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EditorApplication.cs 18 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. public enum SceneViewTool
  9. {
  10. View,
  11. Move,
  12. Rotate,
  13. Scale
  14. }
  15. public enum HandlePivotMode
  16. {
  17. Center,
  18. Pivot
  19. }
  20. public enum HandleCoordinateMode
  21. {
  22. Local,
  23. World
  24. }
  25. public enum EditorPlatformType
  26. {
  27. Windows
  28. }
  29. public class EditorApplication
  30. {
  31. public static SceneViewTool ActiveSceneTool
  32. {
  33. get { return EditorSettings.ActiveSceneTool; }
  34. set { EditorSettings.ActiveSceneTool = value; }
  35. }
  36. public static HandleCoordinateMode ActiveCoordinateMode
  37. {
  38. get { return EditorSettings.ActiveCoordinateMode; }
  39. set { EditorSettings.ActiveCoordinateMode = value; }
  40. }
  41. public static HandlePivotMode ActivePivotMode
  42. {
  43. get { return EditorSettings.ActivePivotMode; }
  44. set { EditorSettings.ActivePivotMode = value; }
  45. }
  46. public static Camera SceneViewCamera
  47. {
  48. get { return EditorWindow.GetWindow<SceneWindow>().GetCamera(); }
  49. }
  50. public static EditorPlatformType EditorPlatform
  51. {
  52. get { return EditorPlatformType.Windows; } // TODO - Set this properly once we have support for more platforms
  53. }
  54. public static string ProjectPath { get { return Internal_GetProjectPath(); } }
  55. public static string ProjectName { get { return Internal_GetProjectName(); } }
  56. public static bool IsProjectLoaded { get { return Internal_GetProjectLoaded(); } }
  57. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  58. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  59. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  60. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  61. internal static string EngineAssembly { get { return Internal_GetEngineAssemblyName(); } }
  62. internal static string EditorAssembly { get { return Internal_GetEditorAssemblyName(); } }
  63. internal static string ScriptGameAssembly { get { return Internal_GetScriptGameAssemblyName(); } }
  64. internal static string ScriptEditorAssembly { get { return Internal_GetScriptEditorAssemblyName(); } }
  65. private static EditorApplication instance;
  66. private static FolderMonitor monitor;
  67. internal EditorApplication()
  68. {
  69. instance = this;
  70. // Register controls
  71. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  72. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  73. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  74. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  75. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  76. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  77. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  78. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  79. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  80. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  81. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  82. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  83. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  84. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  85. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  86. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  87. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  88. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  89. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  90. if (EditorSettings.AutoLoadLastProject)
  91. {
  92. string projectPath = EditorSettings.LastOpenProject;
  93. if (Internal_IsValidProject(projectPath))
  94. LoadProject(projectPath);
  95. else
  96. ProjectWindow.Open();
  97. }
  98. else
  99. ProjectWindow.Open();
  100. }
  101. private static void OnAssetModified(string path)
  102. {
  103. ProjectLibrary.Refresh(path);
  104. }
  105. internal void OnEditorUpdate()
  106. {
  107. ProjectLibrary.Update();
  108. }
  109. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 50, true)]
  110. private static void SaveScene()
  111. {
  112. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  113. {
  114. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  115. Internal_SaveScene(scenePath);
  116. }
  117. else
  118. SaveSceneAs();
  119. }
  120. [MenuItem("File/Save Scene As", 50)]
  121. private static void SaveSceneAs()
  122. {
  123. string scenePath = "";
  124. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  125. {
  126. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  127. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  128. DialogBox.Type.OK);
  129. else
  130. {
  131. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  132. // Internal_SaveScene will silently fail.
