BsEditorApplication.cpp 11 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsEditorApplication.h"
  4. #include "EditorWindow/BsEditorWindowManager.h"
  5. #include "EditorWindow/BsEditorWidgetManager.h"
  6. #include "EditorWindow/BsMainEditorWindow.h"
  7. #include "RenderAPI/BsRenderWindow.h"
  8. #include "Utility/BsBuiltinEditorResources.h"
  9. #include "UndoRedo/BsUndoRedo.h"
  10. #include "Serialization/BsFileSerializer.h"
  11. #include "FileSystem/BsFileSystem.h"
  12. #include "EditorWindow/BsEditorWidgetLayout.h"
  13. #include "Scene/BsScenePicking.h"
  14. #include "Scene/BsSelection.h"
  15. #include "Scene/BsGizmoManager.h"
  16. #include "CodeEditor/BsCodeEditor.h"
  17. #include "Build/BsBuildManager.h"
  18. #include "Resources/BsScriptCodeImporter.h"
  19. #include "Library/BsEditorShaderIncludeHandler.h"
  20. #include "EditorWindow/BsDropDownWindowManager.h"
  21. #include "Library/BsProjectLibrary.h"
  22. #include "Settings/BsProjectSettings.h"
  23. #include "Settings/BsEditorSettings.h"
  24. #include "Script/BsScriptManager.h"
  25. #include "Importer/BsImporter.h"
  26. #include "Input/BsVirtualInput.h"
  27. #include "Resources/BsResources.h"
  28. #include "Scene/BsSceneManager.h"
  29. #include "Platform/BsSplashScreen.h"
  30. #include "Utility/BsDynLib.h"
  31. #include "Scene/BsSceneManager.h"
  32. #include "BsEngineConfig.h"
  33. namespace bs
  34. {
  35. const Path EditorApplication::WIDGET_LAYOUT_PATH = PROJECT_INTERNAL_DIR + L"Layout.asset";
  36. const Path EditorApplication::BUILD_DATA_PATH = PROJECT_INTERNAL_DIR + L"BuildData.asset";
  37. const Path EditorApplication::PROJECT_SETTINGS_PATH = PROJECT_INTERNAL_DIR + L"Settings.asset";
  38. START_UP_DESC createStartupDesc()
  39. {
  40. START_UP_DESC startUpDesc;
  41. startUpDesc.renderAPI = BS_RENDER_API_MODULE;
  42. startUpDesc.renderer = BS_RENDERER_MODULE;
  43. startUpDesc.audio = BS_AUDIO_MODULE;
  44. startUpDesc.physics = BS_PHYSICS_MODULE;
  45. startUpDesc.scripting = true;
  46. startUpDesc.primaryWindowDesc.videoMode = VideoMode(1920, 1080);
  47. startUpDesc.primaryWindowDesc.title = "BansheeEditor";
  48. startUpDesc.primaryWindowDesc.fullscreen = false;
  49. startUpDesc.primaryWindowDesc.showTitleBar = false;
  50. startUpDesc.primaryWindowDesc.showBorder = false;
  51. startUpDesc.primaryWindowDesc.hideUntilSwap = true;
  52. startUpDesc.primaryWindowDesc.depthBuffer = false;
  53. startUpDesc.importers.push_back("BansheeFreeImgImporter");
  54. startUpDesc.importers.push_back("BansheeFBXImporter");
  55. startUpDesc.importers.push_back("BansheeFontImporter");
  56. startUpDesc.importers.push_back("BansheeSL");
  57. return startUpDesc;
  58. }
  59. Path getEditorSettingsPath()
  60. {
  61. return Paths::getRuntimeDataPath() + L"Settings.asset";
  62. }
  63. EditorApplication::EditorApplication()
  64. :Application(createStartupDesc()), mIsProjectLoaded(false), mSBansheeEditorPlugin(nullptr)
  65. {
  66. }
  67. EditorApplication::~EditorApplication()
  68. {
  69. ProjectLibrary::shutDown();
  70. BuiltinEditorResources::shutDown();
  71. }
  72. void EditorApplication::onStartUp()
  73. {
  74. Application::onStartUp();
  75. SplashScreen::show();
  76. // In editor we render game on a separate surface, handled in Game window
  77. SceneManager::instance().setMainRenderTarget(nullptr);
  78. loadEditorSettings();
  79. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  80. BuiltinEditorResources::startUp();
  81. {
  82. auto inputConfig = VirtualInput::instance().getConfiguration();
  83. inputConfig->registerButton("Copy", BC_C, ButtonModifier::Ctrl);
  84. inputConfig->registerButton("Cut", BC_X, ButtonModifier::Ctrl);
  85. inputConfig->registerButton("Paste", BC_V, ButtonModifier::Ctrl);
  86. }
  87. ScriptCodeImporter* scriptCodeImporter = bs_new<ScriptCodeImporter>();
  88. Importer::instance()._registerAssetImporter(scriptCodeImporter);
  89. ProjectLibrary::startUp();
  90. UndoRedo::startUp();
  91. EditorWindowManager::startUp();
  92. EditorWidgetManager::startUp();
  93. DropDownWindowManager::startUp();
  94. ScenePicking::startUp();
