EditorApplication.cs 25 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 EngineAssemblyName { get { return Internal_GetEngineAssemblyName(); } }
  102. /// <summary>
  103. /// Name of the builtin assembly containing editor specific types.
  104. /// </summary>
  105. internal static string EditorAssemblyName { 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 ScriptGameAssemblyName { 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 ScriptEditorAssemblyName { get { return Internal_GetScriptEditorAssemblyName(); } }
  114. private static EditorApplication instance;
  115. private static FolderMonitor monitor;
  116. private static ScriptCodeManager codeManager;
  117. private static HashSet<string> dirtyResources = new HashSet<string>();
  118. private static bool sceneDirty;
  119. private static bool unitTestsExecuted;
  120. /// <summary>
  121. /// Constructs a new editor application. Called at editor start-up by the runtime.
  122. /// </summary>
  123. internal EditorApplication()
  124. {
  125. instance = this;
  126. codeManager = new ScriptCodeManager();
  127. // Register controls
  128. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  129. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  130. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  131. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  132. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  133. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  134. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  135. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  136. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  137. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  138. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  139. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  140. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  141. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  142. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  143. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  144. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  145. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  146. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  147. }
  148. /// <summary>
  149. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  150. /// </summary>
  151. /// <param name="path">Path to the modified file or folder.</param>
  152. private static void OnAssetModified(string path)
  153. {
  154. ProjectLibrary.Refresh(path);
  155. }
  156. /// <summary>
  157. /// Called 60 times per second by the runtime.
  158. /// </summary>
  159. internal void OnEditorUpdate()
  160. {
  161. ProjectLibrary.Update();
  162. codeManager.Update();
  163. }
  164. /// <summary>
  165. /// Creates a new empty scene.
  166. /// </summary>
  167. [MenuItem("File/New Scene", 10051, true)]
  168. private static void NewScene()
  169. {
  170. LoadScene(null);
  171. }
  172. /// <summary>
  173. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  174. /// is modified the user is offered a chance to save it.
  175. /// </summary>
  176. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050)]
  177. private static void LoadScene()
  178. {
  179. string[] scenePaths;
  180. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  181. {
  182. if (scenePaths.Length > 0)
  183. LoadScene(scenePaths[0]);
  184. }
  185. }
  186. /// <summary>
  187. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  188. /// saved it is instead automatically saved at the last location.
  189. /// </summary>
  190. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  191. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  192. private static void SaveScene()
  193. {
  194. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  195. {
  196. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  197. SaveScene(scenePath);
  198. }
  199. else
  200. SaveSceneAs();
  201. }
  202. /// <summary>
  203. /// Opens a dialog to allows the user to select a location where to save the current scene.
  204. /// </summary>
  205. [MenuItem("File/Save Scene As", 10048)]
  206. private static void SaveSceneAs()
  207. {
  208. string scenePath = "";
  209. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  210. {
  211. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  212. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  213. DialogBox.Type.OK);
  214. else
  215. {
  216. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  217. // Internal_SaveScene will silently fail.
  218. scenePath += ".prefab";
  219. SaveScene(scenePath);
  220. LoadScene(scenePath);
  221. }
  222. }
  223. }
  224. /// <summary>
  225. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  226. /// chance to save it.
  227. /// </summary>
  228. /// <param name="path">Path to a valid prefab relative to the resource folder. If path is empty a brand new
  229. /// scene will be loaded.</param>
  230. public static void LoadScene(string path)
  231. {
  232. Action<string> continueLoad =
  233. (scenePath) =>
  234. {
  235. if (string.IsNullOrEmpty(path))
  236. Scene.Clear();
  237. else
  238. Scene.Load(path);
  239. SetSceneDirty(false);
  240. ProjectSettings.LastOpenScene = scenePath;
  241. ProjectSettings.Save();
  242. };
  243. Action<DialogBox.ResultType> dialogCallback =
  244. (result) =>
  245. {
  246. if (result == DialogBox.ResultType.Yes)
  247. {
  248. SaveScene();
  249. continueLoad(path);
  250. }
  251. else if (result == DialogBox.ResultType.No)
  252. continueLoad(path);
  253. };
  254. if (IsSceneModified())
  255. {
  256. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  257. DialogBox.Type.YesNoCancel, dialogCallback);
  258. }
  259. else
  260. continueLoad(path);
  261. }
  262. /// <summary>
  263. /// Saves the currently loaded scene to the specified path.
