BsEditorApplication.cpp 12 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 "Utility/BsSplashScreen.h"
  30. #include "Utility/BsDynLib.h"
  31. #include "Scene/BsSceneManager.h"
  32. #include "BsEngineConfig.h"
  33. namespace bs
  34. {
  35. constexpr UINT32 SPLASH_SCREEN_DURATION_MS = 1000;
  36. const Path EditorApplication::WIDGET_LAYOUT_PATH = PROJECT_INTERNAL_DIR + "Layout.asset";
  37. const Path EditorApplication::BUILD_DATA_PATH = PROJECT_INTERNAL_DIR + "BuildData.asset";
  38. const Path EditorApplication::PROJECT_SETTINGS_PATH = PROJECT_INTERNAL_DIR + "Settings.asset";
  39. START_UP_DESC createStartupDesc()
  40. {
  41. START_UP_DESC startUpDesc;
  42. startUpDesc.renderAPI = BS_RENDER_API_MODULE;
  43. startUpDesc.renderer = BS_RENDERER_MODULE;
  44. startUpDesc.audio = BS_AUDIO_MODULE;
  45. startUpDesc.physics = BS_PHYSICS_MODULE;
  46. startUpDesc.scripting = true;
  47. startUpDesc.physicsCooking = true;
  48. startUpDesc.primaryWindowDesc.videoMode = VideoMode(1920, 1080);
  49. startUpDesc.primaryWindowDesc.title = "BansheeEditor";
  50. startUpDesc.primaryWindowDesc.fullscreen = false;
  51. startUpDesc.primaryWindowDesc.showTitleBar = false;
  52. startUpDesc.primaryWindowDesc.showBorder = false;
  53. startUpDesc.primaryWindowDesc.hideUntilSwap = true;
  54. startUpDesc.primaryWindowDesc.depthBuffer = false;
  55. startUpDesc.primaryWindowDesc.hidden = true;
  56. startUpDesc.importers.push_back("bsfFreeImgImporter");
  57. startUpDesc.importers.push_back("bsfFBXImporter");
  58. startUpDesc.importers.push_back("bsfFontImporter");
  59. startUpDesc.importers.push_back("bsfSL");
  60. return startUpDesc;
  61. }
  62. Path getEditorSettingsPath()
  63. {
  64. return gEditorApplication().getDataPath() + "Settings.asset";
  65. }
  66. EditorApplication::EditorApplication()
  67. :Application(createStartupDesc()), mIsProjectLoaded(false), mEditorScriptPlugin(nullptr)
  68. {
  69. }
  70. EditorApplication::~EditorApplication()
  71. {
  72. ProjectLibrary::shutDown();
  73. BuiltinEditorResources::shutDown();
  74. }
  75. void EditorApplication::onStartUp()
  76. {
  77. // Find the path to data files
  78. //// First, look for EditorData folder in the direct descendant of the working directory
  79. if (FileSystem::exists("EditorData"))
  80. {
  81. mBuiltinDataPath = FileSystem::getWorkingDirectoryPath();
  82. mBuiltinDataPath.append("EditorData/");
  83. }
  84. else
  85. {
  86. // Then check the source distribution itself, in case we're running directly from the build directory
  87. mBuiltinDataPath = Path(RAW_APP_ROOT) + Path("Data/");
  88. if (!FileSystem::exists(mBuiltinDataPath))
  89. LOGERR("Cannot find builtin assets for the editor at path '" + mBuiltinDataPath.toString() + "'.");
  90. }
  91. Application::onStartUp();
  92. // In editor we render game on a separate surface, handled in Game window
  93. SceneManager::instance().setMainRenderTarget(nullptr);
  94. loadEditorSettings();
  95. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  96. ScriptCodeImporter* scriptCodeImporter = bs_new<ScriptCodeImporter>();
  97. Importer::instance()._registerAssetImporter(scriptCodeImporter);
  98. // Hidden dependency: Needs to be done before BuiltinEditorResources import as shader include lookup requires it
  99. ProjectLibrary::startUp();
  100. BuiltinEditorResources::startUp();
  101. {
  102. auto inputConfig = VirtualInput::instance().getConfiguration();
  103. inputConfig->registerButton("Copy", BC_C, ButtonModifier::Ctrl);
  104. inputConfig->registerButton("Cut", BC_X, ButtonModifier::Ctrl);
  105. inputConfig->registerButton("Paste", BC_V, ButtonModifier::Ctrl);
  106. }
  107. UndoRedo::startUp();
  108. EditorWindowManager::startUp();
  109. EditorWidgetManager::startUp();
  110. DropDownWindowManager::startUp();
  111. ScenePicking::startUp();
  112. Selection::startUp();
  113. GizmoManager::startUp();
  114. BuildManager::startUp();
  115. CodeEditorManager::startUp();
  116. MainEditorWindow::create(getPrimaryWindow());
  117. ScriptManager::instance().initialize();
  118. }
