EditorApplication.cs 23 KB

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  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. /// <summary>
  9. /// Available tools in the scene view.
  10. /// </summary>
  11. public enum SceneViewTool
  12. {
  13. View,
  14. Move,
  15. Rotate,
  16. Scale
  17. }
  18. /// <summary>
  19. /// Pivot mode used by the scene view tools.
  20. /// </summary>
  21. public enum HandlePivotMode
  22. {
  23. Center,
  24. Pivot
  25. }
  26. /// <summary>
  27. /// Coordinate mode used by the scene view tools.
  28. /// </summary>
  29. public enum HandleCoordinateMode
  30. {
  31. Local,
  32. World
  33. }
  34. /// <summary>
  35. /// Manages various generic and global settings relating to the editor.
  36. /// </summary>
  37. public class EditorApplication
  38. {
  39. /// <summary>
  40. /// Determines the active tool shown in the scene view.
  41. /// </summary>
  42. public static SceneViewTool ActiveSceneTool
  43. {
  44. get { return EditorSettings.ActiveSceneTool; }
  45. set { EditorSettings.ActiveSceneTool = value; }
  46. }
  47. /// <summary>
  48. /// Determines the coordinate mode used by the tools in the scene view.
  49. /// </summary>
  50. public static HandleCoordinateMode ActiveCoordinateMode
  51. {
  52. get { return EditorSettings.ActiveCoordinateMode; }
  53. set { EditorSettings.ActiveCoordinateMode = value; }
  54. }
  55. /// <summary>
  56. /// Determines the pivot mode used by the tools in the scene view.
  57. /// </summary>
  58. public static HandlePivotMode ActivePivotMode
  59. {
  60. get { return EditorSettings.ActivePivotMode; }
  61. set { EditorSettings.ActivePivotMode = value; }
  62. }
  63. /// <summary>
  64. /// Camera used for rendering the scene view.
  65. /// </summary>
  66. public static Camera SceneViewCamera
  67. {
  68. get { return EditorWindow.GetWindow<SceneWindow>().Camera; }
  69. }
  70. /// <summary>
  71. /// Absolute path to the folder containing the currently open project.
  72. /// </summary>
  73. public static string ProjectPath { get { return Internal_GetProjectPath(); } }
  74. /// <summary>
  75. /// Name of the currently open project.
  76. /// </summary>
  77. public static string ProjectName { get { return Internal_GetProjectName(); } }
  78. /// <summary>
  79. /// Checks is any project currently loaded.
  80. /// </summary>
  81. public static bool IsProjectLoaded { get { return Internal_GetProjectLoaded(); } }
  82. /// <summary>
  83. /// Returns the path where the script compiler is located at.
  84. /// </summary>
  85. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  86. /// <summary>
  87. /// Returns the path to the folder where the builtin script assemblies are located at.
  88. /// </summary>
  89. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  90. /// <summary>
  91. /// Returns the path to the folder where the custom script assemblies are located at.
  92. /// </summary>
  93. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  94. /// <summary>
  95. /// Returns the path to the folder where the .NET framework assemblies are located at.
  96. /// </summary>
  97. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  98. /// <summary>
  99. /// Name of the builtin assembly containing engine specific types.
  100. /// </summary>
  101. internal static string EngineAssembly { get { return Internal_GetEngineAssemblyName(); } }
  102. /// <summary>
  103. /// Name of the builtin assembly containing editor specific types.
  104. /// </summary>
  105. internal static string EditorAssembly { get { return Internal_GetEditorAssemblyName(); } }
  106. /// <summary>
  107. /// Name of the custom assembly compiled from non-editor scripts within the project.
  108. /// </summary>
  109. internal static string ScriptGameAssembly { get { return Internal_GetScriptGameAssemblyName(); } }
  110. /// <summary>
  111. /// Name of the custom assembly compiled from editor scripts within the project.
  112. /// </summary>
  113. internal static string ScriptEditorAssembly { get { return Internal_GetScriptEditorAssemblyName(); } }
  114. private static EditorApplication instance;
  115. private static FolderMonitor monitor;
  116. private static HashSet<string> dirtyResources = new HashSet<string>();
  117. private static bool sceneDirty;
  118. /// <summary>
  119. /// Constructs a new editor application. Called at editor start-up by the runtime.
