EditorApplication.cs 30 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 { Internal_SetIsPlaying(value); }
  90. }
  91. /// <summary>
  92. /// Determines if the game is currently running in the editor, but paused. If the game is stopped and not running
  93. /// this will return false. If the game is not running and this is enabled, the game will start running but be
  94. /// immediately paused.
  95. /// </summary>
  96. public static bool IsPaused
  97. {
  98. get { return Internal_GetIsPaused(); }
  99. set { Internal_SetIsPaused(value); }
  100. }
  101. /// <summary>
  102. /// Render target that the main camera in the scene (if any) will render its view to. This generally means the main
  103. /// game window when running standalone, or the Game viewport when running in editor.
  104. /// </summary>
  105. internal static RenderTarget MainRenderTarget
  106. {
  107. set
  108. {
  109. IntPtr rtPtr = IntPtr.Zero;
  110. if (value != null)
  111. rtPtr = value.GetCachedPtr();
  112. Internal_SetMainRenderTarget(rtPtr);
  113. }
  114. }
  115. /// <summary>
  116. /// Returns the path where the script compiler is located at.
  117. /// </summary>
  118. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  119. /// <summary>
  120. /// Returns the path to the folder where the builtin script assemblies are located at.
  121. /// </summary>
  122. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  123. /// <summary>
  124. /// Returns the path to the folder where the custom script assemblies are located at.
  125. /// </summary>
  126. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  127. /// <summary>
  128. /// Returns the path to the folder where the .NET framework assemblies are located at.
  129. /// </summary>
  130. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  131. /// <summary>
  132. /// Name of the builtin assembly containing engine specific types.
  133. /// </summary>
  134. internal static string EngineAssemblyName { get { return Internal_GetEngineAssemblyName(); } }
  135. /// <summary>
  136. /// Name of the builtin assembly containing editor specific types.
  137. /// </summary>
  138. internal static string EditorAssemblyName { get { return Internal_GetEditorAssemblyName(); } }
  139. /// <summary>
  140. /// Name of the custom assembly compiled from non-editor scripts within the project.
  141. /// </summary>
  142. internal static string ScriptGameAssemblyName { get { return Internal_GetScriptGameAssemblyName(); } }
  143. /// <summary>
  144. /// Name of the custom assembly compiled from editor scripts within the project.
  145. /// </summary>
  146. internal static string ScriptEditorAssemblyName { get { return Internal_GetScriptEditorAssemblyName(); } }
  147. private static EditorApplication instance;
  148. private static FolderMonitor monitor;
  149. private static ScriptCodeManager codeManager;
  150. private static HashSet<string> dirtyResources = new HashSet<string>();
  151. private static bool sceneDirty;
  152. private static bool unitTestsExecuted;
  153. /// <summary>
  154. /// Constructs a new editor application. Called at editor start-up by the runtime.
  155. /// </summary>
  156. internal EditorApplication()
  157. {
  158. instance = this;
  159. codeManager = new ScriptCodeManager();
  160. // Register controls
  161. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  162. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  163. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  164. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  165. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  166. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  167. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  168. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  169. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  170. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  171. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  172. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  173. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  174. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  175. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  176. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  177. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  178. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  179. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  180. if (IsProjectLoaded)
  181. {
  182. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  183. monitor.OnAdded += OnAssetModified;
  184. monitor.OnRemoved += OnAssetModified;
  185. monitor.OnModified += OnAssetModified;
  186. }
  187. }
  188. /// <summary>
  189. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  190. /// </summary>
  191. /// <param name="path">Path to the modified file or folder.</param>
  192. private static void OnAssetModified(string path)
  193. {
  194. ProjectLibrary.Refresh(path);
  195. }
  196. /// <summary>
  197. /// Called 60 times per second by the runtime.
  198. /// </summary>
  199. internal void OnEditorUpdate()
  200. {
  201. ProjectLibrary.Update();
  202. codeManager.Update();
  203. }
  204. /// <summary>
  205. /// Creates a new empty scene.
  206. /// </summary>
  207. [MenuItem("File/New Scene", 10051, true)]
  208. private static void NewScene()
  209. {
  210. LoadScene(null);
  211. }
  212. /// <summary>
  213. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  214. /// is modified the user is offered a chance to save it.