  133. Scene.ActiveSceneUUID = Internal_SaveScene(scenePath + ".prefab");
  134. }
  135. }
  136. }
  137. [MenuItem("File/Load Scene", ButtonModifier.Ctrl, ButtonCode.L, 50)]
  138. private static void LoadScene()
  139. {
  140. string[] scenePaths;
  141. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  142. {
  143. if (scenePaths.Length > 0)
  144. LoadScene(scenePaths[0]);
  145. }
  146. }
  147. public static void LoadScene(string path)
  148. {
  149. Action<string> continueLoad =
  150. (scenePath) =>
  151. {
  152. Scene.Load(path);
  153. ProjectSettings.LastOpenScene = scenePath;
  154. ProjectSettings.Save();
  155. };
  156. Action<DialogBox.ResultType> dialogCallback =
  157. (result) =>
  158. {
  159. if (result == DialogBox.ResultType.Yes)
  160. {
  161. SaveScene();
  162. continueLoad(path);
  163. }
  164. else if (result == DialogBox.ResultType.No)
  165. continueLoad(path);
  166. };
  167. if (Scene.IsModified())
  168. {
  169. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  170. DialogBox.Type.YesNoCancel, dialogCallback);
  171. }
  172. else
  173. continueLoad(path);
  174. }
  175. public static bool IsValidProject(string path)
  176. {
  177. return Internal_IsValidProject(path);
  178. }
  179. [MenuItem("File/Create Project", 0)]
  180. public static void CreateProject()
  181. {
  182. string projectPath = EditorSettings.LastOpenProject;
  183. if (!Directory.Exists(projectPath))
  184. projectPath = Directory.GetCurrentDirectory();
  185. string selectedPath;
  186. if (BrowseDialog.OpenFolder(projectPath, "", out selectedPath))
  187. {
  188. CreateProject(selectedPath);
  189. LoadProject(selectedPath);
  190. }
  191. }
  192. public static void CreateProject(string path)
  193. {
  194. Internal_CreateProject(path);
  195. }
  196. [MenuItem("File/Load Project", 0)]
  197. public static void BrowseForProject()
  198. {
  199. string projectPath = EditorSettings.LastOpenProject;
  200. if (!Directory.Exists(projectPath))
  201. projectPath = Directory.GetCurrentDirectory();
  202. string selectedPath;
  203. if (BrowseDialog.OpenFolder(projectPath, "", out selectedPath))
  204. LoadProject(selectedPath);
  205. }
  206. [MenuItem("File/Save Project", 0)]
  207. public static void SaveProject()
  208. {
  209. // TODO - Save dirty resources
  210. Internal_SaveProject();
  211. }
  212. // Note: Async, runs next frame
  213. public static void LoadProject(string path)
  214. {
  215. if (IsProjectLoaded && path == ProjectPath)
  216. return;
  217. if (!Internal_IsValidProject(path))
  218. {
  219. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  220. return;
  221. }
  222. if (IsProjectLoaded)
  223. {
  224. SaveProject();
  225. UnloadProject();
  226. }
  227. Internal_LoadProject(path); // Triggers OnProjectLoaded when done
  228. }
  229. private static void OnProjectLoaded()
  230. {
  231. if (!IsProjectLoaded)
  232. {
  233. ProjectWindow.Open();
  234. return;
  235. }
  236. string projectPath = ProjectPath;
  237. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  238. bool foundPath = false;
  239. for (int i = 0; i < recentProjects.Length; i++)
  240. {
  241. if (PathEx.Compare(recentProjects[i].path, projectPath))
  242. {
  243. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  244. EditorSettings.RecentProjects = recentProjects;
  245. foundPath = true;
  246. break;
  247. }
  248. }
  249. if (!foundPath)
  250. {
  251. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  252. extendedRecentProjects.AddRange(recentProjects);
  253. RecentProject newProject = new RecentProject();
  254. newProject.path = projectPath;
  255. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  256. extendedRecentProjects.Add(newProject);
  257. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  258. }
  259. EditorSettings.LastOpenProject = projectPath;
  260. EditorSettings.Save();
  261. ProjectLibrary.Refresh();
  262. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  263. monitor.OnAdded += OnAssetModified;
  264. monitor.OnRemoved += OnAssetModified;
  265. monitor.OnModified += OnAssetModified;
  266. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  267. Scene.Load(ProjectSettings.LastOpenScene);
  268. }
  269. private static void UnloadProject()
  270. {
  271. Action continueUnload =
  272. () =>
  273. {
  274. Scene.Clear();
  275. if (monitor != null)
  276. {
  277. monitor.Destroy();
  278. monitor = null;
  279. }
  280. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  281. if(window != null)
  282. window.Reset();
  283. Internal_UnloadProject();
  284. };
  285. Action<DialogBox.ResultType> dialogCallback =
  286. (result) =>
  287. {
  288. if (result == DialogBox.ResultType.Yes)
  289. SaveScene();
  290. continueUnload();
  291. };
  292. if (Scene.IsModified())
  293. {
  294. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  295. DialogBox.Type.YesNoCancel, dialogCallback);
  296. }
  297. else
  298. continueUnload();
  299. }