  119. void EditorApplication::onShutDown()
  120. {
  121. unloadProject();
  122. CodeEditorManager::shutDown();
  123. BuildManager::shutDown();
  124. GizmoManager::shutDown();
  125. Selection::shutDown();
  126. ScenePicking::shutDown();
  127. saveEditorSettings();
  128. DropDownWindowManager::shutDown();
  129. EditorWidgetManager::shutDown();
  130. EditorWindowManager::shutDown();
  131. UndoRedo::shutDown();
  132. Application::onShutDown();
  133. }
  134. void EditorApplication::loadScriptSystem()
  135. {
  136. loadPlugin("bsfMono", &mMonoPlugin);
  137. loadPlugin("bsfScript", &mScriptPlugin);
  138. loadPlugin("EditorScript", &mEditorScriptPlugin);
  139. }
  140. void EditorApplication::unloadScriptSystem()
  141. {
  142. // These plugins must be unloaded before any other script plugins, because
  143. // they will cause finalizers to trigger and various modules those finalizers
  144. // might reference must still be active
  145. if(mEditorScriptPlugin != nullptr)
  146. unloadPlugin(mEditorScriptPlugin);
  147. if(mScriptPlugin != nullptr)
  148. unloadPlugin(mScriptPlugin);
  149. if(mMonoPlugin != nullptr)
  150. unloadPlugin(mMonoPlugin);
  151. }
  152. void EditorApplication::startUp()
  153. {
  154. CoreApplication::startUp<EditorApplication>();
  155. }
  156. void EditorApplication::startUpRenderer()
  157. {
  158. mSplashScreenTimer.reset();
  159. SplashScreen::show();
  160. }
  161. void EditorApplication::preUpdate()
  162. {
  163. Application::preUpdate();
  164. EditorWidgetManager::instance().update();
  165. DropDownWindowManager::instance().update();
  166. }
  167. void EditorApplication::postUpdate()
  168. {
  169. // Call update on editor widgets before parent's postUpdate because the parent will render the GUI and we need
  170. // to ensure editor widget's GUI is updated.
  171. EditorWindowManager::instance().update();
  172. Application::postUpdate();
  173. if(mSplashScreenShown)
  174. {
  175. UINT64 currentTime = mSplashScreenTimer.getMilliseconds();
  176. if (currentTime >= SPLASH_SCREEN_DURATION_MS)
  177. {
  178. SplashScreen::hide();
  179. EditorWindowManager::instance().showWindows();
  180. mSplashScreenShown = false;
  181. }
  182. }
  183. setFPSLimit(mEditorSettings->getFPSLimit());
  184. }
  185. void EditorApplication::quitRequested()
  186. {
  187. typedef void(*QuitRequestedFunc)();
  188. QuitRequestedFunc quitRequestedCall = (QuitRequestedFunc)mEditorScriptPlugin->getSymbol("quitRequested");
  189. if (quitRequestedCall != nullptr)
  190. quitRequestedCall();
  191. }
  192. void EditorApplication::saveProject()
  193. {
  194. if (!isProjectLoaded())
  195. return;
  196. Path buildDataPath = getProjectPath();
  197. buildDataPath.append(BUILD_DATA_PATH);
  198. BuildManager::instance().save(buildDataPath);
  199. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  200. saveEditorSettings();
  201. saveProjectSettings();
  202. gProjectLibrary().saveLibrary();
  203. }
  204. void EditorApplication::unloadProject()
  205. {
  206. if (!isProjectLoaded())
  207. return;
  208. saveProject();
  209. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  210. BuildManager::instance().clear();
  211. UndoRedo::instance().clear();
  212. EditorWidgetManager::instance().closeAll();
  213. gProjectLibrary().unloadLibrary();
  214. Resources::instance().unloadAllUnused();
  215. gSceneManager().clearScene();
  216. mProjectPath = Path::BLANK;
  217. mProjectName = StringUtil::BLANK;
  218. mIsProjectLoaded = false;
  219. }
  220. void EditorApplication::loadProject(const Path& projectPath)
  221. {
  222. unloadProject();
  223. mProjectPath = projectPath;
  224. mProjectName = projectPath.getTail();
  225. mIsProjectLoaded = true;
  226. loadProjectSettings();
  227. Path buildDataPath = getProjectPath();
  228. buildDataPath.append(BUILD_DATA_PATH);
  229. BuildManager::instance().load(buildDataPath);
  230. gProjectLibrary().loadLibrary();
  231. // Do this before restoring windows to ensure types are loaded
  232. ScriptManager::instance().reload();