  215. /// </summary>
  216. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050)]
  217. private static void LoadScene()
  218. {
  219. string[] scenePaths;
  220. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  221. {
  222. if (scenePaths.Length > 0)
  223. LoadScene(scenePaths[0]);
  224. }
  225. }
  226. /// <summary>
  227. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  228. /// saved it is instead automatically saved at the last location.
  229. /// </summary>
  230. public static void SaveScene(Action onSuccess = null, Action onFailure = null)
  231. {
  232. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  233. {
  234. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  235. SaveScene(scenePath);
  236. if (onSuccess != null)
  237. onSuccess();
  238. }
  239. else
  240. SaveSceneAs(onSuccess, onFailure);
  241. }
  242. /// <summary>
  243. /// Opens a dialog to allows the user to select a location where to save the current scene.
  244. /// </summary>
  245. public static void SaveSceneAs(Action onSuccess = null, Action onFailure = null)
  246. {
  247. string scenePath = "";
  248. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  249. {
  250. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  251. {
  252. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  253. DialogBox.Type.OK,
  254. x =>
  255. {
  256. if (onFailure != null)
  257. onFailure();
  258. });
  259. }
  260. else
  261. {
  262. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  263. // Internal_SaveScene will silently fail.
  264. scenePath += ".prefab";
  265. SaveScene(scenePath);
  266. }
  267. }
  268. else
  269. {
  270. // User canceled, so technically a success
  271. if (onSuccess != null)
  272. onSuccess();
  273. }
  274. }
  275. /// <summary>
  276. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  277. /// chance to save it.
  278. /// </summary>
  279. /// <param name="path">Path to a valid prefab relative to the resource folder. If path is empty a brand new
  280. /// scene will be loaded.</param>
  281. public static void LoadScene(string path)
  282. {
  283. Action<string> continueLoad =
  284. (scenePath) =>
  285. {
  286. if (string.IsNullOrEmpty(path))
  287. Scene.Clear();
  288. else
  289. Scene.Load(path);
  290. SetSceneDirty(false);
  291. ProjectSettings.LastOpenScene = scenePath;
  292. ProjectSettings.Save();
  293. };
  294. Action<DialogBox.ResultType> dialogCallback =
  295. (result) =>
  296. {
  297. if (result == DialogBox.ResultType.Yes)
  298. {
  299. SaveScene();
  300. continueLoad(path);
  301. }
  302. else if (result == DialogBox.ResultType.No)
  303. continueLoad(path);
  304. };
  305. if (IsSceneModified())
  306. {
  307. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  308. DialogBox.Type.YesNoCancel, dialogCallback);
  309. }
  310. else
  311. continueLoad(path);
  312. }
  313. /// <summary>
  314. /// Saves the currently loaded scene to the specified path.
  315. /// </summary>
  316. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  317. /// prefab if it just needs updating. </param>
  318. public static void SaveScene(string path)
  319. {
  320. Internal_SaveScene(path);
  321. ProjectLibrary.Refresh(true);
  322. SetSceneDirty(false);
  323. }
  324. /// <summary>
  325. /// Checks does the folder at the provieded path contain a valid project.
  326. /// </summary>
  327. /// <param name="path">Absolute path to the root project folder.</param>
  328. /// <returns>True if the folder contains a valid project.</returns>
  329. public static bool IsValidProject(string path)
  330. {
  331. return Internal_IsValidProject(path);
  332. }
  333. /// <summary>
  334. /// Contains a new project in the provided folder.
  335. /// </summary>
  336. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  337. /// project's name.</param>
  338. public static void CreateProject(string path)
  339. {
  340. Internal_CreateProject(path);
  341. }
  342. /// <summary>
  343. /// Wrapper for menu items for <see cref="SaveScene(Action, Action)"/> method
  344. /// </summary>
  345. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  346. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  347. private static void SaveSceneMenu()
  348. {
  349. SaveScene();
  350. }
  351. /// <summary>
  352. /// Wrapper for menu items for <see cref="SaveSceneAs(Action, Action)"/> method
  353. /// </summary>
  354. [MenuItem("File/Save Scene As", 10048)]
  355. private static void SaveSceneAsMenu()
  356. {
  357. SaveSceneAs();
  358. }
  359. /// <summary>
  360. /// Opens a Project Window allowing you to browse for or create a project.
