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 "EditorWindow/BsEditorWindowManager.h"
  5. #include "EditorWindow/BsEditorWidgetManager.h"
  6. #include "EditorWindow/BsMainEditorWindow.h"
  7. #include "RenderAPI/BsRenderWindow.h"
  8. #include "Utility/BsBuiltinEditorResources.h"
  9. #include "UndoRedo/BsUndoRedo.h"
  10. #include "Serialization/BsFileSerializer.h"
  11. #include "FileSystem/BsFileSystem.h"
  12. #include "EditorWindow/BsEditorWidgetLayout.h"
  13. #include "Scene/BsScenePicking.h"
  14. #include "Scene/BsSelection.h"
  15. #include "Scene/BsGizmoManager.h"
  16. #include "CodeEditor/BsCodeEditor.h"
  17. #include "Build/BsBuildManager.h"
  18. #include "Resources/BsScriptCodeImporter.h"
  19. #include "Library/BsEditorShaderIncludeHandler.h"
  20. #include "EditorWindow/BsDropDownWindowManager.h"
  21. #include "Library/BsProjectLibrary.h"
  22. #include "Settings/BsProjectSettings.h"
  23. #include "Settings/BsEditorSettings.h"
  24. #include "Script/BsScriptManager.h"
  25. #include "Importer/BsImporter.h"
  26. #include "Input/BsVirtualInput.h"
  27. #include "Resources/BsResources.h"
  28. #include "Scene/BsSceneManager.h"
  29. #include "Utility/BsSplashScreen.h"
  30. #include "Utility/BsDynLib.h"
  31. #include "Scene/BsSceneManager.h"
  32. #include "BsEngineConfig.h"
  33. namespace bs
  34. {
  35. constexpr UINT32 SPLASH_SCREEN_DURATION_MS = 1000;
  36. const Path EditorApplication::WIDGET_LAYOUT_PATH = PROJECT_INTERNAL_DIR + "Layout.asset";
  37. const Path EditorApplication::BUILD_DATA_PATH = PROJECT_INTERNAL_DIR + "BuildData.asset";
  38. const Path EditorApplication::PROJECT_SETTINGS_PATH = PROJECT_INTERNAL_DIR + "Settings.asset";
  39. START_UP_DESC createStartupDesc()
  40. {
  41. START_UP_DESC startUpDesc;
  42. startUpDesc.renderAPI = BS_RENDER_API_MODULE;
  43. startUpDesc.renderer = BS_RENDERER_MODULE;
  44. startUpDesc.audio = BS_AUDIO_MODULE;
  45. startUpDesc.physics = BS_PHYSICS_MODULE;
  46. startUpDesc.physicsCooking = true;
  47. startUpDesc.primaryWindowDesc.videoMode = VideoMode(1920, 1080);
  48. startUpDesc.primaryWindowDesc.title = "BansheeEditor";
  49. startUpDesc.primaryWindowDesc.fullscreen = false;
  50. startUpDesc.primaryWindowDesc.showTitleBar = false;
  51. startUpDesc.primaryWindowDesc.showBorder = false;
  52. startUpDesc.primaryWindowDesc.hideUntilSwap = true;
  53. startUpDesc.primaryWindowDesc.depthBuffer = false;
  54. startUpDesc.primaryWindowDesc.hidden = true;
  55. startUpDesc.importers.push_back("bsfFreeImgImporter");
  56. startUpDesc.importers.push_back("bsfFBXImporter");
  57. startUpDesc.importers.push_back("bsfFontImporter");
  58. startUpDesc.importers.push_back("bsfSL");
  59. return startUpDesc;
  60. }
  61. Path getEditorSettingsPath()
  62. {
  63. return gEditorApplication().getDataPath() + "Settings.asset";
  64. }
  65. EditorApplication::EditorApplication()
  66. :Application(createStartupDesc()), mIsProjectLoaded(false)
  67. {
  68. }
  69. EditorApplication::~EditorApplication()
  70. {
  71. ProjectLibrary::shutDown();
  72. BuiltinEditorResources::shutDown();
  73. }
  74. void EditorApplication::onStartUp()
  75. {
  76. // Find the path to data files
  77. //// First, look for EditorData folder in the direct descendant of the working directory
  78. if (FileSystem::exists("EditorData"))
  79. {
  80. mBuiltinDataPath = FileSystem::getWorkingDirectoryPath();
  81. mBuiltinDataPath.append("EditorData/");
  82. }
  83. else
  84. {
  85. // Then check the source distribution itself, in case we're running directly from the build directory
  86. mBuiltinDataPath = Path(RAW_APP_ROOT) + Path("Data/");
  87. if (!FileSystem::exists(mBuiltinDataPath))
  88. LOGERR("Cannot find builtin assets for the editor at path '" + mBuiltinDataPath.toString() + "'.");
  89. }
  90. Application::onStartUp();
  91. // In editor we render game on a separate surface, handled in Game window
  92. SceneManager::instance().setMainRenderTarget(nullptr);
  93. loadEditorSettings();
  94. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  95. ScriptCodeImporter* scriptCodeImporter = bs_new<ScriptCodeImporter>();
  96. Importer::instance()._registerAssetImporter(scriptCodeImporter);
  97. // Hidden dependency: Needs to be done before BuiltinEditorResources import as shader include lookup requires it
