BsEditorApplication.cpp 11 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsEditorApplication.h"
  4. #include "EditorWindow/BsEditorWindowManager.h"
  5. #include "EditorWindow/BsEditorWidgetManager.h"
  6. #include "EditorWindow/BsMainEditorWindow.h"
  7. #include "RenderAPI/BsRenderWindow.h"
  8. #include "Utility/BsBuiltinEditorResources.h"
  9. #include "UndoRedo/BsUndoRedo.h"
  10. #include "Serialization/BsFileSerializer.h"
  11. #include "FileSystem/BsFileSystem.h"
  12. #include "EditorWindow/BsEditorWidgetLayout.h"
  13. #include "Scene/BsScenePicking.h"
  14. #include "Scene/BsSelection.h"
  15. #include "Scene/BsGizmoManager.h"
  16. #include "CodeEditor/BsCodeEditor.h"
  17. #include "Build/BsBuildManager.h"
  18. #include "Resources/BsScriptCodeImporter.h"
  19. #include "Library/BsEditorShaderIncludeHandler.h"
  20. #include "EditorWindow/BsDropDownWindowManager.h"
  21. #include "Library/BsProjectLibrary.h"
  22. #include "Settings/BsProjectSettings.h"
  23. #include "Settings/BsEditorSettings.h"
  24. #include "Script/BsScriptManager.h"
  25. #include "Importer/BsImporter.h"
  26. #include "Input/BsVirtualInput.h"
  27. #include "Resources/BsResources.h"
  28. #include "Scene/BsSceneManager.h"
  29. #include "Platform/BsSplashScreen.h"
  30. #include "Utility/BsDynLib.h"
  31. #include "Scene/BsSceneManager.h"
  32. #include "BsEngineConfig.h"
  33. namespace bs
  34. {
  35. const Path EditorApplication::WIDGET_LAYOUT_PATH = PROJECT_INTERNAL_DIR + L"Layout.asset";
  36. const Path EditorApplication::BUILD_DATA_PATH = PROJECT_INTERNAL_DIR + L"BuildData.asset";
  37. const Path EditorApplication::PROJECT_SETTINGS_PATH = PROJECT_INTERNAL_DIR + L"Settings.asset";
  38. START_UP_DESC createStartupDesc()
  39. {
  40. START_UP_DESC startUpDesc;
  41. startUpDesc.renderAPI = BS_RENDER_API_MODULE;
  42. startUpDesc.renderer = BS_RENDERER_MODULE;
  43. startUpDesc.audio = BS_AUDIO_MODULE;
  44. startUpDesc.physics = BS_PHYSICS_MODULE;
  45. startUpDesc.scripting = true;
  46. startUpDesc.primaryWindowDesc.videoMode = VideoMode(1920, 1080);
  47. startUpDesc.primaryWindowDesc.title = "BansheeEditor";
  48. startUpDesc.primaryWindowDesc.fullscreen = false;
  49. startUpDesc.primaryWindowDesc.border = WindowBorder::None;
  50. startUpDesc.primaryWindowDesc.hideUntilSwap = true;
  51. startUpDesc.primaryWindowDesc.depthBuffer = false;
  52. startUpDesc.importers.push_back("BansheeFreeImgImporter");
  53. startUpDesc.importers.push_back("BansheeFBXImporter");
  54. startUpDesc.importers.push_back("BansheeFontImporter");
  55. startUpDesc.importers.push_back("BansheeSL");
  56. return startUpDesc;
  57. }
  58. Path getEditorSettingsPath()
  59. {
  60. return Paths::getRuntimeDataPath() + L"Settings.asset";
  61. }
  62. EditorApplication::EditorApplication()
  63. :Application(createStartupDesc()), mIsProjectLoaded(false), mSBansheeEditorPlugin(nullptr)
  64. {
  65. }
  66. EditorApplication::~EditorApplication()
  67. {
  68. ProjectLibrary::shutDown();
  69. BuiltinEditorResources::shutDown();
  70. }
  71. void EditorApplication::onStartUp()
  72. {
  73. Application::onStartUp();
  74. SplashScreen::show();
  75. // In editor we render game on a separate surface, handled in Game window
  76. SceneManager::instance().setMainRenderTarget(nullptr);
  77. loadEditorSettings();
  78. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  79. BuiltinEditorResources::startUp();
  80. {
  81. auto inputConfig = VirtualInput::instance().getConfiguration();
  82. inputConfig->registerButton("Copy", BC_C, ButtonModifier::Ctrl);
  83. inputConfig->registerButton("Cut", BC_X, ButtonModifier::Ctrl);
  84. inputConfig->registerButton("Paste", BC_V, ButtonModifier::Ctrl);
  85. }
  86. ScriptCodeImporter* scriptCodeImporter = bs_new<ScriptCodeImporter>();
  87. Importer::instance()._registerAssetImporter(scriptCodeImporter);
  88. ProjectLibrary::startUp();
  89. UndoRedo::startUp();
  90. EditorWindowManager::startUp();
  91. EditorWidgetManager::startUp();
  92. DropDownWindowManager::startUp();
  93. ScenePicking::startUp();
  94. Selection::startUp();
