BsScriptEditorApplication.cpp 9.0 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 "BsScriptEditorTestSuite.h"
  16. #include "BsTestOutput.h"
  17. #include "BsPlatform.h"
  18. #include "BsResources.h"
  19. #include "BsScriptEditorWindow.h"
  20. #include "BsEditorWindowBase.h"
  21. #include "BsProfilerOverlay.h"
  22. #include "BsCGUIWidget.h"
  23. #include "BsSceneObject.h"
  24. #include "BsCCamera.h"
  25. namespace BansheeEngine
  26. {
  27. bool ScriptEditorApplication::mRequestProjectLoad = false;
  28. Path ScriptEditorApplication::mProjectLoadPath;
  29. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  30. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  31. :ScriptObject(instance)
  32. { }
  33. void ScriptEditorApplication::initRuntimeData()
  34. {
  35. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  36. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  37. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  38. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  39. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  40. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  41. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  42. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  43. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  44. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  45. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  46. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  47. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  48. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  49. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  50. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  51. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  52. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  53. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  54. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  55. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", &ScriptEditorApplication::internal_RunUnitTests);
  56. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("OnProjectLoaded")->getThunk();
  57. }
  58. void ScriptEditorApplication::update()
  59. {
  60. // Project load must be delayed when requested from managed code because it
  61. // triggers managed assembly reload, and that can't be performed when called
  62. // from the Mono thread.
  63. if (mRequestProjectLoad)
  64. {
  65. gEditorApplication().loadProject(mProjectLoadPath);
  66. mRequestProjectLoad = false;
  67. MonoUtil::invokeThunk(onProjectLoadedThunk);
  68. }
  69. }
  70. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  71. {
  72. WString nativeScene = MonoUtil::monoToWString(name);
  73. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  74. mainWindow->getStatusBar().setScene(nativeScene, modified);
  75. }
  76. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  77. {
  78. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  79. if (gEditorApplication().isProjectLoaded())
  80. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  81. else
  82. mainWindow->getStatusBar().setProject(L"None", false);
  83. }
  84. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  85. {
  86. Path projectPath = gEditorApplication().getProjectPath();
  87. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  88. }
  89. MonoString* ScriptEditorApplication::internal_GetProjectName()
  90. {
  91. WString projectName = gEditorApplication().getProjectName();
  92. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  93. }
  94. bool ScriptEditorApplication::internal_GetProjectLoaded()
  95. {
  96. return gEditorApplication().isProjectLoaded();
  97. }
  98. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  99. {
  100. Path compilerPath = MonoManager::instance().getCompilerPath();
  101. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  102. }
  103. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  104. {
  105. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  106. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  107. }
  108. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  109. {
  110. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  111. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  112. }
  113. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  114. {
  115. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  116. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  117. }
  118. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  119. {
  120. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  121. }
  122. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  123. {
  124. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  125. }
  126. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  127. {
  128. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  129. }
  130. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  131. {
  132. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  133. }
  134. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  135. {
  136. Path nativePath = MonoUtil::monoToWString(path);
  137. HSceneObject sceneRoot = gSceneManager().getRootNode();
  138. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  139. HPrefab scene;
  140. if (entry != nullptr)
  141. {
  142. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  143. return nullptr;
  144. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  145. if (resEntry->meta->getTypeID() != TID_Prefab)
  146. return nullptr;
  147. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  148. scene->update(sceneRoot);
  149. gProjectLibrary().saveEntry(scene);
  150. }
  151. else
  152. {
  153. scene = Prefab::create(sceneRoot);
  154. gProjectLibrary().createEntry(scene, nativePath);
  155. }
  156. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  157. }
  158. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  159. {
  160. Path nativePath = MonoUtil::monoToWString(path);
  161. return gEditorApplication().isValidProjectPath(nativePath);
  162. }
  163. void ScriptEditorApplication::internal_SaveProject()
  164. {
  165. gEditorApplication().saveProject();
  166. }
  167. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  168. {
  169. mRequestProjectLoad = true;
  170. mProjectLoadPath = MonoUtil::monoToWString(path);
  171. }
  172. void ScriptEditorApplication::internal_UnloadProject()
  173. {
  174. gEditorApplication().unloadProject();
  175. }
  176. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  177. {
  178. Path nativePath = MonoUtil::monoToWString(path);
  179. gEditorApplication().createProject(nativePath);
  180. }
  181. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  182. {
  183. Path nativePath = MonoUtil::monoToWString(path);
  184. PlatformUtility::open(nativePath);
  185. }
  186. void ScriptEditorApplication::internal_RunUnitTests()
  187. {
  188. #if BS_DEBUG_MODE
  189. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  190. ExceptionTestOutput testOutput;
  191. testSuite->run(testOutput);
  192. #endif
  193. }
  194. }