  233. SPtr<EditorWidgetLayout> layout = loadWidgetLayout();
  234. if (layout != nullptr)
  235. EditorWidgetManager::instance().setLayout(layout);
  236. }
  237. void EditorApplication::createProject(const Path& path)
  238. {
  239. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  240. Path internalResourcesDir = Path::combine(path, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  241. if (!FileSystem::exists(resourceDir))
  242. FileSystem::createDir(resourceDir);
  243. if (!FileSystem::exists(internalResourcesDir))
  244. FileSystem::createDir(internalResourcesDir);
  245. saveDefaultWidgetLayout(path);
  246. }
  247. bool EditorApplication::isValidProjectPath(const Path& path)
  248. {
  249. if (!path.isAbsolute())
  250. return false;
  251. if (!FileSystem::isDirectory(path))
  252. return false;
  253. Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
  254. if (!FileSystem::exists(resourceDir))
  255. return false;
  256. return true;
  257. }
  258. SPtr<EditorWidgetLayout> EditorApplication::loadWidgetLayout()
  259. {
  260. Path layoutPath = getProjectPath();
  261. layoutPath.append(WIDGET_LAYOUT_PATH);
  262. if (!FileSystem::exists(layoutPath))
  263. saveDefaultWidgetLayout(getProjectPath());
  264. if(FileSystem::exists(layoutPath))
  265. {
  266. FileDecoder fs(layoutPath);
  267. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode());
  268. }
  269. return nullptr;
  270. }
  271. void EditorApplication::saveWidgetLayout(const SPtr<EditorWidgetLayout>& layout)
  272. {
  273. Path layoutPath = getProjectPath();
  274. layoutPath.append(WIDGET_LAYOUT_PATH);
  275. FileEncoder fs(layoutPath);
  276. fs.encode(layout.get());
  277. }
  278. void EditorApplication::saveDefaultWidgetLayout(const Path& folder)
  279. {
  280. Path internalResourcesDir = Path::combine(folder, ProjectLibrary::INTERNAL_RESOURCES_DIR);
  281. if (!FileSystem::exists(internalResourcesDir))
  282. FileSystem::createDir(internalResourcesDir);
  283. Path defaultLayoutPath = BuiltinEditorResources::getDefaultWidgetLayoutPath();
  284. if (FileSystem::exists(defaultLayoutPath))
  285. {
  286. Path projectLayoutPath = Path::combine(folder, WIDGET_LAYOUT_PATH);
  287. FileSystem::copy(defaultLayoutPath, projectLayoutPath, false);
  288. }
  289. }
  290. void EditorApplication::loadEditorSettings()
  291. {
  292. Path settingsPath = getEditorSettingsPath();
  293. if (FileSystem::exists(settingsPath))
  294. {
  295. FileDecoder fs(settingsPath);
  296. mEditorSettings = std::static_pointer_cast<EditorSettings>(fs.decode());
  297. }
  298. if (mEditorSettings == nullptr)
  299. mEditorSettings = bs_shared_ptr_new<EditorSettings>();
  300. }
  301. void EditorApplication::saveEditorSettings()
  302. {
  303. if (mEditorSettings == nullptr)
  304. return;
  305. Path settingsPath = getEditorSettingsPath();
  306. FileEncoder fs(settingsPath);
  307. fs.encode(mEditorSettings.get());
  308. }
  309. void EditorApplication::loadProjectSettings()
  310. {
  311. if (isProjectLoaded())
  312. {
  313. Path absoluteDataPath = getProjectPath();
  314. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  315. if (FileSystem::exists(absoluteDataPath))
  316. {
  317. FileDecoder fs(absoluteDataPath);
  318. mProjectSettings = std::static_pointer_cast<ProjectSettings>(fs.decode());
  319. }
  320. }
  321. if (mProjectSettings == nullptr)
  322. mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
  323. }
  324. void EditorApplication::saveProjectSettings()
  325. {
  326. if (mProjectSettings == nullptr || !isProjectLoaded())
  327. return;
  328. Path absoluteDataPath = getProjectPath();
  329. absoluteDataPath.append(PROJECT_SETTINGS_PATH);
  330. FileEncoder fs(absoluteDataPath);
  331. fs.encode(mProjectSettings.get());
  332. }
  333. SPtr<IShaderIncludeHandler> EditorApplication::getShaderIncludeHandler() const
  334. {
  335. return bs_shared_ptr_new<EditorShaderIncludeHandler>();
  336. }
  337. EditorApplication& gEditorApplication()
  338. {
  339. return static_cast<EditorApplication&>(EditorApplication::instance());
  340. }
  341. }