  95. GizmoManager::startUp();
  96. BuildManager::startUp();
  97. CodeEditorManager::startUp();
  98. MainEditorWindow::create(getPrimaryWindow());
  99. ScriptManager::instance().initialize();
  100. }
  101. void EditorApplication::onShutDown()
  102. {
  103. unloadProject();
  104. CodeEditorManager::shutDown();
  105. BuildManager::shutDown();
  106. GizmoManager::shutDown();
  107. Selection::shutDown();
  108. ScenePicking::shutDown();
  109. saveEditorSettings();
  110. DropDownWindowManager::shutDown();
  111. EditorWidgetManager::shutDown();
  112. EditorWindowManager::shutDown();
  113. UndoRedo::shutDown();
  114. Application::onShutDown();
  115. }
  116. void EditorApplication::loadScriptSystem()
  117. {
  118. loadPlugin("BansheeMono", &mMonoPlugin);
  119. loadPlugin("SBansheeEngine", &mSBansheeEnginePlugin);
  120. loadPlugin("SBansheeEditor", &mSBansheeEditorPlugin);
  121. }
  122. void EditorApplication::startUp()
  123. {
  124. CoreApplication::startUp<EditorApplication>();
  125. }
  126. void EditorApplication::preUpdate()
  127. {
  128. Application::preUpdate();
  129. EditorWidgetManager::instance().update();
  130. DropDownWindowManager::instance().update();
  131. }
  132. void EditorApplication::postUpdate()
  133. {
  134. // Call update on editor widgets before parent's postUpdate because the parent will render the GUI and we need
  135. // to ensure editor widget's GUI is updated.
  136. EditorWindowManager::instance().update();
  137. Application::postUpdate();
  138. SplashScreen::hide();
  139. setFPSLimit(mEditorSettings->getFPSLimit());
  140. }
  141. void EditorApplication::quitRequested()
  142. {
  143. typedef void(*QuitRequestedFunc)();
  144. QuitRequestedFunc quitRequestedCall = (QuitRequestedFunc)mSBansheeEditorPlugin->getSymbol("quitRequested");
  145. if (quitRequestedCall != nullptr)
  146. quitRequestedCall();
  147. }
  148. Path EditorApplication::getEditorAssemblyPath() const
  149. {
  150. Path assemblyPath = getBuiltinAssemblyFolder();
  151. assemblyPath.append(toWString(EDITOR_ASSEMBLY) + L".dll");
  152. return assemblyPath;
  153. }
  154. Path EditorApplication::getEditorScriptAssemblyPath() const
  155. {
  156. Path assemblyPath = getScriptAssemblyFolder();
  157. assemblyPath.append(toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  158. return assemblyPath;
  159. }
  160. Path EditorApplication::getScriptAssemblyFolder() const
  161. {
  162. if (!isProjectLoaded())
  163. return Path::BLANK;
  164. Path assemblyFolder = getProjectPath();
  165. assemblyFolder.append(INTERNAL_ASSEMBLY_PATH);
  166. return assemblyFolder;
  167. }
  168. void EditorApplication::saveProject()
  169. {
  170. if (!isProjectLoaded())
  171. return;
  172. Path buildDataPath = getProjectPath();
  173. buildDataPath.append(BUILD_DATA_PATH);
  174. BuildManager::instance().save(buildDataPath);
  175. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  176. saveEditorSettings();
  177. saveProjectSettings();
  178. gProjectLibrary().saveLibrary();
  179. }
  180. void EditorApplication::unloadProject()
  181. {
  182. if (!isProjectLoaded())
  183. return;
  184. saveProject();
  185. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  186. BuildManager::instance().clear();
  187. UndoRedo::instance().clear();
  188. EditorWidgetManager::instance().closeAll();
  189. gProjectLibrary().unloadLibrary();
  190. Resources::instance().unloadAllUnused();
  191. gSceneManager().clearScene();
  192. mProjectPath = Path::BLANK;
  193. mProjectName = StringUtil::WBLANK;
  194. mIsProjectLoaded = false;
  195. }
  196. void EditorApplication::loadProject(const Path& projectPath)
  197. {
  198. unloadProject();
  199. mProjectPath = projectPath;
  200. mProjectName = projectPath.getWTail();
  201. mIsProjectLoaded = true;
  202. loadProjectSettings();
  203. Path buildDataPath = getProjectPath();
  204. buildDataPath.append(BUILD_DATA_PATH);
  205. BuildManager::instance().load(buildDataPath);
  206. gProjectLibrary().loadLibrary();
  207. // Do this before restoring windows to ensure types are loaded
  208. ScriptManager::instance().reload();
