EditorApplication.cs 8.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Runtime.CompilerServices;
  4. using BansheeEngine;
  5. namespace BansheeEditor
  6. {
  7. public enum SceneViewTool
  8. {
  9. View,
  10. Move,
  11. Rotate,
  12. Scale
  13. }
  14. public enum HandlePivotMode
  15. {
  16. Center,
  17. Pivot
  18. }
  19. public enum HandleCoordinateMode
  20. {
  21. Local,
  22. World
  23. }
  24. public enum EditorPlatformType
  25. {
  26. Windows
  27. }
  28. public class EditorApplication
  29. {
  30. public static SceneViewTool ActiveSceneTool
  31. {
  32. get { return EditorSettings.ActiveSceneTool; }
  33. set { EditorSettings.ActiveSceneTool = value; }
  34. }
  35. public static HandleCoordinateMode ActiveCoordinateMode
  36. {
  37. get { return EditorSettings.ActiveCoordinateMode; }
  38. set { EditorSettings.ActiveCoordinateMode = value; }
  39. }
  40. public static HandlePivotMode ActivePivotMode
  41. {
  42. get { return EditorSettings.ActivePivotMode; }
  43. set { EditorSettings.ActivePivotMode = value; }
  44. }
  45. public static Camera SceneViewCamera
  46. {
  47. get { return EditorWindow.GetWindow<SceneWindow>().GetCamera(); }
  48. }
  49. public static EditorPlatformType EditorPlatform
  50. {
  51. get { return EditorPlatformType.Windows; } // TODO - Set this properly once we have support for more platforms
  52. }
  53. public static string ProjectPath { get { return Internal_GetProjectPath(); } }
  54. public static string ProjectName { get { return Internal_GetProjectName(); } }
  55. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  56. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  57. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  58. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  59. internal static string EngineAssembly { get { return Internal_GetEngineAssemblyName(); } }
  60. internal static string EditorAssembly { get { return Internal_GetEditorAssemblyName(); } }
  61. internal static string ScriptGameAssembly { get { return Internal_GetScriptGameAssemblyName(); } }
  62. internal static string ScriptEditorAssembly { get { return Internal_GetScriptEditorAssemblyName(); } }
  63. private static EditorApplication instance;
  64. private FolderMonitor monitor;
  65. internal EditorApplication()
  66. {
  67. instance = this;
  68. // Register controls
  69. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  70. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  71. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  72. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  73. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  74. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  75. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  76. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  77. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  78. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  79. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  80. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  81. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  82. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  83. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  84. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  85. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  86. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  87. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  88. ProjectLibrary.Refresh();
  89. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  90. monitor.OnAdded += OnAssetModified;
  91. monitor.OnRemoved += OnAssetModified;
  92. monitor.OnModified += OnAssetModified;
  93. }
  94. private void OnAssetModified(string path)
  95. {
  96. ProjectLibrary.Refresh(path);
  97. }
  98. internal void OnEditorUpdate()
  99. {
  100. ProjectLibrary.Update();
  101. }
  102. [MenuItem("File/Save Prefab", ButtonModifier.Ctrl, ButtonCode.S)]
  103. private static void SavePrefab()
  104. {
  105. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  106. {
  107. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  108. Internal_SaveScene(scenePath);
  109. }
  110. else
  111. {
  112. string scenePath = "";
  113. BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "", out scenePath);
  114. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  115. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.", DialogBox.Type.OK);
  116. else
  117. {
  118. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  119. // Internal_SaveScene will silently fail.
  120. Scene.ActiveSceneUUID = Internal_SaveScene(scenePath);
  121. }
  122. }
  123. }
  124. [MenuItem("File/Load Prefab", ButtonModifier.Ctrl, ButtonCode.L)]
  125. private static void LoadPrefab()
  126. {
  127. Action doLoad =
  128. () =>
  129. {
  130. string[] scenePaths;
  131. BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths);
  132. if(scenePaths.Length > 0)
  133. Scene.Load(scenePaths[0]);
  134. };
  135. Action<DialogBox.ResultType> dialogCallback =
  136. (result) =>
  137. {
  138. if (result == DialogBox.ResultType.Yes)
  139. {
  140. SavePrefab();
  141. doLoad();
  142. }
  143. else if (result == DialogBox.ResultType.No)
  144. doLoad();
  145. };
  146. if (Scene.IsModified())
  147. {
  148. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  149. DialogBox.Type.YesNoCancel, dialogCallback);
  150. }
  151. else
  152. doLoad();
  153. }
  154. [MethodImpl(MethodImplOptions.InternalCall)]
  155. private static extern string Internal_GetProjectPath();
  156. [MethodImpl(MethodImplOptions.InternalCall)]
  157. private static extern string Internal_GetProjectName();
  158. [MethodImpl(MethodImplOptions.InternalCall)]
  159. private static extern string Internal_GetCompilerPath();
  160. [MethodImpl(MethodImplOptions.InternalCall)]
  161. private static extern string Internal_GetBuiltinAssemblyPath();
  162. [MethodImpl(MethodImplOptions.InternalCall)]
  163. private static extern string Internal_GetScriptAssemblyPath();
  164. [MethodImpl(MethodImplOptions.InternalCall)]
  165. private static extern string Internal_GetFrameworkAssemblyPath();
  166. [MethodImpl(MethodImplOptions.InternalCall)]
  167. private static extern string Internal_GetEngineAssemblyName();
  168. [MethodImpl(MethodImplOptions.InternalCall)]
  169. private static extern string Internal_GetEditorAssemblyName();
  170. [MethodImpl(MethodImplOptions.InternalCall)]
  171. private static extern string Internal_GetScriptGameAssemblyName();
  172. [MethodImpl(MethodImplOptions.InternalCall)]
  173. private static extern string Internal_GetScriptEditorAssemblyName();
  174. [MethodImpl(MethodImplOptions.InternalCall)]
  175. private static extern string Internal_SaveScene(string path);
  176. }
  177. }