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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsEditorApplication.h"
- #include "EditorWindow/BsEditorWindowManager.h"
- #include "EditorWindow/BsEditorWidgetManager.h"
- #include "EditorWindow/BsMainEditorWindow.h"
- #include "RenderAPI/BsRenderWindow.h"
- #include "Utility/BsBuiltinEditorResources.h"
- #include "UndoRedo/BsUndoRedo.h"
- #include "Serialization/BsFileSerializer.h"
- #include "FileSystem/BsFileSystem.h"
- #include "EditorWindow/BsEditorWidgetLayout.h"
- #include "Scene/BsScenePicking.h"
- #include "Scene/BsSelection.h"
- #include "Scene/BsGizmoManager.h"
- #include "CodeEditor/BsCodeEditor.h"
- #include "Build/BsBuildManager.h"
- #include "Resources/BsScriptCodeImporter.h"
- #include "Library/BsEditorShaderIncludeHandler.h"
- #include "EditorWindow/BsDropDownWindowManager.h"
- #include "Library/BsProjectLibrary.h"
- #include "Settings/BsProjectSettings.h"
- #include "Settings/BsEditorSettings.h"
- #include "Script/BsScriptManager.h"
- #include "Importer/BsImporter.h"
- #include "Input/BsVirtualInput.h"
- #include "Resources/BsResources.h"
- #include "Scene/BsSceneManager.h"
- #include "Utility/BsSplashScreen.h"
- #include "Utility/BsDynLib.h"
- #include "Scene/BsSceneManager.h"
- #include "BsEngineConfig.h"
- namespace bs
- {
- constexpr UINT32 SPLASH_SCREEN_DURATION_MS = 1000;
- const Path EditorApplication::WIDGET_LAYOUT_PATH = PROJECT_INTERNAL_DIR + "Layout.asset";
- const Path EditorApplication::BUILD_DATA_PATH = PROJECT_INTERNAL_DIR + "BuildData.asset";
- const Path EditorApplication::PROJECT_SETTINGS_PATH = PROJECT_INTERNAL_DIR + "Settings.asset";
- START_UP_DESC createStartupDesc()
- {
- START_UP_DESC startUpDesc;
- startUpDesc.renderAPI = BS_RENDER_API_MODULE;
- startUpDesc.renderer = BS_RENDERER_MODULE;
- startUpDesc.audio = BS_AUDIO_MODULE;
- startUpDesc.physics = BS_PHYSICS_MODULE;
- startUpDesc.physicsCooking = true;
- startUpDesc.primaryWindowDesc.videoMode = VideoMode(1920, 1080);
- startUpDesc.primaryWindowDesc.title = "BansheeEditor";
- startUpDesc.primaryWindowDesc.fullscreen = false;
- startUpDesc.primaryWindowDesc.showTitleBar = false;
- startUpDesc.primaryWindowDesc.showBorder = false;
- startUpDesc.primaryWindowDesc.hideUntilSwap = true;
- startUpDesc.primaryWindowDesc.depthBuffer = false;
- startUpDesc.primaryWindowDesc.hidden = true;
- startUpDesc.importers.push_back("bsfFreeImgImporter");
- startUpDesc.importers.push_back("bsfFBXImporter");
- startUpDesc.importers.push_back("bsfFontImporter");
- startUpDesc.importers.push_back("bsfSL");
- return startUpDesc;
- }
- Path getEditorSettingsPath()
- {
- return Paths::getEditorDataPath() + "Settings.asset";
- }
- EditorApplication::EditorApplication()
- :Application(createStartupDesc()), mIsProjectLoaded(false)
- {
- }
- EditorApplication::~EditorApplication()
- {
- ProjectLibrary::shutDown();
- BuiltinEditorResources::shutDown();
- }
- void EditorApplication::onStartUp()
- {
- Application::onStartUp();
- // In editor we render game on a separate surface, handled in Game window
- SceneManager::instance().setMainRenderTarget(nullptr);
- loadEditorSettings();
- mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
- ScriptCodeImporter* scriptCodeImporter = bs_new<ScriptCodeImporter>();
- Importer::instance()._registerAssetImporter(scriptCodeImporter);
- // Hidden dependency: Needs to be done before BuiltinEditorResources import as shader include lookup requires it
- ProjectLibrary::startUp();
- BuiltinEditorResources::startUp();
- {
- auto inputConfig = VirtualInput::instance().getConfiguration();
- inputConfig->registerButton("Copy", BC_C, ButtonModifier::Ctrl);
