BsEditorApplication.cpp 16 KB

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  1. #include "BsEditorApplication.h"
  2. #include "BsEditorWindowManager.h"
  3. #include "BsEditorWidgetManager.h"
  4. #include "BsMainEditorWindow.h"
  5. #include "BsRenderWindow.h"
  6. #include "BsBuiltinEditorResources.h"
  7. #include "BsUndoRedo.h"
  8. #include "BsFileSerializer.h"
  9. #include "BsFileSystem.h"
  10. #include "BsResourceImporter.h"
  11. #include "BsEditorWidgetLayout.h"
  12. #include "BsScenePicking.h"
  13. #include "BsSelection.h"
  14. #include "BsGizmoManager.h"
  15. #include "BsCodeEditor.h"
  16. #include "BsBuildManager.h"
  17. #include "BsScriptCodeImporter.h"
  18. // DEBUG ONLY
  19. #include "DbgEditorWidget1.h"
  20. #include "DbgEditorWidget2.h"
  21. #include "BsResources.h"
  22. #include "BsSceneObject.h"
  23. #include "BsImporter.h"
  24. #include "BsGpuProgram.h"
  25. #include "BsGpuProgramImportOptions.h"
  26. #include "BsShader.h"
  27. #include "BsTexture.h"
  28. #include "BsMaterial.h"
  29. #include "BsTechnique.h"
  30. #include "BsPass.h"
  31. #include "BsRenderable.h"
  32. #include "BsDbgTestGameObjectRef.h"
  33. #include "BsVirtualInput.h"
  34. #include "BsFolderMonitor.h"
  35. #include "BsProjectLibrary.h"
  36. #include "BsCamera.h"
  37. #include "BsGUIWidget.h"
  38. #include "BsGUIArea.h"
  39. #include "BsGUIButton.h"
  40. #include "BsGUILayout.h"
  41. #include "BsEvent.h"
  42. #include "BsCoreRenderer.h"
  43. #include "BsEditorSettings.h"
  44. #include "BsMesh.h"
  45. #include "BsMath.h"
  46. namespace BansheeEngine
  47. {
  48. const Path EditorApplication::WIDGET_LAYOUT_PATH = L"Internal\\Layout.asset";
  49. const Path EditorApplication::BUILD_DATA_PATH = L"Internal\\BuildData.asset";
  50. RENDER_WINDOW_DESC createRenderWindowDesc()
  51. {
  52. RENDER_WINDOW_DESC renderWindowDesc;
  53. renderWindowDesc.videoMode = VideoMode(1280, 720);
  54. renderWindowDesc.title = "BansheeEditor";
  55. renderWindowDesc.fullscreen = false;
  56. renderWindowDesc.border = WindowBorder::None;
  57. return renderWindowDesc;
  58. }
  59. EditorApplication::EditorApplication(RenderSystemPlugin renderSystemPlugin)
  60. :Application(createRenderWindowDesc(), renderSystemPlugin, RendererPlugin::Default),
  61. mActiveRSPlugin(renderSystemPlugin), mSBansheeEditorPlugin(nullptr)
  62. {
  63. // TODO - Load project settings
  64. mEditorSettings = bs_shared_ptr<EditorSettings>();
  65. BuiltinEditorResources::startUp(renderSystemPlugin);
  66. {
  67. auto inputConfig = VirtualInput::instance().getConfiguration();
  68. inputConfig->registerButton("Rename", BC_F2);
  69. inputConfig->registerButton("Undo", BC_Z, ButtonModifier::Ctrl);
  70. inputConfig->registerButton("Redo", BC_Y, ButtonModifier::Ctrl);
  71. inputConfig->registerButton("Copy", BC_C, ButtonModifier::Ctrl);
  72. inputConfig->registerButton("Cut", BC_X, ButtonModifier::Ctrl);
  73. inputConfig->registerButton("Paste", BC_V, ButtonModifier::Ctrl);
  74. inputConfig->registerButton("Delete", BC_DELETE);
  75. }
  76. ScriptCodeImporter* scriptCodeImporter = bs_new<ScriptCodeImporter>();
  77. Importer::instance()._registerAssetImporter(scriptCodeImporter);
  78. ResourceImporter* resourceImporter = bs_new<ResourceImporter>();
  79. Importer::instance()._registerAssetImporter(resourceImporter);
  80. ProjectLibrary::startUp(getProjectPath());
  81. UndoRedo::startUp();
  82. EditorWindowManager::startUp();
  83. EditorWidgetManager::startUp();