  264. /// </summary>
  265. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  266. /// prefab if it just needs updating. </param>
  267. public static void SaveScene(string path)
  268. {
  269. Internal_SaveScene(path);
  270. ProjectLibrary.Refresh(true);
  271. SetSceneDirty(false);
  272. }
  273. /// <summary>
  274. /// Checks does the folder at the provieded path contain a valid project.
  275. /// </summary>
  276. /// <param name="path">Absolute path to the root project folder.</param>
  277. /// <returns>True if the folder contains a valid project.</returns>
  278. public static bool IsValidProject(string path)
  279. {
  280. return Internal_IsValidProject(path);
  281. }
  282. /// <summary>
  283. /// Contains a new project in the provided folder.
  284. /// </summary>
  285. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  286. /// project's name.</param>
  287. public static void CreateProject(string path)
  288. {
  289. Internal_CreateProject(path);
  290. }
  291. /// <summary>
  292. /// Opens a Project Window allowing you to browse for or create a project.
  293. /// </summary>
  294. [MenuItem("File/Open Project", 10100)]
  295. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  296. public static void BrowseForProject()
  297. {
  298. ProjectWindow.Open();
  299. }
  300. /// <summary>
  301. /// Saves all data in the currently open project.
  302. /// </summary>
  303. [MenuItem("File/Save Project", 10099)]
  304. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  305. public static void SaveProject()
  306. {
  307. foreach (var resourceUUID in dirtyResources)
  308. {
  309. string path = ProjectLibrary.GetPath(resourceUUID);
  310. Resource resource = ProjectLibrary.Load<Resource>(path);
  311. if(resource != null)
  312. ProjectLibrary.Save(resource);
  313. }
  314. dirtyResources.Clear();
  315. SetStatusProject(false);
  316. Internal_SaveProject();
  317. }
  318. /// <summary>
  319. /// Loads the project at the specified path. This method executes asynchronously and will trigger
  320. /// <see cref="OnProjectLoaded"/> when done.
  321. /// </summary>
  322. /// <param name="path">Absolute path to the project's root folder.</param>
  323. public static void LoadProject(string path)
  324. {
  325. if (IsProjectLoaded && path == ProjectPath)
  326. return;
  327. if (!Internal_IsValidProject(path))
  328. {
  329. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  330. return;
  331. }
  332. if (IsProjectLoaded)
  333. UnloadProject();
  334. Internal_LoadProject(path); // Triggers OnProjectLoaded when done
  335. }
  336. /// <summary>
  337. /// Opens a file or a folder in the default external application.
  338. /// </summary>
  339. /// <param name="path">Absolute path to the file or folder to open.</param>
  340. public static void OpenExternally(string path)
  341. {
  342. Internal_OpenExternally(path);
  343. }
  344. /// <summary>
  345. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  346. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  347. /// </summary>
  348. /// <param name="resource">Resource to mark as dirty</param>
  349. public static void SetDirty(Resource resource)
  350. {
  351. if (resource == null)
  352. return;
  353. SetStatusProject(true);
  354. dirtyResources.Add(resource.UUID);
  355. }
  356. /// <summary>
  357. /// Marks the current scene as dirty.
  358. /// </summary>
  359. public static void SetSceneDirty()
  360. {
  361. SetSceneDirty(true);
  362. }
  363. /// <summary>
  364. /// Marks the current scene as clean or dirty.
