BsScriptEditorApplication.cpp 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368
  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptEditorApplication.h"
  4. #include "BsMonoManager.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoMethod.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsEditorApplication.h"
  9. #include "Library/BsProjectLibrary.h"
  10. #include "Library/BsProjectResourceMeta.h"
  11. #include "Scene/BsPrefab.h"
  12. #include "Scene/BsSceneManager.h"
  13. #include "EditorWindow/BsEditorWindowManager.h"
  14. #include "EditorWindow/BsMainEditorWindow.h"
  15. #include "GUI/BsGUIStatusBar.h"
  16. #include "Wrappers/BsScriptEditorTestSuite.h"
  17. #include "Testing/BsTestOutput.h"
  18. #include "Script/BsScriptManager.h"
  19. #include "GUI/BsGUIMenuBar.h"
  20. #include "BsPlayInEditorManager.h"
  21. #include "Platform/BsPlatform.h"
  22. #include "BsScriptResourceManager.h"
  23. #include "FileSystem/BsFileSystem.h"
  24. #include "Wrappers/BsScriptPrefab.h"
  25. #include "BsScriptRenderTexture.generated.h"
  26. namespace bs
  27. {
  28. bool ScriptEditorApplication::mRequestProjectLoad = false;
  29. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  30. Path ScriptEditorApplication::mProjectLoadPath;
  31. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  32. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  33. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  34. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  35. :ScriptObject(instance)
  36. { }
  37. void ScriptEditorApplication::initRuntimeData()
  38. {
  39. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", (void*)&ScriptEditorApplication::internal_SetStatusScene);
  40. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", (void*)&ScriptEditorApplication::internal_SetStatusProject);
  41. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", (void*)&ScriptEditorApplication::internal_SetStatusCompiling);
  42. metaData.scriptClass->addInternalCall("Internal_SetStatusImporting", (void*)&ScriptEditorApplication::internal_SetStatusImporting);
  43. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", (void*)&ScriptEditorApplication::internal_GetProjectPath);
  44. metaData.scriptClass->addInternalCall("Internal_GetProjectName", (void*)&ScriptEditorApplication::internal_GetProjectName);
  45. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", (void*)&ScriptEditorApplication::internal_GetProjectLoaded);
  46. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", (void*)&ScriptEditorApplication::internal_GetCompilerPath);
  47. metaData.scriptClass->addInternalCall("Internal_GetMonoExecPath", (void*) &ScriptEditorApplication::internal_GetMonoExecPath);
  48. metaData.scriptClass->addInternalCall("Internal_GetBuiltinReleaseAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath);
  49. metaData.scriptClass->addInternalCall("Internal_GetBuiltinDebugAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath);
  50. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", (void*)&ScriptEditorApplication::internal_GetScriptAssemblyPath);
  51. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", (void*)&ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  52. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", (void*)&ScriptEditorApplication::internal_GetEngineAssemblyName);
  53. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetEditorAssemblyName);
  54. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  55. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  56. metaData.scriptClass->addInternalCall("Internal_SaveScene", (void*)&ScriptEditorApplication::internal_SaveScene);
  57. metaData.scriptClass->addInternalCall("Internal_IsValidProject", (void*)&ScriptEditorApplication::internal_IsValidProject);
  58. metaData.scriptClass->addInternalCall("Internal_SaveProject", (void*)&ScriptEditorApplication::internal_SaveProject);
  59. metaData.scriptClass->addInternalCall("Internal_LoadProject", (void*)&ScriptEditorApplication::internal_LoadProject);
  60. metaData.scriptClass->addInternalCall("Internal_UnloadProject", (void*)&ScriptEditorApplication::internal_UnloadProject);
  61. metaData.scriptClass->addInternalCall("Internal_CreateProject", (void*)&ScriptEditorApplication::internal_CreateProject);
  62. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", (void*)&ScriptEditorApplication::internal_ReloadAssemblies);
  63. metaData.scriptClass->addInternalCall("Internal_OpenFolder", (void*) &ScriptEditorApplication::internal_OpenFolder);
  64. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", (void*)&ScriptEditorApplication::internal_RunUnitTests);
  65. metaData.scriptClass->addInternalCall("Internal_Quit", (void*)&ScriptEditorApplication::internal_Quit);