- inputConfig->registerButton("Cut", BC_X, ButtonModifier::Ctrl);
- inputConfig->registerButton("Paste", BC_V, ButtonModifier::Ctrl);
- }
- UndoRedo::startUp();
- EditorWindowManager::startUp();
- EditorWidgetManager::startUp();
- DropDownWindowManager::startUp();
- ScenePicking::startUp();
- Selection::startUp();
- GizmoManager::startUp();
- BuildManager::startUp();
- CodeEditorManager::startUp();
- MainEditorWindow::create(getPrimaryWindow());
- ScriptManager::startUp();
- }
- void EditorApplication::onShutDown()
- {
- unloadProject();
- CodeEditorManager::shutDown();
- BuildManager::shutDown();
- GizmoManager::shutDown();
- Selection::shutDown();
- ScenePicking::shutDown();
- saveEditorSettings();
- DropDownWindowManager::shutDown();
- EditorWidgetManager::shutDown();
- EditorWindowManager::shutDown();
- UndoRedo::shutDown();
- Application::onShutDown();
- }
- void EditorApplication::startUp()
- {
- CoreApplication::startUp<EditorApplication>();
- }
- void EditorApplication::startUpRenderer()
- {
- mSplashScreenTimer.reset();
- SplashScreen::show();
- }
- void EditorApplication::startUpScriptManager()
- {
- // Do nothing, we initialize the script manager at a later stage
- }
- void EditorApplication::updateScriptManager()
- {
- // Do nothing, we need to perform script update before editor window update, but Application::postUpdate (where this
- // method is normally called from) needs to execute after editor window update.
- }
- void EditorApplication::preUpdate()
- {
- Application::preUpdate();
- EditorWidgetManager::instance().update();
- DropDownWindowManager::instance().update();
- }
- void EditorApplication::postUpdate()
- {
- ScriptManager::instance().update();
- // Call update on editor widgets before parent's postUpdate because the parent will render the GUI and we need
- // to ensure editor widget's GUI is updated.
- EditorWindowManager::instance().update();
- Application::postUpdate();
- if(mSplashScreenShown)
- {
- UINT64 currentTime = mSplashScreenTimer.getMilliseconds();
- if (currentTime >= SPLASH_SCREEN_DURATION_MS)
- {
- SplashScreen::hide();
- EditorWindowManager::instance().showWindows();
- mSplashScreenShown = false;
- }
- }
- setFPSLimit(mEditorSettings->getFPSLimit());
- }
- void EditorApplication::quitRequested()
- {
- onQuitRequested();
- }
- void EditorApplication::saveProject()
- {
- if (!isProjectLoaded())
- return;
- Path buildDataPath = getProjectPath();
- buildDataPath.append(BUILD_DATA_PATH);
- BuildManager::instance().save(buildDataPath);
- saveWidgetLayout(EditorWidgetManager::instance().getLayout());
- saveEditorSettings();
- saveProjectSettings();
- gProjectLibrary().saveLibrary();
- }
- void EditorApplication::unloadProject()
- {
- if (!isProjectLoaded())
- return;
- saveProject();
- mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
- BuildManager::instance().clear();
- UndoRedo::instance().clear();
- EditorWidgetManager::instance().closeAll();
- gProjectLibrary().unloadLibrary();
- Resources::instance().unloadAllUnused();
- gSceneManager().clearScene();
- mProjectPath = Path::BLANK;
- mProjectName = StringUtil::BLANK;
- mIsProjectLoaded = false;
- }
- void EditorApplication::loadProject(const Path& projectPath)
- {
- unloadProject();
- mProjectPath = projectPath;
- mProjectName = projectPath.getTail();
- mIsProjectLoaded = true;
- loadProjectSettings();
- Path buildDataPath = getProjectPath();
- buildDataPath.append(BUILD_DATA_PATH);
- BuildManager::instance().load(buildDataPath);
- gProjectLibrary().loadLibrary();
- // Do this before restoring windows to ensure types are loaded
- ScriptManager::instance().reload();
-
