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. /// Returns true if the game is currently neither running nor paused. Use <see cref="IsPlaying"/> or
  103. /// <see cref="IsPaused"/> to actually change these states.
  104. /// </summary>
  105. public static bool IsStopped
  106. {
  107. get { return !IsPlaying && !IsPaused; }
  108. }
  109. /// <summary>
  110. /// Render target that the main camera in the scene (if any) will render its view to. This generally means the main
  111. /// game window when running standalone, or the Game viewport when running in editor.
  112. /// </summary>
  113. internal static RenderTarget MainRenderTarget
  114. {
  115. set
  116. {
  117. IntPtr rtPtr = IntPtr.Zero;
  118. if (value != null)
  119. rtPtr = value.GetCachedPtr();
  120. Internal_SetMainRenderTarget(rtPtr);
  121. }
  122. }
  123. /// <summary>
  124. /// Returns the path where the script compiler is located at.
  125. /// </summary>
  126. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  127. /// <summary>
  128. /// Returns the path to the folder where the builtin script assemblies are located at.
  129. /// </summary>
  130. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  131. /// <summary>
  132. /// Returns the path to the folder where the custom script assemblies are located at.
  133. /// </summary>
  134. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  135. /// <summary>
  136. /// Returns the path to the folder where the .NET framework assemblies are located at.
  137. /// </summary>
  138. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  139. /// <summary>
  140. /// Name of the builtin assembly containing engine specific types.
  141. /// </summary>
  142. internal static string EngineAssemblyName { get { return Internal_GetEngineAssemblyName(); } }
  143. /// <summary>
  144. /// Name of the builtin assembly containing editor specific types.
  145. /// </summary>
  146. internal static string EditorAssemblyName { get { return Internal_GetEditorAssemblyName(); } }
  147. /// <summary>
  148. /// Name of the custom assembly compiled from non-editor scripts within the project.
  149. /// </summary>
  150. internal static string ScriptGameAssemblyName { get { return Internal_GetScriptGameAssemblyName(); } }
  151. /// <summary>
  152. /// Name of the custom assembly compiled from editor scripts within the project.
  153. /// </summary>
  154. internal static string ScriptEditorAssemblyName { get { return Internal_GetScriptEditorAssemblyName(); } }
  155. private static EditorApplication instance;
  156. private static FolderMonitor monitor;
  157. private static ScriptCodeManager codeManager;
  158. private static HashSet<string> dirtyResources = new HashSet<string>();
  159. private static bool sceneDirty;
  160. private static bool unitTestsExecuted;
  161. /// <summary>
  162. /// Constructs a new editor application. Called at editor start-up by the runtime.
  163. /// </summary>
  164. internal EditorApplication()
  165. {
  166. instance = this;
  167. codeManager = new ScriptCodeManager();
  168. // Register controls
  169. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  170. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  171. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  172. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  173. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  174. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  175. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  176. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  177. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  178. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  179. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  180. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  181. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  182. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  183. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  184. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  185. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  186. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  187. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  188. if (IsProjectLoaded)
  189. {
  190. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  191. monitor.OnAdded += OnAssetModified;
  192. monitor.OnRemoved += OnAssetModified;
  193. monitor.OnModified += OnAssetModified;
  194. }
  195. }
  196. /// <summary>
  197. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  198. /// </summary>
  199. /// <param name="path">Path to the modified file or folder.</param>
  200. private static void OnAssetModified(string path)
  201. {
  202. ProjectLibrary.Refresh(path);
  203. }
  204. /// <summary>
  205. /// Called 60 times per second by the runtime.
  206. /// </summary>
  207. internal void OnEditorUpdate()
  208. {
  209. ProjectLibrary.Update();
  210. codeManager.Update();
  211. }
  212. /// <summary>
  213. /// Creates a new empty scene.
  214. /// </summary>
  215. [MenuItem("File/New Scene", 10051, true)]
  216. private static void NewScene()
  217. {
  218. LoadScene(null);
  219. }
  220. /// <summary>
  221. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  222. /// is modified the user is offered a chance to save it.
