EditorApplication.cs 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499
  1. using System;
  2. using System.Collections.Generic;
  3. using System.Runtime.CompilerServices;
  4. using System.IO;
  5. using BansheeEngine;
  6. namespace BansheeEditor
  7. {
  8. public enum SceneViewTool
  9. {
  10. View,
  11. Move,
  12. Rotate,
  13. Scale
  14. }
  15. public enum HandlePivotMode
  16. {
  17. Center,
  18. Pivot
  19. }
  20. public enum HandleCoordinateMode
  21. {
  22. Local,
  23. World
  24. }
  25. public enum EditorPlatformType
  26. {
  27. Windows
  28. }
  29. public class EditorApplication
  30. {
  31. public static SceneViewTool ActiveSceneTool
  32. {
  33. get { return EditorSettings.ActiveSceneTool; }
  34. set { EditorSettings.ActiveSceneTool = value; }
  35. }
  36. public static HandleCoordinateMode ActiveCoordinateMode
  37. {
  38. get { return EditorSettings.ActiveCoordinateMode; }
  39. set { EditorSettings.ActiveCoordinateMode = value; }
  40. }
  41. public static HandlePivotMode ActivePivotMode
  42. {
  43. get { return EditorSettings.ActivePivotMode; }
  44. set { EditorSettings.ActivePivotMode = value; }
  45. }
  46. public static Camera SceneViewCamera
  47. {
  48. get { return EditorWindow.GetWindow<SceneWindow>().GetCamera(); }
  49. }
  50. public static EditorPlatformType EditorPlatform
  51. {
  52. get { return EditorPlatformType.Windows; } // TODO - Set this properly once we have support for more platforms
  53. }
  54. public static string ProjectPath { get { return Internal_GetProjectPath(); } }
  55. public static string ProjectName { get { return Internal_GetProjectName(); } }
  56. public static bool IsProjectLoaded { get { return Internal_GetProjectLoaded(); } }
  57. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  58. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  59. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  60. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  61. internal static string EngineAssembly { get { return Internal_GetEngineAssemblyName(); } }
  62. internal static string EditorAssembly { get { return Internal_GetEditorAssemblyName(); } }
  63. internal static string ScriptGameAssembly { get { return Internal_GetScriptGameAssemblyName(); } }
  64. internal static string ScriptEditorAssembly { get { return Internal_GetScriptEditorAssemblyName(); } }
  65. private static EditorApplication instance;
  66. private static FolderMonitor monitor;
  67. internal EditorApplication()
  68. {
  69. instance = this;
  70. // Register controls
  71. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  72. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  73. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  74. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  75. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  76. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  77. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  78. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  79. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  80. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  81. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  82. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  83. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  84. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  85. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  86. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  87. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  88. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  89. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  90. if (EditorSettings.AutoLoadLastProject)
  91. {
  92. string projectPath = EditorSettings.LastOpenProject;
  93. if (Internal_IsValidProject(projectPath))
  94. LoadProject(projectPath);
  95. else
  96. ProjectWindow.Open();
  97. }
  98. else
  99. ProjectWindow.Open();
  100. }
  101. private static void OnAssetModified(string path)
  102. {
  103. ProjectLibrary.Refresh(path);
  104. }
  105. internal void OnEditorUpdate()
  106. {
  107. ProjectLibrary.Update();
  108. }
  109. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 50, true)]
  110. private static void LoadScene()
  111. {
  112. string[] scenePaths;
  113. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  114. {
  115. if (scenePaths.Length > 0)
  116. LoadScene(scenePaths[0]);
  117. }
  118. }
  119. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 49)]
  120. private static void SaveScene()
  121. {
  122. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  123. {
  124. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  125. Internal_SaveScene(scenePath);
  126. }
  127. else
  128. SaveSceneAs();
  129. }
  130. [MenuItem("File/Save Scene As", 48)]
  131. private static void SaveSceneAs()
  132. {
  133. string scenePath = "";
  134. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  135. {
  136. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  137. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  138. DialogBox.Type.OK);
  139. else
  140. {
  141. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  142. // Internal_SaveScene will silently fail.
