BsScriptEditorApplication.cpp 14 KB

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  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 "Generated/BsScriptRenderTexture.generated.h"
  26. #include "BsEditorScriptLibrary.h"
  27. namespace bs
  28. {
  29. bool ScriptEditorApplication::mRequestProjectLoad = false;
  30. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  31. Path ScriptEditorApplication::mProjectLoadPath;
  32. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  33. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  34. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  35. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  36. :ScriptObject(instance)
  37. { }
  38. void ScriptEditorApplication::initRuntimeData()
  39. {
  40. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", (void*)&ScriptEditorApplication::internal_SetStatusScene);
  41. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", (void*)&ScriptEditorApplication::internal_SetStatusProject);
  42. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", (void*)&ScriptEditorApplication::internal_SetStatusCompiling);
  43. metaData.scriptClass->addInternalCall("Internal_SetStatusImporting", (void*)&ScriptEditorApplication::internal_SetStatusImporting);
  44. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", (void*)&ScriptEditorApplication::internal_GetProjectPath);
  45. metaData.scriptClass->addInternalCall("Internal_GetProjectName", (void*)&ScriptEditorApplication::internal_GetProjectName);
  46. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", (void*)&ScriptEditorApplication::internal_GetProjectLoaded);
  47. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", (void*)&ScriptEditorApplication::internal_GetCompilerPath);
  48. metaData.scriptClass->addInternalCall("Internal_GetMonoExecPath", (void*) &ScriptEditorApplication::internal_GetMonoExecPath);
  49. metaData.scriptClass->addInternalCall("Internal_GetBuiltinReleaseAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath);
  50. metaData.scriptClass->addInternalCall("Internal_GetBuiltinDebugAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath);
  51. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", (void*)&ScriptEditorApplication::internal_GetScriptAssemblyPath);
  52. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", (void*)&ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  53. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", (void*)&ScriptEditorApplication::internal_GetEngineAssemblyName);
  54. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetEditorAssemblyName);
  55. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  56. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  57. metaData.scriptClass->addInternalCall("Internal_SaveScene", (void*)&ScriptEditorApplication::internal_SaveScene);
  58. metaData.scriptClass->addInternalCall("Internal_IsValidProject", (void*)&ScriptEditorApplication::internal_IsValidProject);
  59. metaData.scriptClass->addInternalCall("Internal_SaveProject", (void*)&ScriptEditorApplication::internal_SaveProject);
  60. metaData.scriptClass->addInternalCall("Internal_LoadProject", (void*)&ScriptEditorApplication::internal_LoadProject);
  61. metaData.scriptClass->addInternalCall("Internal_UnloadProject", (void*)&ScriptEditorApplication::internal_UnloadProject);
  62. metaData.scriptClass->addInternalCall("Internal_CreateProject", (void*)&ScriptEditorApplication::internal_CreateProject);
  63. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", (void*)&ScriptEditorApplication::internal_ReloadAssemblies);
  64. metaData.scriptClass->addInternalCall("Internal_OpenFolder", (void*) &ScriptEditorApplication::internal_OpenFolder);
  65. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", (void*)&ScriptEditorApplication::internal_RunUnitTests);
  66. metaData.scriptClass->addInternalCall("Internal_Quit", (void*)&ScriptEditorApplication::internal_Quit);
  67. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", (void*)&ScriptEditorApplication::internal_ToggleToolbarItem);
  68. metaData.scriptClass->addInternalCall("Internal_GetIsPlaying", (void*)&ScriptEditorApplication::internal_GetIsPlaying);
  69. metaData.scriptClass->addInternalCall("Internal_SetIsPlaying", (void*)&ScriptEditorApplication::internal_SetIsPlaying);
  70. metaData.scriptClass->addInternalCall("Internal_GetIsPaused", (void*)&ScriptEditorApplication::internal_GetIsPaused);
  71. metaData.scriptClass->addInternalCall("Internal_SetIsPaused", (void*)&ScriptEditorApplication::internal_SetIsPaused);
  72. metaData.scriptClass->addInternalCall("Internal_FrameStep", (void*)&ScriptEditorApplication::internal_FrameStep);
  73. metaData.scriptClass->addInternalCall("Internal_SetMainRenderTarget", (void*)&ScriptEditorApplication::internal_SetMainRenderTarget);
  74. metaData.scriptClass->addInternalCall("Internal_HasFocus", (void*)&ScriptEditorApplication::internal_HasFocus);
  75. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  76. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  77. }
  78. void ScriptEditorApplication::startUp()
  79. {
  80. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  81. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  82. }
  83. void ScriptEditorApplication::shutDown()
  84. {
  85. OnStatusBarClickedConn.disconnect();
  86. }
  87. void ScriptEditorApplication::update()
  88. {
  89. // Project load must be delayed when requested from managed code because it
  90. // triggers managed assembly reload, and that can't be performed when called
  91. // from the Mono thread.