  120. /// </summary>
  121. internal EditorApplication()
  122. {
  123. instance = this;
  124. // Register controls
  125. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  126. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  127. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  128. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  129. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  130. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  131. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  132. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  133. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  134. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  135. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  136. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  137. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  138. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  139. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  140. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  141. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  142. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  143. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  144. }
  145. /// <summary>
  146. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  147. /// </summary>
  148. /// <param name="path">Path to the modified file or folder.</param>
  149. private static void OnAssetModified(string path)
  150. {
  151. ProjectLibrary.Refresh(path);
  152. }
  153. /// <summary>
  154. /// Called 60 times per second by the runtime.
  155. /// </summary>
  156. internal void OnEditorUpdate()
  157. {
  158. ProjectLibrary.Update();
  159. }
  160. /// <summary>
  161. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  162. /// is modified the user is offered a chance to save it.
  163. /// </summary>
  164. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050, true)]
  165. private static void LoadScene()
  166. {
  167. string[] scenePaths;
  168. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  169. {
  170. if (scenePaths.Length > 0)
  171. LoadScene(scenePaths[0]);
  172. }
  173. }
  174. /// <summary>
  175. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  176. /// saved it is instead automatically saved at the last location.
  177. /// </summary>
  178. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  179. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  180. private static void SaveScene()
  181. {
  182. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  183. {
  184. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  185. SaveScene(scenePath);
  186. }
  187. else
  188. SaveSceneAs();
  189. }
  190. /// <summary>
  191. /// Opens a dialog to allows the user to select a location where to save the current scene.
  192. /// </summary>
  193. [MenuItem("File/Save Scene As", 10048)]
  194. private static void SaveSceneAs()
  195. {
  196. string scenePath = "";
  197. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  198. {
  199. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  200. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  201. DialogBox.Type.OK);
  202. else
  203. {
  204. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  205. // Internal_SaveScene will silently fail.
  206. scenePath = ".prefab";
  207. SaveScene(scenePath);
  208. LoadScene(scenePath);
  209. }
  210. }
  211. }
  212. /// <summary>
  213. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  214. /// chance to save it.
  215. /// </summary>
  216. /// <param name="path">Path to a valid prefab relative to the resource folder.</param>
  217. public static void LoadScene(string path)
  218. {
  219. Action<string> continueLoad =
  220. (scenePath) =>
  221. {
  222. Scene.Load(path);
  223. SetSceneDirty(false);
  224. ProjectSettings.LastOpenScene = scenePath;
  225. ProjectSettings.Save();
  226. };
  227. Action<DialogBox.ResultType> dialogCallback =
  228. (result) =>
  229. {
  230. if (result == DialogBox.ResultType.Yes)
  231. {
  232. SaveScene();
  233. continueLoad(path);
  234. }
  235. else if (result == DialogBox.ResultType.No)
  236. continueLoad(path);
  237. };
  238. if (IsSceneModified())
  239. {
  240. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  241. DialogBox.Type.YesNoCancel, dialogCallback);
  242. }
  243. else
  244. continueLoad(path);
  245. }
  246. /// <summary>
  247. /// Saves the currently loaded scene to the specified path.
  248. /// </summary>
  249. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  250. /// prefab it just needs updating. </param>
  251. public static void SaveScene(string path)
  252. {
  253. Internal_SaveScene(path);
  254. SetSceneDirty(false);
  255. }
  256. /// <summary>
  257. /// Checks does the folder at the provieded path contain a valid project.
  258. /// </summary>
  259. /// <param name="path">Absolute path to the root project folder.</param>
  260. /// <returns>True if the folder contains a valid project.</returns>
  261. public static bool IsValidProject(string path)
  262. {
  263. return Internal_IsValidProject(path);
  264. }
  265. /// <summary>
  266. /// Contains a new project in the provided folder.
  267. /// </summary>
  268. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  269. /// project's name.</param>
  270. public static void CreateProject(string path)
  271. {
  272. Internal_CreateProject(path);
  273. }
  274. /// <summary>
  275. /// Opens a Project Window allowing you to browse for or create a project.
  276. /// </summary>
  277. [MenuItem("File/Open Project", 10100)]
  278. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  279. public static void BrowseForProject()
  280. {
  281. ProjectWindow.Open();
  282. }
  283. /// <summary>
  284. /// Saves all data in the currently open project.
