BsScriptEditorApplication.cpp 14 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 "BsSceneManager.h"
  11. #include "BsEditorWindowManager.h"
  12. #include "BsMainEditorWindow.h"
  13. #include "BsGUIStatusBar.h"
  14. #include "BsScriptEditorTestSuite.h"
  15. #include "BsTestOutput.h"
  16. #include "BsScriptManager.h"
  17. #include "BsGUIMenuBar.h"
  18. #include "BsPlayInEditorManager.h"
  19. #include "BsScriptRenderTarget.h"
  20. #include "BsFileSystem.h"
  21. namespace BansheeEngine
  22. {
  23. bool ScriptEditorApplication::mRequestProjectLoad = false;
  24. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  25. Path ScriptEditorApplication::mProjectLoadPath;
  26. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  27. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  28. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  29. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  30. :ScriptObject(instance)
  31. { }
  32. void ScriptEditorApplication::initRuntimeData()
  33. {
  34. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  35. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  36. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", &ScriptEditorApplication::internal_SetStatusCompiling);
  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_GetBuiltinReleaseAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath);
  42. metaData.scriptClass->addInternalCall("Internal_GetBuiltinDebugAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath);
  43. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  44. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  45. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  46. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  47. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  48. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  49. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  50. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  51. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  52. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  53. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  54. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  55. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", &ScriptEditorApplication::internal_ReloadAssemblies);
  56. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  57. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", &ScriptEditorApplication::internal_RunUnitTests);
  58. metaData.scriptClass->addInternalCall("Internal_Quit", &ScriptEditorApplication::internal_Quit);
  59. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", &ScriptEditorApplication::internal_ToggleToolbarItem);
  60. metaData.scriptClass->addInternalCall("Internal_GetIsPlaying", &ScriptEditorApplication::internal_GetIsPlaying);
  61. metaData.scriptClass->addInternalCall("Internal_SetIsPlaying", &ScriptEditorApplication::internal_SetIsPlaying);
  62. metaData.scriptClass->addInternalCall("Internal_GetIsPaused", &ScriptEditorApplication::internal_GetIsPaused);
  63. metaData.scriptClass->addInternalCall("Internal_SetIsPaused", &ScriptEditorApplication::internal_SetIsPaused);
  64. metaData.scriptClass->addInternalCall("Internal_FrameStep", &ScriptEditorApplication::internal_FrameStep);
  65. metaData.scriptClass->addInternalCall("Internal_SetMainRenderTarget", &ScriptEditorApplication::internal_SetMainRenderTarget);
  66. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  67. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  68. }
  69. void ScriptEditorApplication::startUp()
  70. {
  71. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  72. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  73. }
  74. void ScriptEditorApplication::shutDown()
  75. {
  76. OnStatusBarClickedConn.disconnect();
  77. }
  78. void ScriptEditorApplication::update()
  79. {
  80. // Project load must be delayed when requested from managed code because it
  81. // triggers managed assembly reload, and that can't be performed when called
  82. // from the Mono thread.
  83. if (mRequestProjectLoad)
  84. {
  85. gEditorApplication().loadProject(mProjectLoadPath);
  86. mRequestProjectLoad = false;
  87. mRequestAssemblyReload = false;
  88. MonoUtil::invokeThunk(onProjectLoadedThunk);
  89. }
  90. else if (mRequestAssemblyReload)
  91. {
  92. ScriptManager::instance().reload();
  93. mRequestAssemblyReload = false;
  94. }
  95. }
  96. void ScriptEditorApplication::onStatusBarClicked()
  97. {
  98. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  99. }
  100. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  101. {
  102. WString nativeScene = MonoUtil::monoToWString(name);
  103. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  104. mainWindow->getStatusBar().setScene(nativeScene, modified);
  105. }
  106. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  107. {
  108. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  109. if (gEditorApplication().isProjectLoaded())
  110. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  111. else
  112. mainWindow->getStatusBar().setProject(L"None", false);
  113. }
  114. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  115. {
  116. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  117. mainWindow->getStatusBar().setIsCompiling(compiling);
  118. }
  119. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  120. {
  121. Path projectPath = gEditorApplication().getProjectPath();
  122. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  123. }
  124. MonoString* ScriptEditorApplication::internal_GetProjectName()
  125. {
  126. WString projectName = gEditorApplication().getProjectName();
  127. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  128. }
  129. bool ScriptEditorApplication::internal_GetProjectLoaded()
  130. {
  131. return gEditorApplication().isProjectLoaded();