  223. /// </summary>
  224. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050)]
  225. private static void LoadScene()
  226. {
  227. string[] scenePaths;
  228. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  229. {
  230. if (scenePaths.Length > 0)
  231. LoadScene(scenePaths[0]);
  232. }
  233. }
  234. /// <summary>
  235. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  236. /// saved it is instead automatically saved at the last location.
  237. /// </summary>
  238. public static void SaveScene(Action onSuccess = null, Action onFailure = null)
  239. {
  240. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  241. {
  242. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  243. SaveScene(scenePath);
  244. if (onSuccess != null)
  245. onSuccess();
  246. }
  247. else
  248. SaveSceneAs(onSuccess, onFailure);
  249. }
  250. /// <summary>
  251. /// Opens a dialog to allows the user to select a location where to save the current scene.
  252. /// </summary>
  253. public static void SaveSceneAs(Action onSuccess = null, Action onFailure = null)
  254. {
  255. string scenePath = "";
  256. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  257. {
  258. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  259. {
  260. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  261. DialogBox.Type.OK,
  262. x =>
  263. {
  264. if (onFailure != null)
  265. onFailure();
  266. });
  267. }
  268. else
  269. {
  270. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  271. // Internal_SaveScene will silently fail.
  272. scenePath += ".prefab";
  273. SaveScene(scenePath);
  274. }
  275. }
  276. else
  277. {
  278. // User canceled, so technically a success
  279. if (onSuccess != null)
  280. onSuccess();
  281. }
  282. }
  283. /// <summary>
  284. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  285. /// chance to save it.
  286. /// </summary>
  287. /// <param name="path">Path to a valid prefab relative to the resource folder. If path is empty a brand new
  288. /// scene will be loaded.</param>
  289. public static void LoadScene(string path)
  290. {
  291. Action<string> continueLoad =
  292. (scenePath) =>
  293. {
  294. if (string.IsNullOrEmpty(path))
  295. Scene.Clear();
  296. else
  297. Scene.Load(path);
  298. SetSceneDirty(false);
  299. ProjectSettings.LastOpenScene = scenePath;
  300. ProjectSettings.Save();
  301. };
  302. Action<DialogBox.ResultType> dialogCallback =
  303. (result) =>
  304. {
  305. if (result == DialogBox.ResultType.Yes)
  306. {
  307. SaveScene();
  308. continueLoad(path);
  309. }
  310. else if (result == DialogBox.ResultType.No)
  311. continueLoad(path);
  312. };
  313. if (IsSceneModified())
  314. {
  315. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  316. DialogBox.Type.YesNoCancel, dialogCallback);
  317. }
  318. else
  319. continueLoad(path);
  320. }
  321. /// <summary>
  322. /// Saves the currently loaded scene to the specified path.
  323. /// </summary>
  324. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  325. /// prefab if it just needs updating. </param>
  326. public static void SaveScene(string path)
  327. {
  328. Internal_SaveScene(path);
  329. ProjectLibrary.Refresh(true);
  330. SetSceneDirty(false);
  331. }
  332. /// <summary>
  333. /// Checks does the folder at the provieded path contain a valid project.
  334. /// </summary>
  335. /// <param name="path">Absolute path to the root project folder.</param>
  336. /// <returns>True if the folder contains a valid project.</returns>
  337. public static bool IsValidProject(string path)
  338. {
  339. return Internal_IsValidProject(path);
  340. }
  341. /// <summary>
  342. /// Contains a new project in the provided folder.
  343. /// </summary>
  344. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  345. /// project's name.</param>
  346. public static void CreateProject(string path)
  347. {
  348. Internal_CreateProject(path);
  349. }
  350. /// <summary>
  351. /// Wrapper for menu items for <see cref="SaveScene(Action, Action)"/> method
  352. /// </summary>
  353. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  354. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  355. private static void SaveSceneMenu()
  356. {
  357. SaveScene();
  358. }
  359. /// <summary>
  360. /// Wrapper for menu items for <see cref="SaveSceneAs(Action, Action)"/> method
  361. /// </summary>
  362. [MenuItem("File/Save Scene As", 10048)]
  363. private static void SaveSceneAsMenu()
  364. {
  365. SaveSceneAs();
  366. }
  367. /// <summary>
  368. /// Opens a Project Window allowing you to browse for or create a project.