  285. /// </summary>
  286. [MenuItem("File/Save Project", 10099)]
  287. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  288. public static void SaveProject()
  289. {
  290. foreach (var resourceUUID in dirtyResources)
  291. {
  292. string path = ProjectLibrary.GetPath(resourceUUID);
  293. Resource resource = ProjectLibrary.Load<Resource>(path);
  294. if(resource != null)
  295. ProjectLibrary.Save(resource);
  296. }
  297. dirtyResources.Clear();
  298. SetStatusProject(false);
  299. Internal_SaveProject();
  300. }
  301. /// <summary>
  302. /// Loads the project at the specified path. This method executes asynchronously and will trigger
  303. /// <see cref="OnProjectLoaded"/> when done.
  304. /// </summary>
  305. /// <param name="path">Absolute path to the project's root folder.</param>
  306. public static void LoadProject(string path)
  307. {
  308. if (IsProjectLoaded && path == ProjectPath)
  309. return;
  310. if (!Internal_IsValidProject(path))
  311. {
  312. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  313. return;
  314. }
  315. if (IsProjectLoaded)
  316. UnloadProject();
  317. Internal_LoadProject(path); // Triggers OnProjectLoaded when done
  318. }
  319. /// <summary>
  320. /// Opens a file or a folder in the default external application.
  321. /// </summary>
  322. /// <param name="path">Absolute path to the file or folder to open.</param>
  323. public static void OpenExternally(string path)
  324. {
  325. Internal_OpenExternally(path);
  326. }
  327. /// <summary>
  328. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  329. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  330. /// </summary>
  331. /// <param name="resource">Resource to mark as dirty</param>
  332. public static void SetDirty(Resource resource)
  333. {
  334. if (resource == null)
  335. return;
  336. SetStatusProject(true);
  337. dirtyResources.Add(resource.UUID);
  338. }
  339. /// <summary>
  340. /// Marks the current scene as dirty.
  341. /// </summary>
  342. public static void SetSceneDirty()
  343. {
  344. SetSceneDirty(true);
  345. }
  346. /// <summary>
  347. /// Marks the current scene as clean or dirty.
  348. /// </summary>
  349. /// <param name="dirty">Should the scene be marked as clean or dirty.</param>
  350. internal static void SetSceneDirty(bool dirty)
  351. {
  352. sceneDirty = dirty;
  353. SetStatusScene(Scene.ActiveSceneName, dirty);
  354. if (!dirty)
  355. dirtyResources.Remove(Scene.ActiveSceneUUID);
  356. }
  357. /// <summary>
  358. /// Checks is the specific resource dirty and needs saving.
  359. /// </summary>
  360. /// <param name="resource">Resource to check.</param>
  361. /// <returns>True if the resource requires saving, false otherwise.</returns>
  362. public static bool IsDirty(Resource resource)
  363. {
  364. return dirtyResources.Contains(resource.UUID);
  365. }
  366. /// <summary>
  367. /// Triggered when <see cref="LoadProject"/> method completes.
  368. /// </summary>
  369. private static void OnProjectLoaded()
  370. {
  371. SetStatusProject(false);
  372. if (!IsProjectLoaded)
  373. {
  374. ProjectWindow.Open();
  375. return;
  376. }
  377. string projectPath = ProjectPath;
  378. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  379. bool foundPath = false;
  380. for (int i = 0; i < recentProjects.Length; i++)
  381. {
  382. if (PathEx.Compare(recentProjects[i].path, projectPath))
  383. {
  384. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  385. EditorSettings.RecentProjects = recentProjects;
  386. foundPath = true;
  387. break;
  388. }
  389. }
  390. if (!foundPath)
  391. {
  392. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  393. extendedRecentProjects.AddRange(recentProjects);
  394. RecentProject newProject = new RecentProject();
  395. newProject.path = projectPath;
  396. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  397. extendedRecentProjects.Add(newProject);
  398. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  399. }
  400. EditorSettings.LastOpenProject = projectPath;
  401. EditorSettings.Save();
  402. ProjectLibrary.Refresh();
  403. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  404. monitor.OnAdded += OnAssetModified;
  405. monitor.OnRemoved += OnAssetModified;
  406. monitor.OnModified += OnAssetModified;
  407. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  408. Scene.Load(ProjectSettings.LastOpenScene);
  409. }
  410. /// <summary>
  411. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  412. /// Automatically saves all project data before unloading.