  66. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", (void*)&ScriptEditorApplication::internal_ToggleToolbarItem);
  67. metaData.scriptClass->addInternalCall("Internal_GetIsPlaying", (void*)&ScriptEditorApplication::internal_GetIsPlaying);
  68. metaData.scriptClass->addInternalCall("Internal_SetIsPlaying", (void*)&ScriptEditorApplication::internal_SetIsPlaying);
  69. metaData.scriptClass->addInternalCall("Internal_GetIsPaused", (void*)&ScriptEditorApplication::internal_GetIsPaused);
  70. metaData.scriptClass->addInternalCall("Internal_SetIsPaused", (void*)&ScriptEditorApplication::internal_SetIsPaused);
  71. metaData.scriptClass->addInternalCall("Internal_FrameStep", (void*)&ScriptEditorApplication::internal_FrameStep);
  72. metaData.scriptClass->addInternalCall("Internal_SetMainRenderTarget", (void*)&ScriptEditorApplication::internal_SetMainRenderTarget);
  73. metaData.scriptClass->addInternalCall("Internal_HasFocus", (void*)&ScriptEditorApplication::internal_HasFocus);
  74. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  75. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  76. }
  77. void ScriptEditorApplication::startUp()
  78. {
  79. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  80. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  81. }
  82. void ScriptEditorApplication::shutDown()
  83. {
  84. OnStatusBarClickedConn.disconnect();
  85. }
  86. void ScriptEditorApplication::update()
  87. {
  88. // Project load must be delayed when requested from managed code because it
  89. // triggers managed assembly reload, and that can't be performed when called
  90. // from the Mono thread.
  91. if (mRequestProjectLoad)
  92. {
  93. gEditorApplication().loadProject(mProjectLoadPath);
  94. mRequestProjectLoad = false;
  95. mRequestAssemblyReload = false;
  96. MonoUtil::invokeThunk(onProjectLoadedThunk);
  97. }
  98. else if (mRequestAssemblyReload)
  99. {
  100. ScriptManager::instance().reload();
  101. mRequestAssemblyReload = false;
  102. }
  103. }
  104. void ScriptEditorApplication::onStatusBarClicked()
  105. {
  106. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  107. }
  108. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  109. {
  110. String nativeScene = MonoUtil::monoToString(name);
  111. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  112. mainWindow->getStatusBar().setScene(nativeScene, modified);
  113. }
  114. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  115. {
  116. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  117. if (gEditorApplication().isProjectLoaded())
  118. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  119. else
  120. mainWindow->getStatusBar().setProject("None", false);
  121. }
  122. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  123. {
  124. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  125. mainWindow->getStatusBar().setIsCompiling(compiling);
  126. }
  127. void ScriptEditorApplication::internal_SetStatusImporting(bool importing, float percent)
  128. {
  129. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  130. mainWindow->getStatusBar().setIsImporting(importing, percent);
  131. }
  132. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  133. {
  134. Path projectPath = gEditorApplication().getProjectPath();
  135. return MonoUtil::stringToMono(projectPath.toString());
  136. }
  137. MonoString* ScriptEditorApplication::internal_GetProjectName()
  138. {
  139. String projectName = gEditorApplication().getProjectName();
  140. return MonoUtil::stringToMono(projectName);
  141. }
  142. bool ScriptEditorApplication::internal_GetProjectLoaded()
  143. {
  144. return gEditorApplication().isProjectLoaded();
  145. }
  146. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  147. {
  148. Path compilerPath = MonoManager::instance().getCompilerPath();
  149. return MonoUtil::stringToMono(compilerPath.toString());
  150. }
  151. MonoString* ScriptEditorApplication::internal_GetMonoExecPath()
  152. {
  153. Path path = MonoManager::instance().getMonoExecPath();
  154. return MonoUtil::stringToMono(path.toString());
  155. }
  156. MonoString* ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath()
  157. {
  158. Path releaseAssemblyFolder = Paths::getReleaseAssemblyPath();
  159. return MonoUtil::stringToMono(releaseAssemblyFolder.toString());
  160. }
  161. MonoString* ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath()
  162. {
  163. Path debugAssemblyFolder = Paths::getDebugAssemblyPath();
  164. return MonoUtil::stringToMono(debugAssemblyFolder.toString());
  165. }
  166. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  167. {
  168. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  169. return MonoUtil::stringToMono(assemblyFolder.toString());
  170. }
  171. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  172. {
