BsScriptEditorApplication.cpp 13 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 "BsSceneManager.h"
  11. #include "BsEditorWindowManager.h"
  12. #include "BsMainEditorWindow.h"
  13. #include "BsGUIStatusBar.h"
  14. #include "BsScriptEditorTestSuite.h"
  15. #include "BsTestOutput.h"
  16. #include "BsScriptManager.h"
  17. #include "BsGUIMenuBar.h"
  18. #include "BsPlayInEditorManager.h"
  19. namespace BansheeEngine
  20. {
  21. bool ScriptEditorApplication::mRequestProjectLoad = false;
  22. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  23. Path ScriptEditorApplication::mProjectLoadPath;
  24. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  25. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  26. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  27. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  28. :ScriptObject(instance)
  29. { }
  30. void ScriptEditorApplication::initRuntimeData()
  31. {
  32. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  33. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  34. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", &ScriptEditorApplication::internal_SetStatusCompiling);
  35. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  36. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  37. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  38. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  39. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  40. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  41. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  42. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  43. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  44. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  45. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  46. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  47. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  48. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  49. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  50. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  51. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  52. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", &ScriptEditorApplication::internal_ReloadAssemblies);
  53. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  54. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", &ScriptEditorApplication::internal_RunUnitTests);
  55. metaData.scriptClass->addInternalCall("Internal_Quit", &ScriptEditorApplication::internal_Quit);
  56. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", &ScriptEditorApplication::internal_ToggleToolbarItem);
  57. metaData.scriptClass->addInternalCall("Internal_GetIsPlaying", &ScriptEditorApplication::internal_GetIsPlaying);
  58. metaData.scriptClass->addInternalCall("Internal_SetIsPlaying", &ScriptEditorApplication::internal_SetIsPlaying);
  59. metaData.scriptClass->addInternalCall("Internal_GetIsPaused", &ScriptEditorApplication::internal_GetIsPaused);
  60. metaData.scriptClass->addInternalCall("Internal_SetIsPaused", &ScriptEditorApplication::internal_SetIsPaused);
  61. metaData.scriptClass->addInternalCall("Internal_FrameStep", &ScriptEditorApplication::internal_FrameStep);
  62. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  63. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  64. }
  65. void ScriptEditorApplication::startUp()
  66. {
  67. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  68. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  69. }
  70. void ScriptEditorApplication::shutDown()
  71. {
  72. OnStatusBarClickedConn.disconnect();
  73. }
  74. void ScriptEditorApplication::update()
  75. {
  76. // Project load must be delayed when requested from managed code because it
  77. // triggers managed assembly reload, and that can't be performed when called
  78. // from the Mono thread.
  79. if (mRequestProjectLoad)
  80. {
  81. gEditorApplication().loadProject(mProjectLoadPath);
  82. mRequestProjectLoad = false;
  83. mRequestAssemblyReload = false;
  84. MonoUtil::invokeThunk(onProjectLoadedThunk);
  85. }
  86. else if (mRequestAssemblyReload)
  87. {
  88. ScriptManager::instance().reload();
  89. mRequestAssemblyReload = false;
  90. }
  91. }
  92. void ScriptEditorApplication::onStatusBarClicked()
  93. {
  94. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  95. }
  96. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  97. {
  98. WString nativeScene = MonoUtil::monoToWString(name);
  99. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  100. mainWindow->getStatusBar().setScene(nativeScene, modified);
  101. }
  102. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  103. {
  104. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  105. if (gEditorApplication().isProjectLoaded())
  106. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  107. else
  108. mainWindow->getStatusBar().setProject(L"None", false);
  109. }
  110. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  111. {
  112. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  113. mainWindow->getStatusBar().setIsCompiling(compiling);
  114. }
  115. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  116. {
  117. Path projectPath = gEditorApplication().getProjectPath();
  118. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  119. }