  84. ScenePicking::startUp();
  85. Selection::startUp();
  86. GizmoManager::startUp();
  87. BuildManager::startUp();
  88. CodeEditorManager::startUp();
  89. }
  90. EditorApplication::~EditorApplication()
  91. {
  92. BuildManager::instance().save(BUILD_DATA_PATH);
  93. CodeEditorManager::shutDown();
  94. BuildManager::shutDown();
  95. GizmoManager::shutDown();
  96. Selection::shutDown();
  97. ScenePicking::shutDown();
  98. saveWidgetLayout(EditorWidgetManager::instance().getLayout());
  99. // TODO - Save project settings
  100. EditorWidgetManager::shutDown();
  101. EditorWindowManager::shutDown();
  102. UndoRedo::shutDown();
  103. // We purposely don't unload this plugin, it needs to be unloaded after
  104. // all mono assemblies have been unloaded (since their finalizers will call
  105. // into the plugin). So we leave it to be unloaded automatically on app exit
  106. shutdownPlugin(mSBansheeEditorPlugin);
  107. /************************************************************************/
  108. /* DEBUG CODE */
  109. /************************************************************************/
  110. gResources().unload(mTestTexRef);
  111. gResources().unload(mDbgMeshRef);
  112. gResources().unload(mFragProgRef);
  113. gResources().unload(mVertProgRef);
  114. gResources().unload(mTestMaterial);
  115. mTestMaterial = nullptr;
  116. mTestTexRef = nullptr;
  117. mDbgMeshRef = nullptr;
  118. mFragProgRef = nullptr;
  119. mVertProgRef = nullptr;
  120. mNewPassGL = nullptr;
  121. mNewTechniqueGL = nullptr;
  122. mNewPassDX = nullptr;
  123. mNewTechniqueDX = nullptr;
  124. mNewPassDX11 = nullptr;
  125. mNewTechniqueDX11 = nullptr;
  126. mTestShader = nullptr;
  127. /************************************************************************/
  128. /* END DEBUG CODE */
  129. /************************************************************************/
  130. ProjectLibrary::shutDown();
  131. BuiltinEditorResources::shutDown();
  132. }
  133. void EditorApplication::onStartUp()
  134. {
  135. Application::onStartUp();
  136. MainEditorWindow* mainWindow = MainEditorWindow::create(getPrimaryWindow());
  137. loadPlugin("SBansheeEditor", &mSBansheeEditorPlugin); // Managed part of the editor
  138. EditorWidgetLayoutPtr layout = loadWidgetLayout();
  139. if (layout != nullptr)
  140. EditorWidgetManager::instance().setLayout(layout);
  141. BuildManager::instance().load(BUILD_DATA_PATH);
  142. /************************************************************************/
  143. /* DEBUG CODE */
  144. /************************************************************************/
  145. RenderAPICore* renderSystem = RenderAPICore::instancePtr();
  146. HSceneObject testModelGO = SceneObject::create("TestMesh");
  147. HRenderable testRenderable = testModelGO->addComponent<Renderable>();
  148. WString psLoc;
  149. WString vsLoc;
  150. GpuProgramProfile psProfile;
  151. GpuProgramProfile vsProfile;
  152. String psEntry;
  153. String vsEntry;
  154. String language;
  155. switch (mActiveRSPlugin)
  156. {
  157. case RenderSystemPlugin::DX11:
  158. {
  159. psLoc = L"..\\..\\..\\..\\Data\\hlsl11_ps.gpuprog";
  160. vsLoc = L"..\\..\\..\\..\\Data\\hlsl11_vs.gpuprog";
  161. language = "hlsl";
  162. psProfile = GPP_FS_4_0;
  163. vsProfile = GPP_VS_4_0;
  164. psEntry = "ps_main";
  165. vsEntry = "vs_main";
  166. break;
  167. }
  168. case RenderSystemPlugin::DX9:
  169. {
