EditorApplication.cs 8.6 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. // DEBUG ONLY
  66. Debug_Component1 dbgComponent;
  67. // END DEBUG ONLY
  68. internal EditorApplication()
  69. {
  70. instance = this;
  71. // Register controls
  72. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  73. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  74. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  75. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  76. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  77. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  78. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  79. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  80. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  81. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  82. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  83. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  84. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  85. ProjectLibrary.Refresh();
  86. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  87. monitor.OnAdded += OnAssetModified;
  88. monitor.OnRemoved += OnAssetModified;
  89. monitor.OnModified += OnAssetModified;
  90. // DEBUG ONLY
  91. SceneObject newDbgObject = new SceneObject("NewDbgObject");
  92. dbgComponent = newDbgObject.AddComponent<Debug_Component1>();
  93. newDbgObject.AddComponent<Debug_Component2>();
  94. SceneObject gizmoDbgObject = new SceneObject("GizmoDebug");
  95. gizmoDbgObject.AddComponent<DbgGizmoComponent>();
  96. //ProgressBar.Show("Test", 0.5f);
  97. //ColorPicker.Show();
  98. // DEBUG ONLY END
  99. }
  100. private void OnAssetModified(string path)
  101. {
  102. ProjectLibrary.Refresh(path);
  103. }
  104. internal void OnEditorUpdate()
  105. {
  106. ProjectLibrary.Update();
  107. // DEBUG ONLY
  108. if (dbgComponent != null)
  109. dbgComponent.intArray[0] = dbgComponent.intArray[0] + 1;
  110. // DEBUG ONLY END
  111. }
  112. [MenuItem("File/Save Prefab", ButtonModifier.Ctrl, ButtonCode.S)]
  113. private static void SavePrefab()
  114. {
  115. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  116. {
  117. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  118. Internal_SaveScene(scenePath);
  119. }
  120. else
  121. {
  122. string scenePath = "";
  123. BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "", out scenePath);
  124. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  125. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.", DialogBox.Type.OK);
  126. else
  127. {
  128. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  129. // Internal_SaveScene will silently fail.
  130. Scene.ActiveSceneUUID = Internal_SaveScene(scenePath);
  131. }
  132. }
  133. }
  134. [MenuItem("File/Load Prefab", ButtonModifier.Ctrl, ButtonCode.L)]
  135. private static void LoadPrefab()
  136. {
  137. Action doLoad =
  138. () =>
  139. {
  140. string[] scenePaths;
  141. BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths);
  142. if(scenePaths.Length > 0)
  143. Scene.Load(scenePaths[0]);
  144. };
  145. Action<DialogBox.ResultType> dialogCallback =
  146. (result) =>
  147. {
  148. if (result == DialogBox.ResultType.Yes)
  149. {
  150. SavePrefab();
  151. doLoad();
  152. }
  153. else if (result == DialogBox.ResultType.No)
  154. doLoad();
  155. };
  156. if (Scene.IsModified())
  157. {
  158. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  159. DialogBox.Type.YesNoCancel, dialogCallback);
  160. }
  161. else
  162. doLoad();
  163. }
  164. [MethodImpl(MethodImplOptions.InternalCall)]
  165. private static extern string Internal_GetProjectPath();
  166. [MethodImpl(MethodImplOptions.InternalCall)]
  167. private static extern string Internal_GetProjectName();
  168. [MethodImpl(MethodImplOptions.InternalCall)]
  169. private static extern string Internal_GetCompilerPath();
  170. [MethodImpl(MethodImplOptions.InternalCall)]
  171. private static extern string Internal_GetBuiltinAssemblyPath();
  172. [MethodImpl(MethodImplOptions.InternalCall)]
  173. private static extern string Internal_GetScriptAssemblyPath();
  174. [MethodImpl(MethodImplOptions.InternalCall)]
  175. private static extern string Internal_GetFrameworkAssemblyPath();
  176. [MethodImpl(MethodImplOptions.InternalCall)]
  177. private static extern string Internal_GetEngineAssemblyName();
  178. [MethodImpl(MethodImplOptions.InternalCall)]
  179. private static extern string Internal_GetEditorAssemblyName();
  180. [MethodImpl(MethodImplOptions.InternalCall)]
  181. private static extern string Internal_GetScriptGameAssemblyName();
  182. [MethodImpl(MethodImplOptions.InternalCall)]
  183. private static extern string Internal_GetScriptEditorAssemblyName();
  184. [MethodImpl(MethodImplOptions.InternalCall)]
  185. private static extern string Internal_SaveScene(string path);
  186. }
  187. }