BsScriptEditorApplication.cpp 9.9 KB

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  1. #include "BsScriptEditorApplication.h"
  2. #include "BsMonoManager.h"
  3. #include "BsMonoClass.h"
  4. #include "BsMonoMethod.h"
  5. #include "BsMonoUtil.h"
  6. #include "BsEditorApplication.h"
  7. #include "BsProjectLibrary.h"
  8. #include "BsProjectResourceMeta.h"
  9. #include "BsPrefab.h"
  10. #include "BsPrefabUtility.h"
  11. #include "BsSceneManager.h"
  12. #include "BsEditorWindowManager.h"
  13. #include "BsMainEditorWindow.h"
  14. #include "BsGUIStatusBar.h"
  15. #include "BsScriptEditorTestSuite.h"
  16. #include "BsTestOutput.h"
  17. #include "BsScriptManager.h"
  18. #include "BsPlatform.h"
  19. #include "BsResources.h"
  20. #include "BsScriptEditorWindow.h"
  21. #include "BsEditorWindowBase.h"
  22. #include "BsProfilerOverlay.h"
  23. #include "BsCGUIWidget.h"
  24. #include "BsSceneObject.h"
  25. #include "BsCCamera.h"
  26. namespace BansheeEngine
  27. {
  28. bool ScriptEditorApplication::mRequestProjectLoad = false;
  29. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  30. Path ScriptEditorApplication::mProjectLoadPath;
  31. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  32. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  33. :ScriptObject(instance)
  34. { }
  35. void ScriptEditorApplication::initRuntimeData()
  36. {
  37. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  38. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  39. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", &ScriptEditorApplication::internal_SetStatusCompiling);
  40. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  41. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  42. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  43. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  44. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  45. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  46. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  47. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  48. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  49. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  50. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  51. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  52. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  53. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  54. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  55. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  56. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  57. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", &ScriptEditorApplication::internal_ReloadAssemblies);
  58. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  59. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", &ScriptEditorApplication::internal_RunUnitTests);
  60. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("OnProjectLoaded")->getThunk();
  61. }
  62. void ScriptEditorApplication::update()
  63. {
  64. // Project load must be delayed when requested from managed code because it
  65. // triggers managed assembly reload, and that can't be performed when called
  66. // from the Mono thread.
  67. if (mRequestProjectLoad)
  68. {
  69. gEditorApplication().loadProject(mProjectLoadPath);
  70. mRequestProjectLoad = false;
  71. mRequestAssemblyReload = false;
  72. MonoUtil::invokeThunk(onProjectLoadedThunk);
  73. }
  74. else if (mRequestAssemblyReload)
  75. {
  76. ScriptManager::instance().reload();
  77. mRequestAssemblyReload = false;
  78. }
  79. }
  80. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  81. {
  82. WString nativeScene = MonoUtil::monoToWString(name);
  83. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  84. mainWindow->getStatusBar().setScene(nativeScene, modified);
  85. }
  86. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  87. {
  88. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  89. if (gEditorApplication().isProjectLoaded())
  90. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  91. else
  92. mainWindow->getStatusBar().setProject(L"None", false);
  93. }
  94. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  95. {
  96. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  97. mainWindow->getStatusBar().setIsCompiling(compiling);
  98. }
  99. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  100. {
  101. Path projectPath = gEditorApplication().getProjectPath();
  102. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  103. }
  104. MonoString* ScriptEditorApplication::internal_GetProjectName()
  105. {
  106. WString projectName = gEditorApplication().getProjectName();
  107. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  108. }
  109. bool ScriptEditorApplication::internal_GetProjectLoaded()
  110. {
  111. return gEditorApplication().isProjectLoaded();
  112. }
  113. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  114. {
  115. Path compilerPath = MonoManager::instance().getCompilerPath();
  116. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  117. }
  118. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  119. {
  120. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  121. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  122. }
  123. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  124. {
  125. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  126. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  127. }
  128. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  129. {
  130. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  131. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  132. }
  133. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  134. {
  135. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  136. }
  137. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  138. {
  139. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  140. }
  141. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  142. {
  143. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  144. }
  145. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  146. {
  147. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  148. }
  149. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  150. {
  151. Path nativePath = MonoUtil::monoToWString(path);
  152. HSceneObject sceneRoot = gSceneManager().getRootNode();
  153. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  154. HPrefab scene;
  155. if (entry != nullptr)
  156. {
  157. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  158. return nullptr;
  159. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  160. if (resEntry->meta == nullptr || resEntry->meta->getTypeID() != TID_Prefab)
  161. return nullptr;
  162. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  163. scene->update(sceneRoot);
  164. gProjectLibrary().saveEntry(scene);
  165. }
  166. else
  167. {
  168. scene = Prefab::create(sceneRoot);
  169. gProjectLibrary().createEntry(scene, nativePath);
  170. }
  171. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  172. }
  173. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  174. {
  175. Path nativePath = MonoUtil::monoToWString(path);
  176. return gEditorApplication().isValidProjectPath(nativePath);
  177. }
  178. void ScriptEditorApplication::internal_SaveProject()
  179. {
  180. gEditorApplication().saveProject();
  181. }
  182. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  183. {
  184. mRequestProjectLoad = true;
  185. mProjectLoadPath = MonoUtil::monoToWString(path);
  186. }
  187. void ScriptEditorApplication::internal_UnloadProject()
  188. {
  189. gEditorApplication().unloadProject();
  190. }
  191. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  192. {
  193. Path nativePath = MonoUtil::monoToWString(path);
  194. gEditorApplication().createProject(nativePath);
  195. }
  196. void ScriptEditorApplication::internal_ReloadAssemblies()
  197. {
  198. mRequestAssemblyReload = true;
  199. }
  200. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  201. {
  202. Path nativePath = MonoUtil::monoToWString(path);
  203. PlatformUtility::open(nativePath);
  204. }
  205. void ScriptEditorApplication::internal_RunUnitTests()
  206. {
  207. #if BS_DEBUG_MODE
  208. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  209. ExceptionTestOutput testOutput;
  210. testSuite->run(testOutput);
  211. #endif
  212. }
  213. }