  369. /// </summary>
  370. [MenuItem("File/Open Project", 10100)]
  371. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  372. public static void BrowseForProject()
  373. {
  374. ProjectWindow.Open();
  375. }
  376. /// <summary>
  377. /// Saves all data in the currently open project.
  378. /// </summary>
  379. [MenuItem("File/Save Project", 10099)]
  380. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  381. public static void SaveProject()
  382. {
  383. foreach (var resourceUUID in dirtyResources)
  384. {
  385. string path = ProjectLibrary.GetPath(resourceUUID);
  386. Resource resource = ProjectLibrary.Load<Resource>(path);
  387. if(resource != null)
  388. ProjectLibrary.Save(resource);
  389. }
  390. dirtyResources.Clear();
  391. SetStatusProject(false);
  392. Internal_SaveProject();
  393. }
  394. /// <summary>
  395. /// Loads the project at the specified path. This method executes asynchronously.
  396. /// </summary>
  397. /// <param name="path">Absolute path to the project's root folder.</param>
  398. public static void LoadProject(string path)
  399. {
  400. if (IsProjectLoaded && path == ProjectPath)
  401. return;
  402. if (!Internal_IsValidProject(path))
  403. {
  404. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  405. return;
  406. }
  407. if (IsProjectLoaded)
  408. UnloadProject();
  409. Internal_LoadProject(path); // Triggers Internal_OnProjectLoaded when done
  410. }
  411. /// <summary>
  412. /// Closes the editor.
  413. /// </summary>
  414. public static void Quit()
  415. {
  416. Internal_Quit();
  417. }
  418. /// <summary>
  419. /// Toggles an existing toolbar button into an on or off state which changes the visuals of the button.
  420. /// </summary>
  421. /// <param name="name">Name of the existing button to toggle</param>
  422. /// <param name="on">True to toggle on, false to toggle off (default)</param>
  423. public static void ToggleToolbarItem(string name, bool on)
  424. {
  425. Internal_ToggleToolbarItem(name, on);
  426. }
  427. /// <summary>
  428. /// Opens a file or a folder in the default external application.
  429. /// </summary>
  430. /// <param name="path">Absolute path to the file or folder to open.</param>
  431. public static void OpenExternally(string path)
  432. {
  433. Internal_OpenExternally(path);
  434. }
  435. /// <summary>
  436. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  437. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  438. /// </summary>
  439. /// <param name="resource">Resource to mark as dirty</param>
  440. public static void SetDirty(Resource resource)
  441. {
  442. if (resource == null)
  443. return;
  444. SetStatusProject(true);
  445. dirtyResources.Add(resource.UUID);
  446. }
  447. /// <summary>
  448. /// Marks the current scene as dirty.
  449. /// </summary>
  450. public static void SetSceneDirty()
  451. {
  452. SetSceneDirty(true);
  453. }
  454. /// <summary>
  455. /// Marks the current scene as clean or dirty.
  456. /// </summary>
  457. /// <param name="dirty">Should the scene be marked as clean or dirty.</param>
  458. internal static void SetSceneDirty(bool dirty)
  459. {
  460. sceneDirty = dirty;
  461. SetStatusScene(Scene.ActiveSceneName, dirty);
  462. if (!dirty)
  463. dirtyResources.Remove(Scene.ActiveSceneUUID);
  464. }
  465. /// <summary>
  466. /// Checks is the specific resource dirty and needs saving.
  467. /// </summary>
  468. /// <param name="resource">Resource to check.</param>
  469. /// <returns>True if the resource requires saving, false otherwise.</returns>
  470. public static bool IsDirty(Resource resource)
  471. {
  472. return dirtyResources.Contains(resource.UUID);
  473. }
  474. /// <summary>
  475. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  476. /// Automatically saves all project data before unloading.