- SPtr<EditorWidgetLayout> layout = loadWidgetLayout();
- if (layout != nullptr)
- EditorWidgetManager::instance().setLayout(layout);
- }
- void EditorApplication::createProject(const Path& path)
- {
- Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
- Path internalResourcesDir = Path::combine(path, ProjectLibrary::INTERNAL_RESOURCES_DIR);
- if (!FileSystem::exists(resourceDir))
- FileSystem::createDir(resourceDir);
- if (!FileSystem::exists(internalResourcesDir))
- FileSystem::createDir(internalResourcesDir);
- saveDefaultWidgetLayout(path);
- }
- bool EditorApplication::isValidProjectPath(const Path& path)
- {
- if (!path.isAbsolute())
- return false;
- if (!FileSystem::isDirectory(path))
- return false;
- Path resourceDir = Path::combine(path, ProjectLibrary::RESOURCES_DIR);
- if (!FileSystem::exists(resourceDir))
- return false;
- return true;
- }
- SPtr<EditorWidgetLayout> EditorApplication::loadWidgetLayout()
- {
- Path layoutPath = getProjectPath();
- layoutPath.append(WIDGET_LAYOUT_PATH);
- if (!FileSystem::exists(layoutPath))
- saveDefaultWidgetLayout(getProjectPath());
- if(FileSystem::exists(layoutPath))
- {
- FileDecoder fs(layoutPath);
- return std::static_pointer_cast<EditorWidgetLayout>(fs.decode());
- }
- return nullptr;
- }
- void EditorApplication::saveWidgetLayout(const SPtr<EditorWidgetLayout>& layout)
- {
- Path layoutPath = getProjectPath();
- layoutPath.append(WIDGET_LAYOUT_PATH);
- FileEncoder fs(layoutPath);
- fs.encode(layout.get());
- }
- void EditorApplication::saveDefaultWidgetLayout(const Path& folder)
- {
- Path internalResourcesDir = Path::combine(folder, ProjectLibrary::INTERNAL_RESOURCES_DIR);
- if (!FileSystem::exists(internalResourcesDir))
- FileSystem::createDir(internalResourcesDir);
- Path defaultLayoutPath = BuiltinEditorResources::getDefaultWidgetLayoutPath();
- if (FileSystem::exists(defaultLayoutPath))
- {
- Path projectLayoutPath = Path::combine(folder, WIDGET_LAYOUT_PATH);
- FileSystem::copy(defaultLayoutPath, projectLayoutPath, false);
- }
- }
- void EditorApplication::loadEditorSettings()
- {
- Path settingsPath = getEditorSettingsPath();
- if (FileSystem::exists(settingsPath))
- {
- FileDecoder fs(settingsPath);
- mEditorSettings = std::static_pointer_cast<EditorSettings>(fs.decode());
- }
-
- if (mEditorSettings == nullptr)
- mEditorSettings = bs_shared_ptr_new<EditorSettings>();
- }
- void EditorApplication::saveEditorSettings()
- {
- if (mEditorSettings == nullptr)
- return;
- Path settingsPath = getEditorSettingsPath();
- FileEncoder fs(settingsPath);
- fs.encode(mEditorSettings.get());
- }
- void EditorApplication::loadProjectSettings()
- {
- if (isProjectLoaded())
- {
- Path absoluteDataPath = getProjectPath();
- absoluteDataPath.append(PROJECT_SETTINGS_PATH);
- if (FileSystem::exists(absoluteDataPath))
- {
- FileDecoder fs(absoluteDataPath);
- mProjectSettings = std::static_pointer_cast<ProjectSettings>(fs.decode());
- }
- }
- if (mProjectSettings == nullptr)
- mProjectSettings = bs_shared_ptr_new<ProjectSettings>();
- }
- void EditorApplication::saveProjectSettings()
- {
- if (mProjectSettings == nullptr || !isProjectLoaded())
- return;
- Path absoluteDataPath = getProjectPath();
- absoluteDataPath.append(PROJECT_SETTINGS_PATH);
- FileEncoder fs(absoluteDataPath);
- fs.encode(mProjectSettings.get());
- }
- SPtr<IShaderIncludeHandler> EditorApplication::getShaderIncludeHandler() const
- {
- return bs_shared_ptr_new<EditorShaderIncludeHandler>();
- }
- EditorApplication& gEditorApplication()
- {
- return static_cast<EditorApplication&>(EditorApplication::instance());
- }
- }
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