  300. [MenuItem("Components/Camera")]
  301. private static void AddCamera()
  302. {
  303. SceneObject so = Selection.sceneObject;
  304. if (so == null)
  305. return;
  306. UndoRedo.RecordSO(so, "Added a Camera component");
  307. so.AddComponent<Camera>();
  308. }
  309. [MenuItem("Components/Renderable")]
  310. private static void AddRenderable()
  311. {
  312. SceneObject so = Selection.sceneObject;
  313. if (so == null)
  314. return;
  315. UndoRedo.RecordSO(so, "Added a Renderable component");
  316. so.AddComponent<Renderable>();
  317. }
  318. [MenuItem("Components/Point light")]
  319. private static void AddPointLight()
  320. {
  321. SceneObject so = Selection.sceneObject;
  322. if (so == null)
  323. return;
  324. UndoRedo.RecordSO(so, "Added a Light component");
  325. Light light = so.AddComponent<Light>();
  326. light.Type = LightType.Point;
  327. }
  328. [MenuItem("Components/Spot light")]
  329. private static void AddSpotLight()
  330. {
  331. SceneObject so = Selection.sceneObject;
  332. if (so == null)
  333. return;
  334. UndoRedo.RecordSO(so, "Added a Light component");
  335. Light light = so.AddComponent<Light>();
  336. light.Type = LightType.Spot;
  337. }
  338. [MenuItem("Components/Directional light")]
  339. private static void AddDirectionalLight()
  340. {
  341. SceneObject so = Selection.sceneObject;
  342. if (so == null)
  343. return;
  344. UndoRedo.RecordSO(so, "Added a Light component");
  345. Light light = so.AddComponent<Light>();
  346. light.Type = LightType.Directional;
  347. }
  348. [MenuItem("Scene Objects/Camera")]
  349. private static void AddCameraSO()
  350. {
  351. SceneObject so = UndoRedo.CreateSO("Camera", "Created a Camera");
  352. so.AddComponent<Camera>();
  353. Selection.sceneObject = so;
  354. }
  355. [MenuItem("Scene Objects/Renderable")]
  356. private static void AddRenderableSO()
  357. {
  358. SceneObject so = UndoRedo.CreateSO("Renderable", "Created a Renderable");
  359. so.AddComponent<Renderable>();
  360. Selection.sceneObject = so;
  361. }
  362. [MenuItem("Scene Objects/Point light")]
  363. private static void AddPointLightSO()
  364. {
  365. SceneObject so = UndoRedo.CreateSO("Point light", "Created a Light");
  366. Light light = so.AddComponent<Light>();
  367. light.Type = LightType.Point;
  368. Selection.sceneObject = so;
  369. }
  370. [MenuItem("Scene Objects/Spot light")]
  371. private static void AddSpotLightSO()
  372. {
  373. SceneObject so = UndoRedo.CreateSO("Spot light", "Created a Light");
  374. Light light = so.AddComponent<Light>();
  375. light.Type = LightType.Spot;
  376. Selection.sceneObject = so;
  377. }
  378. [MenuItem("Scene Objects/Directional light")]
  379. private static void AddDirectionalLightSO()
  380. {
  381. SceneObject so = UndoRedo.CreateSO("Directional light", "Created a Light");
  382. Light light = so.AddComponent<Light>();
  383. light.Type = LightType.Directional;
  384. Selection.sceneObject = so;
  385. }
  386. [MethodImpl(MethodImplOptions.InternalCall)]
  387. private static extern string Internal_GetProjectPath();
  388. [MethodImpl(MethodImplOptions.InternalCall)]
  389. private static extern string Internal_GetProjectName();
  390. [MethodImpl(MethodImplOptions.InternalCall)]
  391. private static extern bool Internal_GetProjectLoaded();
  392. [MethodImpl(MethodImplOptions.InternalCall)]
  393. private static extern string Internal_GetCompilerPath();
  394. [MethodImpl(MethodImplOptions.InternalCall)]
  395. private static extern string Internal_GetBuiltinAssemblyPath();
  396. [MethodImpl(MethodImplOptions.InternalCall)]
  397. private static extern string Internal_GetScriptAssemblyPath();
  398. [MethodImpl(MethodImplOptions.InternalCall)]
  399. private static extern string Internal_GetFrameworkAssemblyPath();
  400. [MethodImpl(MethodImplOptions.InternalCall)]
  401. private static extern string Internal_GetEngineAssemblyName();
  402. [MethodImpl(MethodImplOptions.InternalCall)]
  403. private static extern string Internal_GetEditorAssemblyName();
  404. [MethodImpl(MethodImplOptions.InternalCall)]
  405. private static extern string Internal_GetScriptGameAssemblyName();
  406. [MethodImpl(MethodImplOptions.InternalCall)]
  407. private static extern string Internal_GetScriptEditorAssemblyName();
  408. [MethodImpl(MethodImplOptions.InternalCall)]
  409. private static extern string Internal_SaveScene(string path);
  410. [MethodImpl(MethodImplOptions.InternalCall)]
  411. private static extern bool Internal_IsValidProject(string path);
  412. [MethodImpl(MethodImplOptions.InternalCall)]
  413. private static extern void Internal_SaveProject();
  414. [MethodImpl(MethodImplOptions.InternalCall)]
  415. private static extern void Internal_LoadProject(string path);
  416. [MethodImpl(MethodImplOptions.InternalCall)]
  417. private static extern void Internal_UnloadProject();
  418. [MethodImpl(MethodImplOptions.InternalCall)]
  419. private static extern void Internal_CreateProject(string path);
  420. }
  421. }