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