  209. SPtr<EditorWidgetLayout> layout = loadWidgetLayout();
  210. if (layout != nullptr)
  211. EditorWidgetManager::instance().setLayout(layout);
  212. }
  213. void EditorApplication::createProject(const Path& path)
  214. {
  215. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  216. Path internalResourcesDir = Path::combine(path, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  217. if (!FileSystem::exists(resourceDir))
  218. FileSystem::createDir(resourceDir);
  219. if (!FileSystem::exists(internalResourcesDir))
  220. FileSystem::createDir(internalResourcesDir);
  221. saveDefaultWidgetLayout(path);
  222. }
  223. bool EditorApplication::isValidProjectPath(const Path& path)
  224. {
  225. if (!path.isAbsolute())
  226. return false;
  227. if (!FileSystem::isDirectory(path))
  228. return false;
  229. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  230. if (!FileSystem::exists(resourceDir))
  231. return false;
  232. return true;
  233. }
  234. SPtr<EditorWidgetLayout> EditorApplication::loadWidgetLayout()
  235. {
  236. Path layoutPath = getProjectPath();
  237. layoutPath.append(WIDGET_LAYOUT_PATH);
  238. if (!FileSystem::exists(layoutPath))
  239. saveDefaultWidgetLayout(getProjectPath());
  240. if(FileSystem::exists(layoutPath))
  241. {
  242. FileDecoder fs(layoutPath);
  243. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode());
  244. }
  245. return nullptr;
  246. }
  247. void EditorApplication::saveWidgetLayout(const SPtr<EditorWidgetLayout>& layout)
  248. {
  249. Path layoutPath = getProjectPath();
  250. layoutPath.append(WIDGET_LAYOUT_PATH);
  251. FileEncoder fs(layoutPath);
  252. fs.encode(layout.get());
  253. }
  254. void EditorApplication::saveDefaultWidgetLayout(const Path& folder)
  255. {
  256. Path internalResourcesDir = Path::combine(folder, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  257. if (!FileSystem::exists(internalResourcesDir))
  258. FileSystem::createDir(internalResourcesDir);
  259. Path defaultLayoutPath = BuiltinEditorResources::getDefaultWidgetLayoutPath();
  260. if (FileSystem::exists(defaultLayoutPath))
  261. {
  262. Path projectLayoutPath = Path::combine(folder, WIDGET_LAYOUT_PATH);
  263. FileSystem::copy(defaultLayoutPath, projectLayoutPath, false);
  264. }
  265. }
  266. void EditorApplication::loadEditorSettings()
  267. {
  268. Path settingsPath = getEditorSettingsPath();
  269. if (FileSystem::exists(settingsPath))
  270. {
  271. FileDecoder fs(settingsPath);
  272. mEditorSettings = std::static_pointer_cast<EditorSettings>(fs.decode());
  273. }
  274. if (mEditorSettings == nullptr)
  275. mEditorSettings = bs_shared_ptr_new<EditorSettings>();
  276. }
  277. void EditorApplication::saveEditorSettings()
  278. {
  279. if (mEditorSettings == nullptr)
  280. return;
  281. Path settingsPath = getEditorSettingsPath();
  282. FileEncoder fs(settingsPath);
  283. fs.encode(mEditorSettings.get());
  284. }
  285. void EditorApplication::loadProjectSettings()
  286. {
  287. if (isProjectLoaded())
  288. {
  289. Path absoluteDataPath = getProjectPath();
  290. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  291. if (FileSystem::exists(absoluteDataPath))
  292. {
  293. FileDecoder fs(absoluteDataPath);
  294. mProjectSettings = std::static_pointer_cast<ProjectSettings>(fs.decode());
  295. }
  296. }
  297. if (mProjectSettings == nullptr)
  298. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  299. }
  300. void EditorApplication::saveProjectSettings()
  301. {
  302. if (mProjectSettings == nullptr || !isProjectLoaded())
  303. return;
  304. Path absoluteDataPath = getProjectPath();
  305. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  306. FileEncoder fs(absoluteDataPath);
  307. fs.encode(mProjectSettings.get());
  308. }
  309. SPtr<IShaderIncludeHandler> EditorApplication::getShaderIncludeHandler() const
  310. {
  311. return bs_shared_ptr_new<EditorShaderIncludeHandler>();
  312. }
  313. EditorApplication& gEditorApplication()
  314. {
  315. return static_cast<EditorApplication&>(EditorApplication::instance());
  316. }
  317. }