  92. if (mRequestProjectLoad)
  93. {
  94. gEditorApplication().loadProject(mProjectLoadPath);
  95. mRequestProjectLoad = false;
  96. mRequestAssemblyReload = false;
  97. MonoUtil::invokeThunk(onProjectLoadedThunk);
  98. }
  99. else if (mRequestAssemblyReload)
  100. {
  101. ScriptManager::instance().reload();
  102. mRequestAssemblyReload = false;
  103. }
  104. }
  105. void ScriptEditorApplication::onStatusBarClicked()
  106. {
  107. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  108. }
  109. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  110. {
  111. String nativeScene = MonoUtil::monoToString(name);
  112. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  113. mainWindow->getStatusBar().setScene(nativeScene, modified);
  114. }
  115. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  116. {
  117. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  118. if (gEditorApplication().isProjectLoaded())
  119. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  120. else
  121. mainWindow->getStatusBar().setProject("None", false);
  122. }
  123. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  124. {
  125. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  126. mainWindow->getStatusBar().setIsCompiling(compiling);
  127. }
  128. void ScriptEditorApplication::internal_SetStatusImporting(bool importing, float percent)
  129. {
  130. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  131. mainWindow->getStatusBar().setIsImporting(importing, percent);
  132. }
  133. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  134. {
  135. Path projectPath = gEditorApplication().getProjectPath();
  136. return MonoUtil::stringToMono(projectPath.toString());
  137. }
  138. MonoString* ScriptEditorApplication::internal_GetProjectName()
  139. {
  140. String projectName = gEditorApplication().getProjectName();
  141. return MonoUtil::stringToMono(projectName);
  142. }
  143. bool ScriptEditorApplication::internal_GetProjectLoaded()
  144. {
  145. return gEditorApplication().isProjectLoaded();
  146. }
  147. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  148. {
  149. Path compilerPath = MonoManager::instance().getCompilerPath();
  150. return MonoUtil::stringToMono(compilerPath.toString());
  151. }
  152. MonoString* ScriptEditorApplication::internal_GetMonoExecPath()
  153. {
  154. Path path = MonoManager::instance().getMonoExecPath();
  155. return MonoUtil::stringToMono(path.toString());
  156. }
  157. MonoString* ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath()
  158. {
  159. Path releaseAssemblyFolder = EditorScriptLibrary::getReleaseAssemblyPath();
  160. return MonoUtil::stringToMono(releaseAssemblyFolder.toString());
  161. }
  162. MonoString* ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath()
  163. {
  164. Path debugAssemblyFolder = EditorScriptLibrary::getDebugAssemblyPath();
  165. return MonoUtil::stringToMono(debugAssemblyFolder.toString());
  166. }
  167. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  168. {
  169. Path assemblyFolder = EditorScriptLibrary::instance().getScriptAssemblyFolder();
  170. return MonoUtil::stringToMono(assemblyFolder.toString());
  171. }
  172. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  173. {
  174. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  175. return MonoUtil::stringToMono(assemblyFolder.toString());
  176. }
  177. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  178. {
  179. return MonoUtil::stringToMono(String(ENGINE_ASSEMBLY) + ".dll");
  180. }
  181. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  182. {
  183. return MonoUtil::stringToMono(String(EDITOR_ASSEMBLY) + ".dll");
  184. }
  185. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  186. {
  187. return MonoUtil::stringToMono(String(SCRIPT_GAME_ASSEMBLY) + ".dll");
  188. }
  189. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  190. {
  191. return MonoUtil::stringToMono(String(SCRIPT_EDITOR_ASSEMBLY) + ".dll");
  192. }
  193. MonoObject* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  194. {