  95. Selection::startUp();
  96. GizmoManager::startUp();
  97. BuildManager::startUp();
  98. CodeEditorManager::startUp();
  99. MainEditorWindow::create(getPrimaryWindow());
  100. ScriptManager::instance().initialize();
  101. }
  102. void EditorApplication::onShutDown()
  103. {
  104. unloadProject();
  105. CodeEditorManager::shutDown();
  106. BuildManager::shutDown();
  107. GizmoManager::shutDown();
  108. Selection::shutDown();
  109. ScenePicking::shutDown();
  110. saveEditorSettings();
  111. DropDownWindowManager::shutDown();
  112. EditorWidgetManager::shutDown();
  113. EditorWindowManager::shutDown();
  114. UndoRedo::shutDown();
  115. Application::onShutDown();
  116. }
  117. void EditorApplication::loadScriptSystem()
  118. {
  119. loadPlugin("BansheeMono", &mMonoPlugin);
  120. loadPlugin("SBansheeEngine", &mSBansheeEnginePlugin);
  121. loadPlugin("SBansheeEditor", &mSBansheeEditorPlugin);
  122. }
  123. void EditorApplication::startUp()
  124. {
  125. CoreApplication::startUp<EditorApplication>();
  126. }
  127. void EditorApplication::preUpdate()
  128. {
  129. Application::preUpdate();
  130. EditorWidgetManager::instance().update();
  131. DropDownWindowManager::instance().update();
  132. }
  133. void EditorApplication::postUpdate()
  134. {
  135. // Call update on editor widgets before parent's postUpdate because the parent will render the GUI and we need
  136. // to ensure editor widget's GUI is updated.
  137. EditorWindowManager::instance().update();
  138. Application::postUpdate();
  139. SplashScreen::hide();
  140. setFPSLimit(mEditorSettings->getFPSLimit());
  141. }
  142. void EditorApplication::quitRequested()
  143. {
  144. typedef void(*QuitRequestedFunc)();
  145. QuitRequestedFunc quitRequestedCall = (QuitRequestedFunc)mSBansheeEditorPlugin->getSymbol("quitRequested");
  146. if (quitRequestedCall != nullptr)
  147. quitRequestedCall();
  148. }
  149. Path EditorApplication::getEditorAssemblyPath() const
  150. {
  151. Path assemblyPath = getBuiltinAssemblyFolder();
  152. assemblyPath.append(toWString(EDITOR_ASSEMBLY) + L".dll");
  153. return assemblyPath;
  154. }
  155. Path EditorApplication::getEditorScriptAssemblyPath() const
  156. {
  157. Path assemblyPath = getScriptAssemblyFolder();
  158. assemblyPath.append(toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  159. return assemblyPath;
  160. }
  161. Path EditorApplication::getScriptAssemblyFolder() const
  162. {
  163. if (!isProjectLoaded())
  164. return Path::BLANK;
  165. Path assemblyFolder = getProjectPath();
  166. assemblyFolder.append(INTERNAL_ASSEMBLY_PATH);
  167. return assemblyFolder;
  168. }
  169. void EditorApplication::saveProject()
  170. {
  171. if (!isProjectLoaded())
  172. return;
  173. Path buildDataPath = getProjectPath();
  174. buildDataPath.append(BUILD_DATA_PATH);
  175. BuildManager::instance().save(buildDataPath);
  176. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  177. saveEditorSettings();
  178. saveProjectSettings();
  179. gProjectLibrary().saveLibrary();
  180. }
  181. void EditorApplication::unloadProject()
  182. {
  183. if (!isProjectLoaded())
  184. return;
  185. saveProject();
  186. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  187. BuildManager::instance().clear();
  188. UndoRedo::instance().clear();
  189. EditorWidgetManager::instance().closeAll();
  190. gProjectLibrary().unloadLibrary();
  191. Resources::instance().unloadAllUnused();
  192. gSceneManager().clearScene();
  193. mProjectPath = Path::BLANK;
  194. mProjectName = StringUtil::WBLANK;
  195. mIsProjectLoaded = false;
  196. }
  197. void EditorApplication::loadProject(const Path& projectPath)
  198. {
  199. unloadProject();
  200. mProjectPath = projectPath;
  201. mProjectName = projectPath.getWTail();
  202. mIsProjectLoaded = true;
  203. loadProjectSettings();
  204. Path buildDataPath = getProjectPath();
  205. buildDataPath.append(BUILD_DATA_PATH);
  206. BuildManager::instance().load(buildDataPath);
  207. gProjectLibrary().loadLibrary();
  208. // Do this before restoring windows to ensure types are loaded