  413. /// </summary>
  414. private static void UnloadProject()
  415. {
  416. Action continueUnload =
  417. () =>
  418. {
  419. Scene.Clear();
  420. if (monitor != null)
  421. {
  422. monitor.Destroy();
  423. monitor = null;
  424. }
  425. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  426. if(window != null)
  427. window.Reset();
  428. SetSceneDirty(false);
  429. Internal_UnloadProject();
  430. SetStatusProject(false);
  431. };
  432. Action<DialogBox.ResultType> dialogCallback =
  433. (result) =>
  434. {
  435. if (result == DialogBox.ResultType.Yes)
  436. SaveScene();
  437. continueUnload();
  438. };
  439. if (IsSceneModified())
  440. {
  441. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  442. DialogBox.Type.YesNoCancel, dialogCallback);
  443. }
  444. else
  445. continueUnload();
  446. }
  447. /// <summary>
  448. /// Changes the scene displayed on the status bar.
  449. /// </summary>
  450. /// <param name="name">Name of the scene.</param>
  451. /// <param name="modified">Whether to display the scene as modified or not.</param>
  452. private static void SetStatusScene(string name, bool modified)
  453. {
  454. Internal_SetStatusScene(name, modified);
  455. }
  456. /// <summary>
  457. /// Changes the project state displayed on the status bar.
  458. /// </summary>
  459. /// <param name="modified">Whether to display the project as modified or not.</param>
  460. private static void SetStatusProject(bool modified)
  461. {
  462. Internal_SetStatusProject(modified);
  463. }
  464. /// <summary>
  465. /// Checks did we make any modifications to the scene since it was last saved.
  466. /// </summary>
  467. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  468. public static bool IsSceneModified()
  469. {
  470. return sceneDirty;
  471. }
  472. [MethodImpl(MethodImplOptions.InternalCall)]
  473. private static extern void Internal_SetStatusScene(string name, bool modified);
  474. [MethodImpl(MethodImplOptions.InternalCall)]
  475. private static extern void Internal_SetStatusProject(bool modified);
  476. [MethodImpl(MethodImplOptions.InternalCall)]
  477. private static extern string Internal_GetProjectPath();
  478. [MethodImpl(MethodImplOptions.InternalCall)]
  479. private static extern string Internal_GetProjectName();
  480. [MethodImpl(MethodImplOptions.InternalCall)]
  481. private static extern bool Internal_GetProjectLoaded();
  482. [MethodImpl(MethodImplOptions.InternalCall)]
  483. private static extern string Internal_GetCompilerPath();
  484. [MethodImpl(MethodImplOptions.InternalCall)]
  485. private static extern string Internal_GetBuiltinAssemblyPath();
  486. [MethodImpl(MethodImplOptions.InternalCall)]
  487. private static extern string Internal_GetScriptAssemblyPath();
  488. [MethodImpl(MethodImplOptions.InternalCall)]
  489. private static extern string Internal_GetFrameworkAssemblyPath();
  490. [MethodImpl(MethodImplOptions.InternalCall)]
  491. private static extern string Internal_GetEngineAssemblyName();
  492. [MethodImpl(MethodImplOptions.InternalCall)]
  493. private static extern string Internal_GetEditorAssemblyName();
  494. [MethodImpl(MethodImplOptions.InternalCall)]
  495. private static extern string Internal_GetScriptGameAssemblyName();
  496. [MethodImpl(MethodImplOptions.InternalCall)]
  497. private static extern string Internal_GetScriptEditorAssemblyName();
  498. [MethodImpl(MethodImplOptions.InternalCall)]
  499. private static extern string Internal_SaveScene(string path);
  500. [MethodImpl(MethodImplOptions.InternalCall)]
  501. private static extern bool Internal_IsValidProject(string path);
  502. [MethodImpl(MethodImplOptions.InternalCall)]
  503. private static extern void Internal_SaveProject();
  504. [MethodImpl(MethodImplOptions.InternalCall)]
  505. private static extern void Internal_LoadProject(string path);
  506. [MethodImpl(MethodImplOptions.InternalCall)]
  507. private static extern void Internal_UnloadProject();
  508. [MethodImpl(MethodImplOptions.InternalCall)]
  509. private static extern void Internal_CreateProject(string path);
  510. [MethodImpl(MethodImplOptions.InternalCall)]
  511. private static extern void Internal_OpenExternally(string path);
  512. }
  513. }