  98. ProjectLibrary::startUp();
  99. BuiltinEditorResources::startUp();
  100. {
  101. auto inputConfig = VirtualInput::instance().getConfiguration();
  102. inputConfig->registerButton("Copy", BC_C, ButtonModifier::Ctrl);
  103. inputConfig->registerButton("Cut", BC_X, ButtonModifier::Ctrl);
  104. inputConfig->registerButton("Paste", BC_V, ButtonModifier::Ctrl);
  105. }
  106. UndoRedo::startUp();
  107. EditorWindowManager::startUp();
  108. EditorWidgetManager::startUp();
  109. DropDownWindowManager::startUp();
  110. ScenePicking::startUp();
  111. Selection::startUp();
  112. GizmoManager::startUp();
  113. BuildManager::startUp();
  114. CodeEditorManager::startUp();
  115. MainEditorWindow::create(getPrimaryWindow());
  116. ScriptManager::startUp();
  117. }
  118. void EditorApplication::onShutDown()
  119. {
  120. unloadProject();
  121. CodeEditorManager::shutDown();
  122. BuildManager::shutDown();
  123. GizmoManager::shutDown();
  124. Selection::shutDown();
  125. ScenePicking::shutDown();
  126. saveEditorSettings();
  127. DropDownWindowManager::shutDown();
  128. EditorWidgetManager::shutDown();
  129. EditorWindowManager::shutDown();
  130. UndoRedo::shutDown();
  131. Application::onShutDown();
  132. }
  133. void EditorApplication::startUp()
  134. {
  135. CoreApplication::startUp<EditorApplication>();
  136. }
  137. void EditorApplication::startUpRenderer()
  138. {
  139. mSplashScreenTimer.reset();
  140. SplashScreen::show();
  141. }
  142. void EditorApplication::startUpScriptManager()
  143. {
  144. // Do nothing, we initialize the script manager at a later stage
  145. }
  146. void EditorApplication::updateScriptManager()
  147. {
  148. // Do nothing, we need to perform script update before editor window update, but Application::postUpdate (where this
  149. // method is normally called from) needs to execute after editor window update.
  150. }
  151. void EditorApplication::preUpdate()
  152. {
  153. Application::preUpdate();
  154. EditorWidgetManager::instance().update();
  155. DropDownWindowManager::instance().update();
  156. }
  157. void EditorApplication::postUpdate()
  158. {
  159. ScriptManager::instance().update();
  160. // Call update on editor widgets before parent's postUpdate because the parent will render the GUI and we need
  161. // to ensure editor widget's GUI is updated.
  162. EditorWindowManager::instance().update();
  163. Application::postUpdate();
  164. if(mSplashScreenShown)
  165. {
  166. UINT64 currentTime = mSplashScreenTimer.getMilliseconds();
  167. if (currentTime >= SPLASH_SCREEN_DURATION_MS)
  168. {
  169. SplashScreen::hide();
  170. EditorWindowManager::instance().showWindows();
  171. mSplashScreenShown = false;
  172. }
  173. }
  174. setFPSLimit(mEditorSettings->getFPSLimit());
  175. }
  176. void EditorApplication::quitRequested()
  177. {
  178. onQuitRequested();
  179. }
  180. void EditorApplication::saveProject()
  181. {
  182. if (!isProjectLoaded())
  183. return;
  184. Path buildDataPath = getProjectPath();
  185. buildDataPath.append(BUILD_DATA_PATH);
  186. BuildManager::instance().save(buildDataPath);
  187. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  188. saveEditorSettings();
  189. saveProjectSettings();
  190. gProjectLibrary().saveLibrary();
  191. }
  192. void EditorApplication::unloadProject()
  193. {
  194. if (!isProjectLoaded())
  195. return;
  196. saveProject();
  197. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  198. BuildManager::instance().clear();
  199. UndoRedo::instance().clear();
  200. EditorWidgetManager::instance().closeAll();
  201. gProjectLibrary().unloadLibrary();
  202. Resources::instance().unloadAllUnused();
  203. gSceneManager().clearScene();
  204. mProjectPath = Path::BLANK;
  205. mProjectName = StringUtil::BLANK;
  206. mIsProjectLoaded = false;
  207. }
  208. void EditorApplication::loadProject(const Path& projectPath)
  209. {
  210. unloadProject();
  211. mProjectPath = projectPath;
  212. mProjectName = projectPath.getTail();
  213. mIsProjectLoaded = true;
  214. loadProjectSettings();
  215. Path buildDataPath = getProjectPath();
  216. buildDataPath.append(BUILD_DATA_PATH);
  217. BuildManager::instance().load(buildDataPath);
