);
  72. }
  73. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  74. {
  75. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  76. if (gEditorApplication().isProjectLoaded())
  77. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  78. else
  79. mainWindow->getStatusBar().setProject(L"None", false);
  80. }
  81. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  82. {
  83. Path projectPath = gEditorApplication().getProjectPath();
  84. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  85. }
  86. MonoString* ScriptEditorApplication::internal_GetProjectName()
  87. {
  88. WString projectName = gEditorApplication().getProjectName();
  89. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  90. }
  91. bool ScriptEditorApplication::internal_GetProjectLoaded()
  92. {
  93. return gEditorApplication().isProjectLoaded();
  94. }
  95. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  96. {
  97. Path compilerPath = MonoManager::instance().getCompilerPath();
  98. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  99. }
  100. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  101. {
  102. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  103. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  104. }
  105. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  106. {
  107. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  108. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  109. }
  110. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  111. {
  112. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  113. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  114. }
  115. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  116. {
  117. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  118. }
  119. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  120. {
  121. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  122. }
  123. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  124. {
  125. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  126. }
  127. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  128. {
  129. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  130. }
  131. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  132. {
  133. Path nativePath = MonoUtil::monoToWString(path);
  134. HSceneObject sceneRoot = gSceneManager().getRootNode();
  135. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  136. HPrefab scene;
  137. if (entry != nullptr)
  138. {
  139. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  140. return nullptr;
  141. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  142. if (resEntry->meta->getTypeID() != TID_Prefab)
  143. return nullptr;
  144. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  145. scene->update(sceneRoot);
  146. PrefabUtility::recordPrefabDiff(sceneRoot);
  147. gProjectLibrary().saveEntry(scene);
  148. }
  149. else
  150. {
  151. scene = Prefab::create(sceneRoot);
  152. PrefabUtility::recordPrefabDiff(sceneRoot);
  153. gProjectLibrary().createEntry(scene, nativePath);
  154. }
  155. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  156. }
  157. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  158. {
  159. Path nativePath = MonoUtil::monoToWString(path);
  160. return gEditorApplication().isValidProjectPath(nativePath);
  161. }
  162. void ScriptEditorApplication::internal_SaveProject()
  163. {
  164. gEditorApplication().saveProject();
  165. }
  166. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  167. {
  168. mRequestProjectLoad = true;
  169. mProjectLoadPath = MonoUtil::monoToWString(path);
  170. }
  171. void ScriptEditorApplication::internal_UnloadProject()
  172. {
  173. gEditorApplication().unloadProject();
  174. }
  175. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  176. {
  177. Path nativePath = MonoUtil::monoToWString(path);
  178. gEditorApplication().createProject(nativePath);
  179. }
  180. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  181. {
  182. Path nativePath = MonoUtil::monoToWString(path);
  183. PlatformUtility::open(nativePath);
  184. }
  185. }