  365. /// </summary>
  366. /// <param name="dirty">Should the scene be marked as clean or dirty.</param>
  367. internal static void SetSceneDirty(bool dirty)
  368. {
  369. sceneDirty = dirty;
  370. SetStatusScene(Scene.ActiveSceneName, dirty);
  371. if (!dirty)
  372. dirtyResources.Remove(Scene.ActiveSceneUUID);
  373. }
  374. /// <summary>
  375. /// Checks is the specific resource dirty and needs saving.
  376. /// </summary>
  377. /// <param name="resource">Resource to check.</param>
  378. /// <returns>True if the resource requires saving, false otherwise.</returns>
  379. public static bool IsDirty(Resource resource)
  380. {
  381. return dirtyResources.Contains(resource.UUID);
  382. }
  383. /// <summary>
  384. /// Triggered when <see cref="LoadProject"/> method completes.
  385. /// </summary>
  386. private static void OnProjectLoaded()
  387. {
  388. SetStatusProject(false);
  389. if (!unitTestsExecuted)
  390. {
  391. RunUnitTests();
  392. unitTestsExecuted = true;
  393. }
  394. if (!IsProjectLoaded)
  395. {
  396. ProjectWindow.Open();
  397. return;
  398. }
  399. string projectPath = ProjectPath;
  400. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  401. bool foundPath = false;
  402. for (int i = 0; i < recentProjects.Length; i++)
  403. {
  404. if (PathEx.Compare(recentProjects[i].path, projectPath))
  405. {
  406. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  407. EditorSettings.RecentProjects = recentProjects;
  408. foundPath = true;
  409. break;
  410. }
  411. }
  412. if (!foundPath)
  413. {
  414. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  415. extendedRecentProjects.AddRange(recentProjects);
  416. RecentProject newProject = new RecentProject();
  417. newProject.path = projectPath;
  418. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  419. extendedRecentProjects.Add(newProject);
  420. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  421. }
  422. EditorSettings.LastOpenProject = projectPath;
  423. EditorSettings.Save();
  424. ProjectLibrary.Refresh();
  425. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  426. monitor.OnAdded += OnAssetModified;
  427. monitor.OnRemoved += OnAssetModified;
  428. monitor.OnModified += OnAssetModified;
  429. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  430. {
  431. Scene.Load(ProjectSettings.LastOpenScene);
  432. SetSceneDirty(false);
  433. }
  434. }
  435. /// <summary>
  436. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  437. /// Automatically saves all project data before unloading.
  438. /// </summary>
  439. private static void UnloadProject()
  440. {
  441. Action continueUnload =
  442. () =>
  443. {
  444. Scene.Clear();
  445. if (monitor != null)
  446. {
  447. monitor.Destroy();
  448. monitor = null;
  449. }
  450. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  451. if(window != null)
  452. window.Reset();
  453. SetSceneDirty(false);
  454. Internal_UnloadProject();
  455. SetStatusProject(false);
  456. };
  457. Action<DialogBox.ResultType> dialogCallback =
  458. (result) =>
  459. {
  460. if (result == DialogBox.ResultType.Yes)
  461. SaveScene();
  462. continueUnload();
  463. };
  464. if (IsSceneModified())
  465. {
  466. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  467. DialogBox.Type.YesNoCancel, dialogCallback);
  468. }
  469. else
  470. continueUnload();
  471. }
  472. /// <summary>
  473. /// Reloads all script assemblies in case they were modified. This action is delayed and will be executed
  474. /// at the beginning of the next frame.
  475. /// </summary>
  476. public static void ReloadAssemblies()
  477. {
  478. Internal_ReloadAssemblies();
  479. }
  480. /// <summary>
  481. /// Changes the scene displayed on the status bar.
  482. /// </summary>
  483. /// <param name="name">Name of the scene.</param>
  484. /// <param name="modified">Whether to display the scene as modified or not.</param>
  485. private static void SetStatusScene(string name, bool modified)
  486. {
  487. Internal_SetStatusScene(name, modified);
  488. }
  489. /// <summary>
  490. /// Changes the project state displayed on the status bar.