  218. gProjectLibrary().loadLibrary();
  219. // Do this before restoring windows to ensure types are loaded
  220. ScriptManager::instance().reload();
  221. SPtr<EditorWidgetLayout> layout = loadWidgetLayout();
  222. if (layout != nullptr)
  223. EditorWidgetManager::instance().setLayout(layout);
  224. }
  225. void EditorApplication::createProject(const Path& path)
  226. {
  227. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  228. Path internalResourcesDir = Path::combine(path, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  229. if (!FileSystem::exists(resourceDir))
  230. FileSystem::createDir(resourceDir);
  231. if (!FileSystem::exists(internalResourcesDir))
  232. FileSystem::createDir(internalResourcesDir);
  233. saveDefaultWidgetLayout(path);
  234. }
  235. bool EditorApplication::isValidProjectPath(const Path& path)
  236. {
  237. if (!path.isAbsolute())
  238. return false;
  239. if (!FileSystem::isDirectory(path))
  240. return false;
  241. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  242. if (!FileSystem::exists(resourceDir))
  243. return false;
  244. return true;
  245. }
  246. SPtr<EditorWidgetLayout> EditorApplication::loadWidgetLayout()
  247. {
  248. Path layoutPath = getProjectPath();
  249. layoutPath.append(WIDGET_LAYOUT_PATH);
  250. if (!FileSystem::exists(layoutPath))
  251. saveDefaultWidgetLayout(getProjectPath());
  252. if(FileSystem::exists(layoutPath))
  253. {
  254. FileDecoder fs(layoutPath);
  255. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode());
  256. }
  257. return nullptr;
  258. }
  259. void EditorApplication::saveWidgetLayout(const SPtr<EditorWidgetLayout>& layout)
  260. {
  261. Path layoutPath = getProjectPath();
  262. layoutPath.append(WIDGET_LAYOUT_PATH);
  263. FileEncoder fs(layoutPath);
  264. fs.encode(layout.get());
  265. }
  266. void EditorApplication::saveDefaultWidgetLayout(const Path& folder)
  267. {
  268. Path internalResourcesDir = Path::combine(folder, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  269. if (!FileSystem::exists(internalResourcesDir))
  270. FileSystem::createDir(internalResourcesDir);
  271. Path defaultLayoutPath = BuiltinEditorResources::getDefaultWidgetLayoutPath();
  272. if (FileSystem::exists(defaultLayoutPath))
  273. {
  274. Path projectLayoutPath = Path::combine(folder, WIDGET_LAYOUT_PATH);
  275. FileSystem::copy(defaultLayoutPath, projectLayoutPath, false);
  276. }
  277. }
  278. void EditorApplication::loadEditorSettings()
  279. {
  280. Path settingsPath = getEditorSettingsPath();
  281. if (FileSystem::exists(settingsPath))
  282. {
  283. FileDecoder fs(settingsPath);
  284. mEditorSettings = std::static_pointer_cast<EditorSettings>(fs.decode());
  285. }
  286. if (mEditorSettings == nullptr)
  287. mEditorSettings = bs_shared_ptr_new<EditorSettings>();
  288. }
  289. void EditorApplication::saveEditorSettings()
  290. {
  291. if (mEditorSettings == nullptr)
  292. return;
  293. Path settingsPath = getEditorSettingsPath();
  294. FileEncoder fs(settingsPath);
  295. fs.encode(mEditorSettings.get());
  296. }
  297. void EditorApplication::loadProjectSettings()
  298. {
  299. if (isProjectLoaded())
  300. {
  301. Path absoluteDataPath = getProjectPath();
  302. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  303. if (FileSystem::exists(absoluteDataPath))
  304. {
  305. FileDecoder fs(absoluteDataPath);
  306. mProjectSettings = std::static_pointer_cast<ProjectSettings>(fs.decode());
  307. }
  308. }
  309. if (mProjectSettings == nullptr)
  310. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  311. }
  312. void EditorApplication::saveProjectSettings()
  313. {
  314. if (mProjectSettings == nullptr || !isProjectLoaded())
  315. return;
  316. Path absoluteDataPath = getProjectPath();
  317. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  318. FileEncoder fs(absoluteDataPath);
  319. fs.encode(mProjectSettings.get());
  320. }
  321. SPtr<IShaderIncludeHandler> EditorApplication::getShaderIncludeHandler() const
  322. {
  323. return bs_shared_ptr_new<EditorShaderIncludeHandler>();
  324. }
  325. EditorApplication& gEditorApplication()
  326. {
  327. return static_cast<EditorApplication&>(EditorApplication::instance());
  328. }
  329. }