  173. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  174. return MonoUtil::stringToMono(assemblyFolder.toString());
  175. }
  176. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  177. {
  178. return MonoUtil::stringToMono(String(ENGINE_ASSEMBLY) + ".dll");
  179. }
  180. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  181. {
  182. return MonoUtil::stringToMono(String(EDITOR_ASSEMBLY) + ".dll");
  183. }
  184. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  185. {
  186. return MonoUtil::stringToMono(String(SCRIPT_GAME_ASSEMBLY) + ".dll");
  187. }
  188. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  189. {
  190. return MonoUtil::stringToMono(String(SCRIPT_EDITOR_ASSEMBLY) + ".dll");
  191. }
  192. MonoObject* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  193. {
  194. Path nativePath = MonoUtil::monoToString(path);
  195. HSceneObject sceneRoot = gSceneManager().getRootNode();
  196. SPtr<ProjectResourceMeta> resMeta = gProjectLibrary().findResourceMeta(nativePath);
  197. HPrefab scene;
  198. if (resMeta != nullptr)
  199. {
  200. if (resMeta->getTypeID() != TID_Prefab)
  201. return nullptr;
  202. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  203. scene->update(sceneRoot);
  204. gProjectLibrary().saveEntry(scene);
  205. }
  206. else
  207. {
  208. scene = Prefab::create(sceneRoot);
  209. gProjectLibrary().createEntry(scene, nativePath);
  210. }
  211. ScriptResourceBase* scriptPrefab = ScriptResourceManager::instance().getScriptResource(scene, true);
  212. return scriptPrefab->getManagedInstance();
  213. }
  214. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  215. {
  216. Path nativePath = MonoUtil::monoToString(path);
  217. return gEditorApplication().isValidProjectPath(nativePath);
  218. }
  219. void ScriptEditorApplication::internal_SaveProject()
  220. {
  221. gEditorApplication().saveProject();
  222. }
  223. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  224. {
  225. mRequestProjectLoad = true;
  226. mProjectLoadPath = MonoUtil::monoToString(path);
  227. }
  228. void ScriptEditorApplication::internal_UnloadProject()
  229. {
  230. gEditorApplication().unloadProject();
  231. }
  232. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  233. {
  234. Path nativePath = MonoUtil::monoToString(path);
  235. gEditorApplication().createProject(nativePath);
  236. }
  237. void ScriptEditorApplication::internal_ReloadAssemblies()
  238. {
  239. mRequestAssemblyReload = true;
  240. }
  241. void ScriptEditorApplication::internal_OpenFolder(MonoString* path)
  242. {
  243. Path nativePath = MonoUtil::monoToString(path);
  244. Platform::openFolder(nativePath);
  245. }
  246. void ScriptEditorApplication::internal_RunUnitTests()
  247. {
  248. #if BS_DEBUG_MODE
  249. SPtr<TestSuite> testSuite = TestSuite::create<ScriptEditorTestSuite>();
  250. ExceptionTestOutput testOutput;
  251. testSuite->run(testOutput);
  252. #endif
  253. }
  254. void ScriptEditorApplication::internal_Quit()
  255. {
  256. gApplication().stopMainLoop();
  257. }
  258. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  259. {
  260. String nativeName = MonoUtil::monoToString(name);
  261. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  262. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  263. }
  264. bool ScriptEditorApplication::internal_GetIsPlaying()
  265. {
  266. return PlayInEditorManager::instance().getState() == PlayInEditorState::Playing;
  267. }
  268. void ScriptEditorApplication::internal_SetIsPlaying(bool value)
  269. {
  270. if (value)
  271. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  272. else
  273. PlayInEditorManager::instance().setState(PlayInEditorState::Stopped);
  274. }
  275. bool ScriptEditorApplication::internal_GetIsPaused()
  276. {
  277. return PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  278. }
  279. void ScriptEditorApplication::internal_SetIsPaused(bool value)
  280. {
  281. if (value)
  282. PlayInEditorManager::instance().setState(PlayInEditorState::Paused);
  283. else
  284. {
  285. bool isPaused = PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  286. if (isPaused)
  287. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  288. }
  289. }
  290. void ScriptEditorApplication::internal_FrameStep()
  291. {
  292. PlayInEditorManager::instance().frameStep();
  293. }
  294. void ScriptEditorApplication::internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget)
  295. {
  296. if (renderTarget == nullptr)
  297. SceneManager::instance().setMainRenderTarget(nullptr);
  298. else
  299. SceneManager::instance().setMainRenderTarget(renderTarget->getInternal());
  300. }
  301. bool ScriptEditorApplication::internal_HasFocus()
  302. {
  303. return EditorWindowManager::instance().hasFocus();
  304. }
  305. }