  477. /// </summary>
  478. private static void UnloadProject()
  479. {
  480. Action continueUnload =
  481. () =>
  482. {
  483. Scene.Clear();
  484. if (monitor != null)
  485. {
  486. monitor.Destroy();
  487. monitor = null;
  488. }
  489. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  490. if(window != null)
  491. window.Reset();
  492. SetSceneDirty(false);
  493. Internal_UnloadProject();
  494. SetStatusProject(false);
  495. };
  496. Action<DialogBox.ResultType> dialogCallback =
  497. (result) =>
  498. {
  499. if (result == DialogBox.ResultType.Yes)
  500. SaveScene();
  501. continueUnload();
  502. };
  503. if (IsSceneModified())
  504. {
  505. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  506. DialogBox.Type.YesNoCancel, dialogCallback);
  507. }
  508. else
  509. continueUnload();
  510. }
  511. /// <summary>
  512. /// Reloads all script assemblies in case they were modified. This action is delayed and will be executed
  513. /// at the beginning of the next frame.
  514. /// </summary>
  515. public static void ReloadAssemblies()
  516. {
  517. Internal_ReloadAssemblies();
  518. }
  519. /// <summary>
  520. /// Changes the scene displayed on the status bar.
  521. /// </summary>
  522. /// <param name="name">Name of the scene.</param>
  523. /// <param name="modified">Whether to display the scene as modified or not.</param>
  524. private static void SetStatusScene(string name, bool modified)
  525. {
  526. Internal_SetStatusScene(name, modified);
  527. }
  528. /// <summary>
  529. /// Changes the project state displayed on the status bar.
  530. /// </summary>
  531. /// <param name="modified">Whether to display the project as modified or not.</param>
  532. private static void SetStatusProject(bool modified)
  533. {
  534. Internal_SetStatusProject(modified);
  535. }
  536. /// <summary>
  537. /// Displays or hides the "compilation in progress" visual on the status bar.
  538. /// </summary>
  539. /// <param name="compiling">True to display the visual, false otherwise.</param>
  540. internal static void SetStatusCompiling(bool compiling)
  541. {
  542. Internal_SetStatusCompiling(compiling);
  543. }
  544. /// <summary>
  545. /// Checks did we make any modifications to the scene since it was last saved.
  546. /// </summary>
  547. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  548. public static bool IsSceneModified()
  549. {
  550. return sceneDirty;
  551. }
  552. /// <summary>
  553. /// Runs a single frame of the game and pauses it. If the game is not currently running it will be started.
  554. /// </summary>
  555. public static void FrameStep()
  556. {
  557. Internal_FrameStep();
  558. }
  559. /// <summary>
  560. /// Executes any editor-specific unit tests. This should be called after a project is loaded if possible.
  561. /// </summary>
  562. private static void RunUnitTests()
  563. {
  564. #if DEBUG
  565. Internal_RunUnitTests();
  566. #endif
  567. }
  568. /// <summary>
  569. /// Triggered by the runtime when <see cref="LoadProject"/> method completes.
  570. /// </summary>
  571. private static void Internal_OnProjectLoaded()
  572. {
  573. SetStatusProject(false);
  574. if (!unitTestsExecuted)
  575. {
  576. RunUnitTests();
  577. unitTestsExecuted = true;
  578. }
  579. if (!IsProjectLoaded)
  580. {
  581. ProjectWindow.Open();
  582. return;
  583. }
  584. string projectPath = ProjectPath;
  585. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  586. bool foundPath = false;
  587. for (int i = 0; i < recentProjects.Length; i++)
  588. {
  589. if (PathEx.Compare(recentProjects[i].path, projectPath))
  590. {
  591. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  592. EditorSettings.RecentProjects = recentProjects;
  593. foundPath = true;
  594. break;
  595. }
  596. }
  597. if (!foundPath)
  598. {
  599. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  600. extendedRecentProjects.AddRange(recentProjects);
  601. RecentProject newProject = new RecentProject();
  602. newProject.path = projectPath;
  603. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  604. extendedRecentProjects.Add(newProject);
  605. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  606. }
  607. EditorSettings.LastOpenProject = projectPath;
  608. EditorSettings.Save();
  609. ProjectLibrary.Refresh();
  610. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  611. monitor.OnAdded += OnAssetModified;
  612. monitor.OnRemoved += OnAssetModified;
  613. monitor.OnModified += OnAssetModified;
  614. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  615. {
  616. Scene.Load(ProjectSettings.LastOpenScene);
  617. SetSceneDirty(false);
  618. }
  619. }
  620. /// <summary>
  621. /// Triggered by the runtime when the user clicks on the status bar.