  361. /// </summary>
  362. [MenuItem("File/Open Project", 10100)]
  363. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  364. public static void BrowseForProject()
  365. {
  366. ProjectWindow.Open();
  367. }
  368. /// <summary>
  369. /// Saves all data in the currently open project.
  370. /// </summary>
  371. [MenuItem("File/Save Project", 10099)]
  372. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  373. public static void SaveProject()
  374. {
  375. foreach (var resourceUUID in dirtyResources)
  376. {
  377. string path = ProjectLibrary.GetPath(resourceUUID);
  378. Resource resource = ProjectLibrary.Load<Resource>(path);
  379. if(resource != null)
  380. ProjectLibrary.Save(resource);
  381. }
  382. dirtyResources.Clear();
  383. SetStatusProject(false);
  384. Internal_SaveProject();
  385. }
  386. /// <summary>
  387. /// Loads the project at the specified path. This method executes asynchronously.
  388. /// </summary>
  389. /// <param name="path">Absolute path to the project's root folder.</param>
  390. public static void LoadProject(string path)
  391. {
  392. if (IsProjectLoaded && path == ProjectPath)
  393. return;
  394. if (!Internal_IsValidProject(path))
  395. {
  396. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  397. return;
  398. }
  399. if (IsProjectLoaded)
  400. UnloadProject();
  401. Internal_LoadProject(path); // Triggers Internal_OnProjectLoaded when done
  402. }
  403. /// <summary>
  404. /// Closes the editor.
  405. /// </summary>
  406. public static void Quit()
  407. {
  408. Internal_Quit();
  409. }
  410. /// <summary>
  411. /// Toggles an existing toolbar button into an on or off state which changes the visuals of the button.
  412. /// </summary>
  413. /// <param name="name">Name of the existing button to toggle</param>
  414. /// <param name="on">True to toggle on, false to toggle off (default)</param>
  415. public static void ToggleToolbarItem(string name, bool on)
  416. {
  417. Internal_ToggleToolbarItem(name, on);
  418. }
  419. /// <summary>
  420. /// Opens a file or a folder in the default external application.
  421. /// </summary>
  422. /// <param name="path">Absolute path to the file or folder to open.</param>
  423. public static void OpenExternally(string path)
  424. {
  425. Internal_OpenExternally(path);
  426. }
  427. /// <summary>
  428. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  429. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  430. /// </summary>
  431. /// <param name="resource">Resource to mark as dirty</param>
  432. public static void SetDirty(Resource resource)
  433. {
  434. if (resource == null)
  435. return;
  436. SetStatusProject(true);
  437. dirtyResources.Add(resource.UUID);
  438. }
  439. /// <summary>
  440. /// Marks the current scene as dirty.
  441. /// </summary>
  442. public static void SetSceneDirty()
  443. {
  444. SetSceneDirty(true);
  445. }
  446. /// <summary>
  447. /// Marks the current scene as clean or dirty.
  448. /// </summary>
  449. /// <param name="dirty">Should the scene be marked as clean or dirty.</param>
  450. internal static void SetSceneDirty(bool dirty)
  451. {
  452. sceneDirty = dirty;
  453. SetStatusScene(Scene.ActiveSceneName, dirty);
  454. if (!dirty)
  455. dirtyResources.Remove(Scene.ActiveSceneUUID);
  456. }
  457. /// <summary>
  458. /// Checks is the specific resource dirty and needs saving.
  459. /// </summary>
  460. /// <param name="resource">Resource to check.</param>
  461. /// <returns>True if the resource requires saving, false otherwise.</returns>
  462. public static bool IsDirty(Resource resource)
  463. {
  464. return dirtyResources.Contains(resource.UUID);
  465. }
  466. /// <summary>
  467. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  468. /// Automatically saves all project data before unloading.