  170. psLoc = L"..\\..\\..\\..\\Data\\hlsl9_ps.gpuprog";
  171. vsLoc = L"..\\..\\..\\..\\Data\\hlsl9_vs.gpuprog";
  172. language = "hlsl";
  173. psProfile = GPP_FS_2_0;
  174. vsProfile = GPP_VS_2_0;
  175. psEntry = "ps_main";
  176. vsEntry = "vs_main";
  177. break;
  178. }
  179. case RenderSystemPlugin::OpenGL:
  180. {
  181. psLoc = L"..\\..\\..\\..\\Data\\glsl_ps.gpuprog";
  182. vsLoc = L"..\\..\\..\\..\\Data\\glsl_vs.gpuprog";
  183. language = "glsl";
  184. psProfile = GPP_FS_2_0;
  185. vsProfile = GPP_VS_2_0;
  186. psEntry = "main";
  187. vsEntry = "main";
  188. break;
  189. }
  190. }
  191. ImportOptionsPtr gpuProgImportOptions = Importer::instance().createImportOptions(psLoc);
  192. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  193. {
  194. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  195. importOptions->setEntryPoint(psEntry);
  196. importOptions->setLanguage(language);
  197. importOptions->setProfile(psProfile);
  198. importOptions->setType(GPT_FRAGMENT_PROGRAM);
  199. }
  200. mFragProgRef = Importer::instance().import<GpuProgram>(psLoc, gpuProgImportOptions);
  201. gpuProgImportOptions = Importer::instance().createImportOptions(vsLoc);
  202. if (rtti_is_of_type<GpuProgramImportOptions>(gpuProgImportOptions))
  203. {
  204. GpuProgramImportOptions* importOptions = static_cast<GpuProgramImportOptions*>(gpuProgImportOptions.get());
  205. importOptions->setEntryPoint(vsEntry);
  206. importOptions->setLanguage(language);
  207. importOptions->setProfile(vsProfile);
  208. importOptions->setType(GPT_VERTEX_PROGRAM);
  209. }
  210. mVertProgRef = Importer::instance().import<GpuProgram>(vsLoc, gpuProgImportOptions);
  211. gResources().save(mVertProgRef, L"C:\\vertProgCg.vprog", true);
  212. gResources().unload(mVertProgRef);
  213. mVertProgRef = gResources().load<GpuProgram>(L"C:\\vertProgCg.vprog");
  214. gResources().save(mFragProgRef, L"C:\\fragProgCg.vprog", true);
  215. gResources().unload(mFragProgRef);
  216. mFragProgRef = gResources().load<GpuProgram>(L"C:\\fragProgCg.vprog");
  217. PASS_DESC passDesc;
  218. passDesc.vertexProgram = mVertProgRef;
  219. passDesc.fragmentProgram = mFragProgRef;
  220. mNewPassGL = Pass::create(passDesc);
  221. mNewTechniqueGL = Technique::create(RenderAPIOpenGL, "BansheeRenderer", { mNewPassGL });
  222. // TODO - I need to create different techniques for different render systems (and renderers, if there were any),
  223. // which is redundant as some techniques can be reused. I should add a functionality that supports multiple
  224. // render systems/renderers per technique
  225. mNewPassDX = Pass::create(passDesc);
  226. mNewTechniqueDX = Technique::create(RenderAPIDX9, "BansheeRenderer", { mNewPassDX });
  227. mNewPassDX11 = Pass::create(passDesc);
  228. mNewTechniqueDX11 = Technique::create(RenderAPIDX11, "BansheeRenderer", { mNewPassDX11 });
  229. SHADER_DESC shaderDesc;
  230. shaderDesc.addParameter("matWorldViewProj", "matWorldViewProj", GPDT_MATRIX_4X4, RPS_WorldViewProjTfrm);
  231. shaderDesc.addParameter("samp", "samp", GPOT_SAMPLER2D);
  232. shaderDesc.addParameter("tex", "tex", GPOT_TEXTURE2D);
  233. shaderDesc.setParamBlockAttribs("PerObject", true, GPBU_DYNAMIC, RBS_PerObject);
  234. mTestShader = Shader::create("TestShader", shaderDesc, { mNewTechniqueGL, mNewTechniqueDX, mNewTechniqueDX11 });
  235. mTestMaterial = Material::create(mTestShader);
  236. mTestTexRef = static_resource_cast<Texture>(Importer::instance().import(L"..\\..\\..\\..\\Data\\Examples\\Dragon.tga"));
