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