  491. /// </summary>
  492. /// <param name="modified">Whether to display the project as modified or not.</param>
  493. private static void SetStatusProject(bool modified)
  494. {
  495. Internal_SetStatusProject(modified);
  496. }
  497. /// <summary>
  498. /// Displays or hides the "compilation in progress" visual on the status bar.
  499. /// </summary>
  500. /// <param name="compiling">True to display the visual, false otherwise.</param>
  501. internal static void SetStatusCompiling(bool compiling)
  502. {
  503. Internal_SetStatusCompiling(compiling);
  504. }
  505. /// <summary>
  506. /// Checks did we make any modifications to the scene since it was last saved.
  507. /// </summary>
  508. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  509. public static bool IsSceneModified()
  510. {
  511. return sceneDirty;
  512. }
  513. /// <summary>
  514. /// Executes any editor-specific unit tests. This should be called after a project is loaded if possible.
  515. /// </summary>
  516. private static void RunUnitTests()
  517. {
  518. #if DEBUG
  519. Internal_RunUnitTests();
  520. #endif
  521. }
  522. [MethodImpl(MethodImplOptions.InternalCall)]
  523. private static extern void Internal_SetStatusScene(string name, bool modified);
  524. [MethodImpl(MethodImplOptions.InternalCall)]
  525. private static extern void Internal_SetStatusProject(bool modified);
  526. [MethodImpl(MethodImplOptions.InternalCall)]
  527. private static extern void Internal_SetStatusCompiling(bool compiling);
  528. [MethodImpl(MethodImplOptions.InternalCall)]
  529. private static extern string Internal_GetProjectPath();
  530. [MethodImpl(MethodImplOptions.InternalCall)]
  531. private static extern string Internal_GetProjectName();
  532. [MethodImpl(MethodImplOptions.InternalCall)]
  533. private static extern bool Internal_GetProjectLoaded();
  534. [MethodImpl(MethodImplOptions.InternalCall)]
  535. private static extern string Internal_GetCompilerPath();
  536. [MethodImpl(MethodImplOptions.InternalCall)]
  537. private static extern string Internal_GetBuiltinAssemblyPath();
  538. [MethodImpl(MethodImplOptions.InternalCall)]
  539. private static extern string Internal_GetScriptAssemblyPath();
  540. [MethodImpl(MethodImplOptions.InternalCall)]
  541. private static extern string Internal_GetFrameworkAssemblyPath();
  542. [MethodImpl(MethodImplOptions.InternalCall)]
  543. private static extern string Internal_GetEngineAssemblyName();
  544. [MethodImpl(MethodImplOptions.InternalCall)]
  545. private static extern string Internal_GetEditorAssemblyName();
  546. [MethodImpl(MethodImplOptions.InternalCall)]
  547. private static extern string Internal_GetScriptGameAssemblyName();
  548. [MethodImpl(MethodImplOptions.InternalCall)]
  549. private static extern string Internal_GetScriptEditorAssemblyName();
  550. [MethodImpl(MethodImplOptions.InternalCall)]
  551. private static extern string Internal_SaveScene(string path);
  552. [MethodImpl(MethodImplOptions.InternalCall)]
  553. private static extern bool Internal_IsValidProject(string path);
  554. [MethodImpl(MethodImplOptions.InternalCall)]
  555. private static extern void Internal_SaveProject();
  556. [MethodImpl(MethodImplOptions.InternalCall)]
  557. private static extern void Internal_LoadProject(string path);
  558. [MethodImpl(MethodImplOptions.InternalCall)]
  559. private static extern void Internal_UnloadProject();
  560. [MethodImpl(MethodImplOptions.InternalCall)]
  561. private static extern void Internal_CreateProject(string path);
  562. [MethodImpl(MethodImplOptions.InternalCall)]
  563. private static extern void Internal_ReloadAssemblies();
  564. [MethodImpl(MethodImplOptions.InternalCall)]
  565. private static extern void Internal_OpenExternally(string path);
  566. [MethodImpl(MethodImplOptions.InternalCall)]
  567. private static extern void Internal_RunUnitTests();
  568. }
  569. }