  237. mDbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(L"..\\..\\..\\..\\Data\\Examples\\Dragon.fbx"));
  238. gResources().save(mTestTexRef, L"C:\\ExportTest.tex", true);
  239. gResources().save(mDbgMeshRef, L"C:\\ExportMesh.mesh", true);
  240. gResources().unload(mTestTexRef);
  241. gResources().unload(mDbgMeshRef);
  242. mTestTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
  243. mDbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
  244. mDbgMeshRef.blockUntilLoaded();
  245. mDbgMeshRef->blockUntilCoreInitialized();
  246. mTestTexRef.blockUntilLoaded();
  247. mTestTexRef->blockUntilCoreInitialized();
  248. mTestMaterial->setTexture("tex", mTestTexRef);
  249. gResources().save(mTestShader, L"C:\\ExportShader.asset", true);
  250. gResources().save(mTestMaterial, L"C:\\ExportMaterial.mat", true);
  251. gResources().unload(mTestMaterial);
  252. gResources().unload(mTestShader);
  253. mTestShader = gResources().load<Shader>(L"C:\\ExportShader.asset");
  254. mTestMaterial = gResources().load<Material>(L"C:\\ExportMaterial.mat");
  255. testRenderable->setMesh(mDbgMeshRef);
  256. testRenderable->setMaterial(0, mTestMaterial);
  257. GameObjectHandle<DbgTestGameObjectRef> dbgTestGameObjectRef = testModelGO->addComponent<DbgTestGameObjectRef>();
  258. dbgTestGameObjectRef->mRenderable = testRenderable;
  259. HSceneObject clone = testModelGO->clone();
  260. GameObjectHandle<DbgTestGameObjectRef> clonedDbgTestGameObjectRef = clone->getComponent<DbgTestGameObjectRef>();
  261. clone->setScale(Vector3::ONE * 0.01f);
  262. testModelGO->destroy();
  263. //Win32FolderMonitor* folderMonitor = bs_new<Win32FolderMonitor>();
  264. //FolderChange folderChanges = (FolderChange)((UINT32)FolderChange::FileName | (UINT32)FolderChange::DirName |
  265. // (UINT32)FolderChange::Creation | (UINT32)FolderChange::LastWrite);
  266. //folderMonitor->startMonitor(L"D:\\TestDetect", true, folderChanges);
  267. //HTexture dbgCursor = static_resource_cast<Texture>(Importer::instance().import(L"C:\\CursorDbg.psd"));
  268. //PixelDataPtr cursorPixelData = dbgCursor->allocateSubresourceBuffer(0);
  269. //gMainSyncedCA().readSubresource(dbgCursor.getInternalPtr(), 0, cursorPixelData);
  270. //gMainSyncedCA().submitToCoreThread(true);
  271. /************************************************************************/
  272. /* MODAL WINDOW */
  273. /************************************************************************/
  274. //RENDER_WINDOW_DESC modalWindowDesc;
  275. //modalWindowDesc.width = 200;
  276. //modalWindowDesc.height = 200;
  277. //modalWindowDesc.left = 0;
  278. //modalWindowDesc.top = 0;
  279. //modalWindowDesc.title = "ModalWindow";
  280. //modalWindowDesc.fullscreen = false;
  281. //modalWindowDesc.border = WindowBorder::None;
  282. //modalWindowDesc.toolWindow = true;
  283. //modalWindowDesc.modal = true;
  284. //RenderWindowPtr modalWindow = RenderWindow::create(modalWindowDesc, gApplication().getPrimaryWindow());
  285. //HSceneObject modalSceneObject = SceneObject::create("ModalWindow");
  286. //HCamera modalCamera = modalSceneObject->addComponent<Camera>();
  287. //modalCamera->initialize(modalWindow, 0.0f, 0.0f, 1.0f, 1.0f);
  288. //modalCamera->setNearClipDistance(5);
  289. //modalCamera->setAspectRatio(1.0f);
  290. //modalCamera->setIgnoreSceneRenderables(true);
  291. //HGUIWidget modalGUI = modalSceneObject->addComponent<GUIWidget>(modalCamera->getViewport().get());
