BsScriptEditorApplication.cpp 7.8 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 "BsPrefabUtility.h"
  11. #include "BsSceneManager.h"
  12. #include "BsPlatform.h"
  13. #include "BsResources.h"
  14. #include "BsScriptEditorWindow.h"
  15. #include "BsEditorWindowBase.h"
  16. #include "BsProfilerOverlay.h"
  17. #include "BsCGUIWidget.h"
  18. #include "BsSceneObject.h"
  19. #include "BsCCamera.h"
  20. namespace BansheeEngine
  21. {
  22. bool ScriptEditorApplication::mRequestProjectLoad = false;
  23. Path ScriptEditorApplication::mProjectLoadPath;
  24. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  25. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  26. :ScriptObject(instance)
  27. { }
  28. void ScriptEditorApplication::initRuntimeData()
  29. {
  30. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  31. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  32. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  33. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  34. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  35. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  36. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  37. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  38. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  39. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  40. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  41. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  42. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  43. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  44. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  45. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  46. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  47. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  48. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("OnProjectLoaded")->getThunk();
  49. }
  50. void ScriptEditorApplication::update()
  51. {
  52. // Project load must be delayed when requested from managed code because it
  53. // triggers managed assembly reload, and that can't be performed when called
  54. // from the Mono thread.
  55. if (mRequestProjectLoad)
  56. {
  57. gEditorApplication().loadProject(mProjectLoadPath);
  58. mRequestProjectLoad = false;
  59. MonoUtil::invokeThunk(onProjectLoadedThunk);
  60. }
  61. }
  62. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  63. {
  64. Path projectPath = gEditorApplication().getProjectPath();
  65. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  66. }
  67. MonoString* ScriptEditorApplication::internal_GetProjectName()
  68. {
  69. WString projectName = gEditorApplication().getProjectName();
  70. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  71. }
  72. bool ScriptEditorApplication::internal_GetProjectLoaded()
  73. {
  74. return gEditorApplication().isProjectLoaded();
  75. }
  76. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  77. {
  78. Path compilerPath = MonoManager::instance().getCompilerPath();
  79. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  80. }
  81. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  82. {
  83. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  84. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  85. }
  86. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  87. {
  88. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  89. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  90. }
  91. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  92. {
  93. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  94. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  95. }
  96. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  97. {
  98. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  99. }
  100. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  101. {
  102. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  103. }
  104. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  105. {
  106. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  107. }
  108. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  109. {
  110. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  111. }
  112. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  113. {
  114. Path nativePath = MonoUtil::monoToWString(path);
  115. HSceneObject sceneRoot = gSceneManager().getRootNode();
  116. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  117. HPrefab scene;
  118. if (entry != nullptr)
  119. {
  120. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  121. return nullptr;
  122. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  123. if (resEntry->meta->getTypeID() != TID_Prefab)
  124. return nullptr;
  125. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  126. scene->update(sceneRoot);
  127. PrefabUtility::recordPrefabDiff(sceneRoot);
  128. gProjectLibrary().saveEntry(scene);
  129. }
  130. else
  131. {
  132. scene = Prefab::create(sceneRoot);
  133. PrefabUtility::recordPrefabDiff(sceneRoot);
  134. gProjectLibrary().createEntry(scene, nativePath);
  135. }
  136. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  137. }
  138. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  139. {
  140. Path nativePath = MonoUtil::monoToWString(path);
  141. return gEditorApplication().isValidProjectPath(nativePath);
  142. }
  143. void ScriptEditorApplication::internal_SaveProject()
  144. {
  145. gEditorApplication().saveProject();
  146. }
  147. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  148. {
  149. mRequestProjectLoad = true;
  150. mProjectLoadPath = MonoUtil::monoToWString(path);
  151. }
  152. void ScriptEditorApplication::internal_UnloadProject()
  153. {
  154. gEditorApplication().unloadProject();
  155. }
  156. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  157. {
  158. Path nativePath = MonoUtil::monoToWString(path);
  159. gEditorApplication().createProject(nativePath);
  160. }
  161. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  162. {
  163. Path nativePath = MonoUtil::monoToWString(path);
  164. PlatformUtility::open(nativePath);
  165. }
  166. }