  195. Path nativePath = MonoUtil::monoToString(path);
  196. HSceneObject sceneRoot = gSceneManager().getRootNode();
  197. SPtr<ProjectResourceMeta> resMeta = gProjectLibrary().findResourceMeta(nativePath);
  198. HPrefab scene;
  199. if (resMeta != nullptr)
  200. {
  201. if (resMeta->getTypeID() != TID_Prefab)
  202. return nullptr;
  203. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  204. scene->update(sceneRoot);
  205. gProjectLibrary().saveEntry(scene);
  206. }
  207. else
  208. {
  209. scene = Prefab::create(sceneRoot);
  210. gProjectLibrary().createEntry(scene, nativePath);
  211. }
  212. ScriptResourceBase* scriptPrefab = ScriptResourceManager::instance().getScriptResource(scene, true);
  213. return scriptPrefab->getManagedInstance();
  214. }
  215. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  216. {
  217. Path nativePath = MonoUtil::monoToString(path);
  218. return gEditorApplication().isValidProjectPath(nativePath);
  219. }
  220. void ScriptEditorApplication::internal_SaveProject()
  221. {
  222. gEditorApplication().saveProject();
  223. }
  224. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  225. {
  226. mRequestProjectLoad = true;
  227. mProjectLoadPath = MonoUtil::monoToString(path);
  228. }
  229. void ScriptEditorApplication::internal_UnloadProject()
  230. {
  231. gEditorApplication().unloadProject();
  232. }
  233. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  234. {
  235. Path nativePath = MonoUtil::monoToString(path);
  236. gEditorApplication().createProject(nativePath);
  237. }
  238. void ScriptEditorApplication::internal_ReloadAssemblies()
  239. {
  240. mRequestAssemblyReload = true;
  241. }
  242. void ScriptEditorApplication::internal_OpenFolder(MonoString* path)
  243. {
  244. Path nativePath = MonoUtil::monoToString(path);
  245. Platform::openFolder(nativePath);
  246. }
  247. void ScriptEditorApplication::internal_RunUnitTests()
  248. {
  249. #if BS_DEBUG_MODE
  250. SPtr<TestSuite> testSuite = TestSuite::create<ScriptEditorTestSuite>();
  251. ExceptionTestOutput testOutput;
  252. testSuite->run(testOutput);
  253. #endif
  254. }
  255. void ScriptEditorApplication::internal_Quit()
  256. {
  257. gApplication().stopMainLoop();
  258. }
  259. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  260. {
  261. String nativeName = MonoUtil::monoToString(name);
  262. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  263. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  264. }
  265. bool ScriptEditorApplication::internal_GetIsPlaying()
  266. {
  267. return PlayInEditorManager::instance().getState() == PlayInEditorState::Playing;
  268. }
  269. void ScriptEditorApplication::internal_SetIsPlaying(bool value)
  270. {
  271. if (value)
  272. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  273. else
  274. PlayInEditorManager::instance().setState(PlayInEditorState::Stopped);
  275. }
  276. bool ScriptEditorApplication::internal_GetIsPaused()
  277. {
  278. return PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  279. }
  280. void ScriptEditorApplication::internal_SetIsPaused(bool value)
  281. {
  282. if (value)
  283. PlayInEditorManager::instance().setState(PlayInEditorState::Paused);
  284. else
  285. {
  286. bool isPaused = PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  287. if (isPaused)
  288. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  289. }
  290. }
  291. void ScriptEditorApplication::internal_FrameStep()
  292. {
  293. PlayInEditorManager::instance().frameStep();
  294. }
  295. void ScriptEditorApplication::internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget)
  296. {
  297. if (renderTarget == nullptr)
  298. SceneManager::instance().setMainRenderTarget(nullptr);
  299. else
  300. SceneManager::instance().setMainRenderTarget(renderTarget->getInternal());
  301. }
  302. bool ScriptEditorApplication::internal_HasFocus()
  303. {
  304. return EditorWindowManager::instance().hasFocus();
  305. }
  306. }