  120. MonoString* ScriptEditorApplication::internal_GetProjectName()
  121. {
  122. WString projectName = gEditorApplication().getProjectName();
  123. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  124. }
  125. bool ScriptEditorApplication::internal_GetProjectLoaded()
  126. {
  127. return gEditorApplication().isProjectLoaded();
  128. }
  129. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  130. {
  131. Path compilerPath = MonoManager::instance().getCompilerPath();
  132. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  133. }
  134. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  135. {
  136. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  137. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  138. }
  139. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  140. {
  141. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  142. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  143. }
  144. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  145. {
  146. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  147. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  148. }
  149. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  150. {
  151. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  152. }
  153. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  154. {
  155. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  156. }
  157. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  158. {
  159. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  160. }
  161. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  162. {
  163. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  164. }
  165. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  166. {
  167. Path nativePath = MonoUtil::monoToWString(path);
  168. HSceneObject sceneRoot = gSceneManager().getRootNode();
  169. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  170. HPrefab scene;
  171. if (entry != nullptr)
  172. {
  173. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  174. return nullptr;
  175. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  176. if (resEntry->meta == nullptr || resEntry->meta->getTypeID() != TID_Prefab)
  177. return nullptr;
  178. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  179. scene->update(sceneRoot);
  180. gProjectLibrary().saveEntry(scene);
  181. }
  182. else
  183. {
  184. scene = Prefab::create(sceneRoot);
  185. gProjectLibrary().createEntry(scene, nativePath);
  186. }
  187. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  188. }
  189. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  190. {
  191. Path nativePath = MonoUtil::monoToWString(path);
  192. return gEditorApplication().isValidProjectPath(nativePath);
  193. }
  194. void ScriptEditorApplication::internal_SaveProject()
  195. {
  196. gEditorApplication().saveProject();
  197. }
  198. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  199. {
  200. mRequestProjectLoad = true;
  201. mProjectLoadPath = MonoUtil::monoToWString(path);
  202. }
  203. void ScriptEditorApplication::internal_UnloadProject()
  204. {
  205. gEditorApplication().unloadProject();
  206. }
  207. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  208. {
  209. Path nativePath = MonoUtil::monoToWString(path);
  210. gEditorApplication().createProject(nativePath);
  211. }
  212. void ScriptEditorApplication::internal_ReloadAssemblies()
  213. {
  214. mRequestAssemblyReload = true;
  215. }
  216. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  217. {
  218. Path nativePath = MonoUtil::monoToWString(path);
  219. PlatformUtility::open(nativePath);
  220. }
  221. void ScriptEditorApplication::internal_RunUnitTests()
  222. {
  223. #if BS_DEBUG_MODE
  224. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  225. ExceptionTestOutput testOutput;
  226. testSuite->run(testOutput);
  227. #endif
  228. }
  229. void ScriptEditorApplication::internal_Quit()
  230. {
  231. gApplication().stopMainLoop();
  232. }
  233. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  234. {
  235. String nativeName = MonoUtil::monoToString(name);
  236. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  237. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  238. }
  239. bool ScriptEditorApplication::internal_GetIsPlaying()
  240. {
  241. return PlayInEditorManager::instance().getState() == PlayInEditorState::Playing;
  242. }
  243. void ScriptEditorApplication::internal_SetIsPlaying(bool value)
  244. {
  245. if (value)
  246. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  247. else
  248. PlayInEditorManager::instance().setState(PlayInEditorState::Stopped);
  249. }
  250. bool ScriptEditorApplication::internal_GetIsPaused()
  251. {
  252. return PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  253. }
  254. void ScriptEditorApplication::internal_SetIsPaused(bool value)
  255. {
  256. if (value)
  257. PlayInEditorManager::instance().setState(PlayInEditorState::Paused);
  258. else
  259. {
  260. bool isPaused = PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  261. if (isPaused)
  262. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  263. }
  264. }
  265. void ScriptEditorApplication::internal_FrameStep()
  266. {
  267. PlayInEditorManager::instance().frameStep();
  268. }
  269. }