  209. ScriptManager::instance().reload();
  210. SPtr<EditorWidgetLayout> layout = loadWidgetLayout();
  211. if (layout != nullptr)
  212. EditorWidgetManager::instance().setLayout(layout);
  213. }
  214. void EditorApplication::createProject(const Path& path)
  215. {
  216. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  217. Path internalResourcesDir = Path::combine(path, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  218. if (!FileSystem::exists(resourceDir))
  219. FileSystem::createDir(resourceDir);
  220. if (!FileSystem::exists(internalResourcesDir))
  221. FileSystem::createDir(internalResourcesDir);
  222. saveDefaultWidgetLayout(path);
  223. }
  224. bool EditorApplication::isValidProjectPath(const Path& path)
  225. {
  226. if (!path.isAbsolute())
  227. return false;
  228. if (!FileSystem::isDirectory(path))
  229. return false;
  230. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  231. if (!FileSystem::exists(resourceDir))
  232. return false;
  233. return true;
  234. }
  235. SPtr<EditorWidgetLayout> EditorApplication::loadWidgetLayout()
  236. {
  237. Path layoutPath = getProjectPath();
  238. layoutPath.append(WIDGET_LAYOUT_PATH);
  239. if (!FileSystem::exists(layoutPath))
  240. saveDefaultWidgetLayout(getProjectPath());
  241. if(FileSystem::exists(layoutPath))
  242. {
  243. FileDecoder fs(layoutPath);
  244. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode());
  245. }
  246. return nullptr;
  247. }
  248. void EditorApplication::saveWidgetLayout(const SPtr<EditorWidgetLayout>& layout)
  249. {
  250. Path layoutPath = getProjectPath();
  251. layoutPath.append(WIDGET_LAYOUT_PATH);
  252. FileEncoder fs(layoutPath);
  253. fs.encode(layout.get());
  254. }
  255. void EditorApplication::saveDefaultWidgetLayout(const Path& folder)
  256. {
  257. Path internalResourcesDir = Path::combine(folder, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  258. if (!FileSystem::exists(internalResourcesDir))
  259. FileSystem::createDir(internalResourcesDir);
  260. Path defaultLayoutPath = BuiltinEditorResources::getDefaultWidgetLayoutPath();
  261. if (FileSystem::exists(defaultLayoutPath))
  262. {
  263. Path projectLayoutPath = Path::combine(folder, WIDGET_LAYOUT_PATH);
  264. FileSystem::copy(defaultLayoutPath, projectLayoutPath, false);
  265. }
  266. }
  267. void EditorApplication::loadEditorSettings()
  268. {
  269. Path settingsPath = getEditorSettingsPath();
  270. if (FileSystem::exists(settingsPath))
  271. {
  272. FileDecoder fs(settingsPath);
  273. mEditorSettings = std::static_pointer_cast<EditorSettings>(fs.decode());
  274. }
  275. if (mEditorSettings == nullptr)
  276. mEditorSettings = bs_shared_ptr_new<EditorSettings>();
  277. }
  278. void EditorApplication::saveEditorSettings()
  279. {
  280. if (mEditorSettings == nullptr)
  281. return;
  282. Path settingsPath = getEditorSettingsPath();
  283. FileEncoder fs(settingsPath);
  284. fs.encode(mEditorSettings.get());
  285. }
  286. void EditorApplication::loadProjectSettings()
  287. {
  288. if (isProjectLoaded())
  289. {
  290. Path absoluteDataPath = getProjectPath();
  291. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  292. if (FileSystem::exists(absoluteDataPath))
  293. {
  294. FileDecoder fs(absoluteDataPath);
  295. mProjectSettings = std::static_pointer_cast<ProjectSettings>(fs.decode());
  296. }
  297. }
  298. if (mProjectSettings == nullptr)
  299. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  300. }
  301. void EditorApplication::saveProjectSettings()
  302. {
  303. if (mProjectSettings == nullptr || !isProjectLoaded())
  304. return;
  305. Path absoluteDataPath = getProjectPath();
  306. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  307. FileEncoder fs(absoluteDataPath);
  308. fs.encode(mProjectSettings.get());
  309. }
  310. SPtr<IShaderIncludeHandler> EditorApplication::getShaderIncludeHandler() const
  311. {
  312. return bs_shared_ptr_new<EditorShaderIncludeHandler>();
  313. }
  314. EditorApplication& gEditorApplication()
  315. {
  316. return static_cast<EditorApplication&>(EditorApplication::instance());
  317. }
  318. }