  143. Scene.ActiveSceneUUID = Internal_SaveScene(scenePath + ".prefab");
  144. }
  145. }
  146. }
  147. public static void LoadScene(string path)
  148. {
  149. Action<string> continueLoad =
  150. (scenePath) =>
  151. {
  152. Scene.Load(path);
  153. ProjectSettings.LastOpenScene = scenePath;
  154. ProjectSettings.Save();
  155. };
  156. Action<DialogBox.ResultType> dialogCallback =
  157. (result) =>
  158. {
  159. if (result == DialogBox.ResultType.Yes)
  160. {
  161. SaveScene();
  162. continueLoad(path);
  163. }
  164. else if (result == DialogBox.ResultType.No)
  165. continueLoad(path);
  166. };
  167. if (Scene.IsModified())
  168. {
  169. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  170. DialogBox.Type.YesNoCancel, dialogCallback);
  171. }
  172. else
  173. continueLoad(path);
  174. }
  175. public static bool IsValidProject(string path)
  176. {
  177. return Internal_IsValidProject(path);
  178. }
  179. public static void CreateProject(string path)
  180. {
  181. Internal_CreateProject(path);
  182. }
  183. [MenuItem("File/Open Project", 100)]
  184. public static void BrowseForProject()
  185. {
  186. string projectPath = EditorSettings.LastOpenProject;
  187. if (!Directory.Exists(projectPath))
  188. projectPath = Directory.GetCurrentDirectory();
  189. string selectedPath;
  190. if (BrowseDialog.OpenFolder(projectPath, "", out selectedPath))
  191. LoadProject(selectedPath);
  192. }
  193. [MenuItem("File/Save Project", 99)]
  194. public static void SaveProject()
  195. {
  196. // TODO - Save dirty resources
  197. Internal_SaveProject();
  198. }
  199. // Note: Async, runs next frame
  200. public static void LoadProject(string path)
  201. {
  202. if (IsProjectLoaded && path == ProjectPath)
  203. return;
  204. if (!Internal_IsValidProject(path))
  205. {
  206. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  207. return;
  208. }
  209. if (IsProjectLoaded)
  210. {
  211. SaveProject();
  212. UnloadProject();
  213. }
  214. Internal_LoadProject(path); // Triggers OnProjectLoaded when done
  215. }
  216. private static void OnProjectLoaded()
  217. {
  218. if (!IsProjectLoaded)
  219. {
  220. ProjectWindow.Open();
  221. return;
  222. }
  223. string projectPath = ProjectPath;
  224. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  225. bool foundPath = false;
  226. for (int i = 0; i < recentProjects.Length; i++)
  227. {
  228. if (PathEx.Compare(recentProjects[i].path, projectPath))
  229. {
  230. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  231. EditorSettings.RecentProjects = recentProjects;
  232. foundPath = true;
  233. break;
  234. }
  235. }
  236. if (!foundPath)
  237. {
  238. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  239. extendedRecentProjects.AddRange(recentProjects);
  240. RecentProject newProject = new RecentProject();
  241. newProject.path = projectPath;
  242. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  243. extendedRecentProjects.Add(newProject);
  244. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  245. }
  246. EditorSettings.LastOpenProject = projectPath;
  247. EditorSettings.Save();
  248. ProjectLibrary.Refresh();
  249. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  250. monitor.OnAdded += OnAssetModified;
  251. monitor.OnRemoved += OnAssetModified;
  252. monitor.OnModified += OnAssetModified;
  253. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  254. Scene.Load(ProjectSettings.LastOpenScene);
  255. }
  256. private static void UnloadProject()
  257. {
  258. Action continueUnload =
  259. () =>
  260. {
  261. Scene.Clear();
  262. if (monitor != null)
  263. {
  264. monitor.Destroy();
  265. monitor = null;
  266. }
  267. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  268. if(window != null)
  269. window.Reset();
  270. Internal_UnloadProject();
  271. };
  272. Action<DialogBox.ResultType> dialogCallback =
  273. (result) =>
  274. {
  275. if (result == DialogBox.ResultType.Yes)
  276. SaveScene();
  277. continueUnload();
  278. };
  279. if (Scene.IsModified())
  280. {
  281. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  282. DialogBox.Type.YesNoCancel, dialogCallback);
  283. }
  284. else
  285. continueUnload();
  286. }
  287. [MenuItem("Components/Camera")]
  288. private static void AddCamera()
  289. {
  290. SceneObject so = Selection.sceneObject;
  291. if (so == null)
  292. return;
  293. UndoRedo.RecordSO(so, "Added a Camera component");
  294. so.AddComponent<Camera>();
  295. }
  296. [MenuItem("Components/Renderable")]
  297. private static void AddRenderable()
  298. {
  299. SceneObject so = Selection.sceneObject;