  469. /// </summary>
  470. private static void UnloadProject()
  471. {
  472. Action continueUnload =
  473. () =>
  474. {
  475. Scene.Clear();
  476. if (monitor != null)
  477. {
  478. monitor.Destroy();
  479. monitor = null;
  480. }
  481. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  482. if(window != null)
  483. window.Reset();
  484. SetSceneDirty(false);
  485. Internal_UnloadProject();
  486. SetStatusProject(false);
  487. };
  488. Action<DialogBox.ResultType> dialogCallback =
  489. (result) =>
  490. {
  491. if (result == DialogBox.ResultType.Yes)
  492. SaveScene();
  493. continueUnload();
  494. };
  495. if (IsSceneModified())
  496. {
  497. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  498. DialogBox.Type.YesNoCancel, dialogCallback);
  499. }
  500. else
  501. continueUnload();
  502. }
  503. /// <summary>
  504. /// Reloads all script assemblies in case they were modified. This action is delayed and will be executed
  505. /// at the beginning of the next frame.
  506. /// </summary>
  507. public static void ReloadAssemblies()
  508. {
  509. Internal_ReloadAssemblies();
  510. }
  511. /// <summary>
  512. /// Changes the scene displayed on the status bar.
  513. /// </summary>
  514. /// <param name="name">Name of the scene.</param>
  515. /// <param name="modified">Whether to display the scene as modified or not.</param>
  516. private static void SetStatusScene(string name, bool modified)
  517. {
  518. Internal_SetStatusScene(name, modified);
  519. }
  520. /// <summary>
  521. /// Changes the project state displayed on the status bar.
  522. /// </summary>
  523. /// <param name="modified">Whether to display the project as modified or not.</param>
  524. private static void SetStatusProject(bool modified)
  525. {
  526. Internal_SetStatusProject(modified);
  527. }
  528. /// <summary>
  529. /// Displays or hides the "compilation in progress" visual on the status bar.
  530. /// </summary>
  531. /// <param name="compiling">True to display the visual, false otherwise.</param>
  532. internal static void SetStatusCompiling(bool compiling)
  533. {
  534. Internal_SetStatusCompiling(compiling);
  535. }
  536. /// <summary>
  537. /// Checks did we make any modifications to the scene since it was last saved.
  538. /// </summary>
  539. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  540. public static bool IsSceneModified()
  541. {
  542. return sceneDirty;
  543. }
  544. /// <summary>
  545. /// Runs a single frame of the game and pauses it. If the game is not currently running it will be started.
  546. /// </summary>
  547. public static void FrameStep()
  548. {
  549. Internal_FrameStep();
  550. }
  551. /// <summary>
  552. /// Executes any editor-specific unit tests. This should be called after a project is loaded if possible.
  553. /// </summary>
  554. private static void RunUnitTests()
  555. {
  556. #if DEBUG
  557. Internal_RunUnitTests();
  558. #endif
  559. }
  560. /// <summary>
  561. /// Triggered by the runtime when <see cref="LoadProject"/> method completes.
  562. /// </summary>
  563. private static void Internal_OnProjectLoaded()
  564. {
  565. SetStatusProject(false);
  566. if (!unitTestsExecuted)
  567. {
  568. RunUnitTests();
  569. unitTestsExecuted = true;
  570. }
  571. if (!IsProjectLoaded)
  572. {
  573. ProjectWindow.Open();
  574. return;
  575. }
  576. string projectPath = ProjectPath;
  577. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  578. bool foundPath = false;
  579. for (int i = 0; i < recentProjects.Length; i++)
  580. {
  581. if (PathEx.Compare(recentProjects[i].path, projectPath))
  582. {
  583. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  584. EditorSettings.RecentProjects = recentProjects;
  585. foundPath = true;
  586. break;
  587. }
  588. }
  589. if (!foundPath)
  590. {
  591. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  592. extendedRecentProjects.AddRange(recentProjects);
  593. RecentProject newProject = new RecentProject();
  594. newProject.path = projectPath;
  595. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  596. extendedRecentProjects.Add(newProject);
  597. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  598. }
  599. EditorSettings.LastOpenProject = projectPath;
  600. EditorSettings.Save();
  601. ProjectLibrary.Refresh();
  602. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  603. monitor.OnAdded += OnAssetModified;
  604. monitor.OnRemoved += OnAssetModified;
  605. monitor.OnModified += OnAssetModified;
  606. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  607. {
  608. Scene.Load(ProjectSettings.LastOpenScene);
  609. SetSceneDirty(false);
  610. }
  611. }
  612. /// <summary>
  613. /// Triggered by the runtime when the user clicks on the status bar.