  132. }
  133. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  134. {
  135. Path compilerPath = MonoManager::instance().getCompilerPath();
  136. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  137. }
  138. MonoString* ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath()
  139. {
  140. Path releaseAssemblyFolder = FileSystem::getWorkingDirectoryPath();
  141. releaseAssemblyFolder.append(Paths::getReleaseAssemblyPath());
  142. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), releaseAssemblyFolder.toWString());
  143. }
  144. MonoString* ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath()
  145. {
  146. Path debugAssemblyFolder = FileSystem::getWorkingDirectoryPath();
  147. debugAssemblyFolder.append(Paths::getDebugAssemblyPath());
  148. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), debugAssemblyFolder.toWString());
  149. }
  150. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  151. {
  152. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  153. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  154. }
  155. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  156. {
  157. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  158. assemblyFolder.makeAbsolute(FileSystem::getWorkingDirectoryPath());
  159. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  160. }
  161. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  162. {
  163. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  164. }
  165. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  166. {
  167. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  168. }
  169. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  170. {
  171. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  172. }
  173. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  174. {
  175. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  176. }
  177. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  178. {
  179. Path nativePath = MonoUtil::monoToWString(path);
  180. HSceneObject sceneRoot = gSceneManager().getRootNode();
  181. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  182. HPrefab scene;
  183. if (entry != nullptr)
  184. {
  185. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  186. return nullptr;
  187. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  188. if (resEntry->meta == nullptr || resEntry->meta->getTypeID() != TID_Prefab)
  189. return nullptr;
  190. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  191. scene->update(sceneRoot);
  192. gProjectLibrary().saveEntry(scene);
  193. }
  194. else
  195. {
  196. scene = Prefab::create(sceneRoot);
  197. gProjectLibrary().createEntry(scene, nativePath);
  198. }
  199. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  200. }
  201. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  202. {
  203. Path nativePath = MonoUtil::monoToWString(path);
  204. return gEditorApplication().isValidProjectPath(nativePath);
  205. }
  206. void ScriptEditorApplication::internal_SaveProject()
  207. {
  208. gEditorApplication().saveProject();
  209. }
  210. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  211. {
  212. mRequestProjectLoad = true;
  213. mProjectLoadPath = MonoUtil::monoToWString(path);
  214. }
  215. void ScriptEditorApplication::internal_UnloadProject()
  216. {
  217. gEditorApplication().unloadProject();
  218. }
  219. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  220. {
  221. Path nativePath = MonoUtil::monoToWString(path);
  222. gEditorApplication().createProject(nativePath);
  223. }
  224. void ScriptEditorApplication::internal_ReloadAssemblies()
  225. {
  226. mRequestAssemblyReload = true;
  227. }
  228. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  229. {
  230. Path nativePath = MonoUtil::monoToWString(path);
  231. PlatformUtility::open(nativePath);
  232. }
  233. void ScriptEditorApplication::internal_RunUnitTests()
  234. {
  235. #if BS_DEBUG_MODE
  236. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  237. ExceptionTestOutput testOutput;
  238. testSuite->run(testOutput);
  239. #endif
  240. }
  241. void ScriptEditorApplication::internal_Quit()
  242. {
  243. gApplication().stopMainLoop();
  244. }
  245. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  246. {
  247. String nativeName = MonoUtil::monoToString(name);
  248. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  249. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  250. }
  251. bool ScriptEditorApplication::internal_GetIsPlaying()
  252. {
  253. return PlayInEditorManager::instance().getState() == PlayInEditorState::Playing;
  254. }
  255. void ScriptEditorApplication::internal_SetIsPlaying(bool value)
  256. {
  257. if (value)
  258. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  259. else
  260. PlayInEditorManager::instance().setState(PlayInEditorState::Stopped);
  261. }
  262. bool ScriptEditorApplication::internal_GetIsPaused()
  263. {
  264. return PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  265. }
  266. void ScriptEditorApplication::internal_SetIsPaused(bool value)
  267. {
  268. if (value)
  269. PlayInEditorManager::instance().setState(PlayInEditorState::Paused);
  270. else
  271. {
  272. bool isPaused = PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  273. if (isPaused)
  274. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  275. }
  276. }
  277. void ScriptEditorApplication::internal_FrameStep()
  278. {
  279. PlayInEditorManager::instance().frameStep();
  280. }
  281. void ScriptEditorApplication::internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget)
  282. {
  283. if (renderTarget == nullptr)
  284. SceneManager::instance().setMainRenderTarget(nullptr);
  285. else
  286. SceneManager::instance().setMainRenderTarget(renderTarget->getNativeValue());
  287. }
  288. }