  622. /// </summary>
  623. private static void Internal_OnStatusBarClicked()
  624. {
  625. EditorWindow.OpenWindow<ConsoleWindow>();
  626. }
  627. [MethodImpl(MethodImplOptions.InternalCall)]
  628. private static extern void Internal_SetStatusScene(string name, bool modified);
  629. [MethodImpl(MethodImplOptions.InternalCall)]
  630. private static extern void Internal_SetStatusProject(bool modified);
  631. [MethodImpl(MethodImplOptions.InternalCall)]
  632. private static extern void Internal_SetStatusCompiling(bool compiling);
  633. [MethodImpl(MethodImplOptions.InternalCall)]
  634. private static extern string Internal_GetProjectPath();
  635. [MethodImpl(MethodImplOptions.InternalCall)]
  636. private static extern string Internal_GetProjectName();
  637. [MethodImpl(MethodImplOptions.InternalCall)]
  638. private static extern bool Internal_GetProjectLoaded();
  639. [MethodImpl(MethodImplOptions.InternalCall)]
  640. private static extern string Internal_GetCompilerPath();
  641. [MethodImpl(MethodImplOptions.InternalCall)]
  642. private static extern string Internal_GetBuiltinAssemblyPath();
  643. [MethodImpl(MethodImplOptions.InternalCall)]
  644. private static extern string Internal_GetScriptAssemblyPath();
  645. [MethodImpl(MethodImplOptions.InternalCall)]
  646. private static extern string Internal_GetFrameworkAssemblyPath();
  647. [MethodImpl(MethodImplOptions.InternalCall)]
  648. private static extern string Internal_GetEngineAssemblyName();
  649. [MethodImpl(MethodImplOptions.InternalCall)]
  650. private static extern string Internal_GetEditorAssemblyName();
  651. [MethodImpl(MethodImplOptions.InternalCall)]
  652. private static extern string Internal_GetScriptGameAssemblyName();
  653. [MethodImpl(MethodImplOptions.InternalCall)]
  654. private static extern string Internal_GetScriptEditorAssemblyName();
  655. [MethodImpl(MethodImplOptions.InternalCall)]
  656. private static extern string Internal_SaveScene(string path);
  657. [MethodImpl(MethodImplOptions.InternalCall)]
  658. private static extern bool Internal_IsValidProject(string path);
  659. [MethodImpl(MethodImplOptions.InternalCall)]
  660. private static extern void Internal_SaveProject();
  661. [MethodImpl(MethodImplOptions.InternalCall)]
  662. private static extern void Internal_LoadProject(string path);
  663. [MethodImpl(MethodImplOptions.InternalCall)]
  664. private static extern void Internal_UnloadProject();
  665. [MethodImpl(MethodImplOptions.InternalCall)]
  666. private static extern void Internal_CreateProject(string path);
  667. [MethodImpl(MethodImplOptions.InternalCall)]
  668. private static extern void Internal_ReloadAssemblies();
  669. [MethodImpl(MethodImplOptions.InternalCall)]
  670. private static extern void Internal_OpenExternally(string path);
  671. [MethodImpl(MethodImplOptions.InternalCall)]
  672. private static extern void Internal_RunUnitTests();
  673. [MethodImpl(MethodImplOptions.InternalCall)]
  674. private static extern void Internal_Quit();
  675. [MethodImpl(MethodImplOptions.InternalCall)]
  676. private static extern void Internal_ToggleToolbarItem(string name, bool on);
  677. [MethodImpl(MethodImplOptions.InternalCall)]
  678. private static extern bool Internal_GetIsPlaying();
  679. [MethodImpl(MethodImplOptions.InternalCall)]
  680. private static extern void Internal_SetIsPlaying(bool value);
  681. [MethodImpl(MethodImplOptions.InternalCall)]
  682. private static extern bool Internal_GetIsPaused();
  683. [MethodImpl(MethodImplOptions.InternalCall)]
  684. private static extern void Internal_SetIsPaused(bool value);
  685. [MethodImpl(MethodImplOptions.InternalCall)]
  686. private static extern void Internal_FrameStep();
  687. [MethodImpl(MethodImplOptions.InternalCall)]
  688. private static extern void Internal_SetMainRenderTarget(IntPtr rendertarget);
  689. }
  690. }