  614. /// </summary>
  615. private static void Internal_OnStatusBarClicked()
  616. {
  617. EditorWindow.OpenWindow<ConsoleWindow>();
  618. }
  619. [MethodImpl(MethodImplOptions.InternalCall)]
  620. private static extern void Internal_SetStatusScene(string name, bool modified);
  621. [MethodImpl(MethodImplOptions.InternalCall)]
  622. private static extern void Internal_SetStatusProject(bool modified);
  623. [MethodImpl(MethodImplOptions.InternalCall)]
  624. private static extern void Internal_SetStatusCompiling(bool compiling);
  625. [MethodImpl(MethodImplOptions.InternalCall)]
  626. private static extern string Internal_GetProjectPath();
  627. [MethodImpl(MethodImplOptions.InternalCall)]
  628. private static extern string Internal_GetProjectName();
  629. [MethodImpl(MethodImplOptions.InternalCall)]
  630. private static extern bool Internal_GetProjectLoaded();
  631. [MethodImpl(MethodImplOptions.InternalCall)]
  632. private static extern string Internal_GetCompilerPath();
  633. [MethodImpl(MethodImplOptions.InternalCall)]
  634. private static extern string Internal_GetBuiltinAssemblyPath();
  635. [MethodImpl(MethodImplOptions.InternalCall)]
  636. private static extern string Internal_GetScriptAssemblyPath();
  637. [MethodImpl(MethodImplOptions.InternalCall)]
  638. private static extern string Internal_GetFrameworkAssemblyPath();
  639. [MethodImpl(MethodImplOptions.InternalCall)]
  640. private static extern string Internal_GetEngineAssemblyName();
  641. [MethodImpl(MethodImplOptions.InternalCall)]
  642. private static extern string Internal_GetEditorAssemblyName();
  643. [MethodImpl(MethodImplOptions.InternalCall)]
  644. private static extern string Internal_GetScriptGameAssemblyName();
  645. [MethodImpl(MethodImplOptions.InternalCall)]
  646. private static extern string Internal_GetScriptEditorAssemblyName();
  647. [MethodImpl(MethodImplOptions.InternalCall)]
  648. private static extern string Internal_SaveScene(string path);
  649. [MethodImpl(MethodImplOptions.InternalCall)]
  650. private static extern bool Internal_IsValidProject(string path);
  651. [MethodImpl(MethodImplOptions.InternalCall)]
  652. private static extern void Internal_SaveProject();
  653. [MethodImpl(MethodImplOptions.InternalCall)]
  654. private static extern void Internal_LoadProject(string path);
  655. [MethodImpl(MethodImplOptions.InternalCall)]
  656. private static extern void Internal_UnloadProject();
  657. [MethodImpl(MethodImplOptions.InternalCall)]
  658. private static extern void Internal_CreateProject(string path);
  659. [MethodImpl(MethodImplOptions.InternalCall)]
  660. private static extern void Internal_ReloadAssemblies();
  661. [MethodImpl(MethodImplOptions.InternalCall)]
  662. private static extern void Internal_OpenExternally(string path);
  663. [MethodImpl(MethodImplOptions.InternalCall)]
  664. private static extern void Internal_RunUnitTests();
  665. [MethodImpl(MethodImplOptions.InternalCall)]
  666. private static extern void Internal_Quit();
  667. [MethodImpl(MethodImplOptions.InternalCall)]
  668. private static extern void Internal_ToggleToolbarItem(string name, bool on);
  669. [MethodImpl(MethodImplOptions.InternalCall)]
  670. private static extern bool Internal_GetIsPlaying();
  671. [MethodImpl(MethodImplOptions.InternalCall)]
  672. private static extern void Internal_SetIsPlaying(bool value);
  673. [MethodImpl(MethodImplOptions.InternalCall)]
  674. private static extern bool Internal_GetIsPaused();
  675. [MethodImpl(MethodImplOptions.InternalCall)]
  676. private static extern void Internal_SetIsPaused(bool value);
  677. [MethodImpl(MethodImplOptions.InternalCall)]
  678. private static extern void Internal_FrameStep();
  679. [MethodImpl(MethodImplOptions.InternalCall)]
  680. private static extern void Internal_SetMainRenderTarget(IntPtr rendertarget);
  681. }
  682. }