  300. if (so == null)
  301. return;
  302. UndoRedo.RecordSO(so, "Added a Renderable component");
  303. so.AddComponent<Renderable>();
  304. }
  305. [MenuItem("Components/Point light")]
  306. private static void AddPointLight()
  307. {
  308. SceneObject so = Selection.sceneObject;
  309. if (so == null)
  310. return;
  311. UndoRedo.RecordSO(so, "Added a Light component");
  312. Light light = so.AddComponent<Light>();
  313. light.Type = LightType.Point;
  314. }
  315. [MenuItem("Components/Spot light")]
  316. private static void AddSpotLight()
  317. {
  318. SceneObject so = Selection.sceneObject;
  319. if (so == null)
  320. return;
  321. UndoRedo.RecordSO(so, "Added a Light component");
  322. Light light = so.AddComponent<Light>();
  323. light.Type = LightType.Spot;
  324. }
  325. [MenuItem("Components/Directional light")]
  326. private static void AddDirectionalLight()
  327. {
  328. SceneObject so = Selection.sceneObject;
  329. if (so == null)
  330. return;
  331. UndoRedo.RecordSO(so, "Added a Light component");
  332. Light light = so.AddComponent<Light>();
  333. light.Type = LightType.Directional;
  334. }
  335. [MenuItem("Scene Objects/Camera")]
  336. private static void AddCameraSO()
  337. {
  338. SceneObject so = UndoRedo.CreateSO("Camera", "Created a Camera");
  339. so.AddComponent<Camera>();
  340. Selection.sceneObject = so;
  341. }
  342. [MenuItem("Scene Objects/Renderable")]
  343. private static void AddRenderableSO()
  344. {
  345. SceneObject so = UndoRedo.CreateSO("Renderable", "Created a Renderable");
  346. so.AddComponent<Renderable>();
  347. Selection.sceneObject = so;
  348. }
  349. [MenuItem("Scene Objects/Point light")]
  350. private static void AddPointLightSO()
  351. {
  352. SceneObject so = UndoRedo.CreateSO("Point light", "Created a Light");
  353. Light light = so.AddComponent<Light>();
  354. light.Type = LightType.Point;
  355. Selection.sceneObject = so;
  356. }
  357. [MenuItem("Scene Objects/Spot light")]
  358. private static void AddSpotLightSO()
  359. {
  360. SceneObject so = UndoRedo.CreateSO("Spot light", "Created a Light");
  361. Light light = so.AddComponent<Light>();
  362. light.Type = LightType.Spot;
  363. Selection.sceneObject = so;
  364. }
  365. [MenuItem("Scene Objects/Directional light")]
  366. private static void AddDirectionalLightSO()
  367. {
  368. SceneObject so = UndoRedo.CreateSO("Directional light", "Created a Light");
  369. Light light = so.AddComponent<Light>();
  370. light.Type = LightType.Directional;
  371. Selection.sceneObject = so;
  372. }
  373. [MethodImpl(MethodImplOptions.InternalCall)]
  374. private static extern string Internal_GetProjectPath();
  375. [MethodImpl(MethodImplOptions.InternalCall)]
  376. private static extern string Internal_GetProjectName();
  377. [MethodImpl(MethodImplOptions.InternalCall)]
  378. private static extern bool Internal_GetProjectLoaded();
  379. [MethodImpl(MethodImplOptions.InternalCall)]
  380. private static extern string Internal_GetCompilerPath();
  381. [MethodImpl(MethodImplOptions.InternalCall)]
  382. private static extern string Internal_GetBuiltinAssemblyPath();
  383. [MethodImpl(MethodImplOptions.InternalCall)]
  384. private static extern string Internal_GetScriptAssemblyPath();
  385. [MethodImpl(MethodImplOptions.InternalCall)]
  386. private static extern string Internal_GetFrameworkAssemblyPath();
  387. [MethodImpl(MethodImplOptions.InternalCall)]
  388. private static extern string Internal_GetEngineAssemblyName();
  389. [MethodImpl(MethodImplOptions.InternalCall)]
  390. private static extern string Internal_GetEditorAssemblyName();
  391. [MethodImpl(MethodImplOptions.InternalCall)]
  392. private static extern string Internal_GetScriptGameAssemblyName();
  393. [MethodImpl(MethodImplOptions.InternalCall)]
  394. private static extern string Internal_GetScriptEditorAssemblyName();
  395. [MethodImpl(MethodImplOptions.InternalCall)]
  396. private static extern string Internal_SaveScene(string path);
  397. [MethodImpl(MethodImplOptions.InternalCall)]
  398. private static extern bool Internal_IsValidProject(string path);
  399. [MethodImpl(MethodImplOptions.InternalCall)]
  400. private static extern void Internal_SaveProject();
  401. [MethodImpl(MethodImplOptions.InternalCall)]
  402. private static extern void Internal_LoadProject(string path);
  403. [MethodImpl(MethodImplOptions.InternalCall)]
  404. private static extern void Internal_UnloadProject();
  405. [MethodImpl(MethodImplOptions.InternalCall)]
  406. private static extern void Internal_CreateProject(string path);
  407. }
  408. }