  292. //modalGUI->setDepth(128);
  293. //modalGUI->setSkin(EditorGUI::instance().getSkin());
  294. //GUIArea* modalArea = GUIArea::createStretchedXY(*modalGUI, 0, 0, 0, 0, 500);
  295. //GUIButton* modalButton = GUIButton::create(*modalGUI, HString(L"Close"));
  296. //modalButton->onClick.connect(std::bind(&EditorApplication::closeModalWindow, modalWindow, modalSceneObject));
  297. //modalArea->getLayout().addElement(modalButton);
  298. /************************************************************************/
  299. /* END DEBUG CODE */
  300. /************************************************************************/
  301. DbgEditorWidget1::open(); // DEBUG ONLY
  302. DbgEditorWidget2::open(); // DEBUG ONLY
  303. }
  304. void EditorApplication::onShutDown()
  305. {
  306. Application::onShutDown();
  307. }
  308. void EditorApplication::startUp(RenderSystemPlugin renderSystemPlugin)
  309. {
  310. CoreApplication::startUp<EditorApplication>(renderSystemPlugin);
  311. }
  312. void EditorApplication::closeModalWindow(RenderWindowPtr window, HSceneObject sceneObject)
  313. {
  314. //sceneObject->destroy();
  315. window->destroy();
  316. }
  317. void EditorApplication::update()
  318. {
  319. Application::update();
  320. ProjectLibrary::instance().update();
  321. EditorWindowManager::instance().update();
  322. }
  323. bool EditorApplication::isProjectLoaded() const
  324. {
  325. return true; // TODO - DEBUG ONLY
  326. }
  327. bool EditorApplication::isGameViewFocused() const
  328. {
  329. return false; // TODO
  330. }
  331. bool EditorApplication::isSceneViewFocused() const
  332. {
  333. return true; // TODO
  334. }
  335. const Path& EditorApplication::getProjectPath() const
  336. {
  337. static Path dummyProjectPath = L"D:\\DummyBansheeProject\\";
  338. return dummyProjectPath;
  339. }
  340. const WString& EditorApplication::getProjectName() const
  341. {
  342. static WString dummyProjectName = L"DummyBansheeProject";
  343. return dummyProjectName;
  344. }
  345. Path EditorApplication::getEditorAssemblyPath() const
  346. {
  347. Path assemblyPath = getBuiltinAssemblyFolder();
  348. assemblyPath.append(toWString(EDITOR_ASSEMBLY) + L".dll");
  349. return assemblyPath;
  350. }
  351. Path EditorApplication::getEditorScriptAssemblyPath() const
  352. {
  353. Path assemblyPath = getScriptAssemblyFolder();
  354. assemblyPath.append(toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  355. return assemblyPath;
  356. }
  357. Path EditorApplication::getScriptAssemblyFolder() const
  358. {
  359. Path assemblyFolder = getProjectPath();
  360. assemblyFolder.append(INTERNAL_ASSEMBLY_PATH);
  361. return assemblyFolder;
  362. }
  363. EditorWidgetLayoutPtr EditorApplication::loadWidgetLayout()
  364. {
  365. Path layoutPath = getProjectPath();
  366. layoutPath.append(WIDGET_LAYOUT_PATH);
  367. if(FileSystem::exists(layoutPath))
  368. {
  369. FileDecoder fs(layoutPath);
  370. return std::static_pointer_cast<EditorWidgetLayout>(fs.decode());
  371. }
  372. return nullptr;
  373. }
  374. void EditorApplication::saveWidgetLayout(const EditorWidgetLayoutPtr& layout)
  375. {
  376. Path layoutPath = getProjectPath();
  377. layoutPath.append(WIDGET_LAYOUT_PATH);
  378. FileEncoder fs(layoutPath);
  379. fs.encode(layout.get());
  380. }
  381. EditorApplication& gEditorApplication()
  382. {
  383. return static_cast<EditorApplication&>(EditorApplication::instance());
  384. }
  385. }