EditorApplication.cs 31 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835
  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. /// <summary>
  9. /// Available tools in the scene view.
  10. /// </summary>
  11. public enum SceneViewTool
  12. {
  13. View,
  14. Move,
  15. Rotate,
  16. Scale
  17. }
  18. /// <summary>
  19. /// Pivot mode used by the scene view tools.
  20. /// </summary>
  21. public enum HandlePivotMode
  22. {
  23. Center,
  24. Pivot
  25. }
  26. /// <summary>
  27. /// Coordinate mode used by the scene view tools.
  28. /// </summary>
  29. public enum HandleCoordinateMode
  30. {
  31. Local,
  32. World
  33. }
  34. /// <summary>
  35. /// Manages various generic and global settings relating to the editor.
  36. /// </summary>
  37. public class EditorApplication
  38. {
  39. /// <summary>
  40. /// Determines the active tool shown in the scene view.
  41. /// </summary>
  42. public static SceneViewTool ActiveSceneTool
  43. {
  44. get { return EditorSettings.ActiveSceneTool; }
  45. set { EditorSettings.ActiveSceneTool = value; }
  46. }
  47. /// <summary>
  48. /// Determines the coordinate mode used by the tools in the scene view.
  49. /// </summary>
  50. public static HandleCoordinateMode ActiveCoordinateMode
  51. {
  52. get { return EditorSettings.ActiveCoordinateMode; }
  53. set { EditorSettings.ActiveCoordinateMode = value; }
  54. }
  55. /// <summary>
  56. /// Determines the pivot mode used by the tools in the scene view.
  57. /// </summary>
  58. public static HandlePivotMode ActivePivotMode
  59. {
  60. get { return EditorSettings.ActivePivotMode; }
  61. set { EditorSettings.ActivePivotMode = value; }
  62. }
  63. /// <summary>
  64. /// Camera used for rendering the scene view.
  65. /// </summary>
  66. public static Camera SceneViewCamera
  67. {
  68. get { return EditorWindow.GetWindow<SceneWindow>().Camera; }
  69. }
  70. /// <summary>
  71. /// Absolute path to the folder containing the currently open project.
  72. /// </summary>
  73. public static string ProjectPath { get { return Internal_GetProjectPath(); } }
  74. /// <summary>
  75. /// Name of the currently open project.
  76. /// </summary>
  77. public static string ProjectName { get { return Internal_GetProjectName(); } }
  78. /// <summary>
  79. /// Checks is any project currently loaded.
  80. /// </summary>
  81. public static bool IsProjectLoaded { get { return Internal_GetProjectLoaded(); } }
  82. /// <summary>
  83. /// Determines is the game currently running in the editor, or is it stopped or paused. Setting this value to false
  84. /// will stop the game, but if you just want to pause it use <see cref="IsPaused"/> property.
  85. /// </summary>
  86. public static bool IsPlaying
  87. {
  88. get { return Internal_GetIsPlaying(); }
  89. set
  90. {
  91. ToggleToolbarItem("Play", value);
  92. ToggleToolbarItem("Pause", false);
  93. if (!value)
  94. Selection.SceneObject = null;
  95. Internal_SetIsPlaying(value);
  96. }
  97. }
  98. /// <summary>
  99. /// Determines if the game is currently running in the editor, but paused. If the game is stopped and not running
  100. /// this will return false. If the game is not running and this is enabled, the game will start running but be
  101. /// immediately paused.
  102. /// </summary>
  103. public static bool IsPaused
  104. {
  105. get { return Internal_GetIsPaused(); }
  106. set
  107. {
  108. ToggleToolbarItem("Play", !value);
  109. ToggleToolbarItem("Pause", value);
  110. Internal_SetIsPaused(value);
  111. }
  112. }
  113. /// <summary>
  114. /// Returns true if the game is currently neither running nor paused. Use <see cref="IsPlaying"/> or
  115. /// <see cref="IsPaused"/> to actually change these states.
  116. /// </summary>
  117. public static bool IsStopped
  118. {
  119. get { return !IsPlaying && !IsPaused; }
  120. }
  121. /// <summary>
  122. /// Render target that the main camera in the scene (if any) will render its view to. This generally means the main
  123. /// game window when running standalone, or the Game viewport when running in editor.
  124. /// </summary>
  125. internal static RenderTarget MainRenderTarget
  126. {
  127. set
  128. {
  129. IntPtr rtPtr = IntPtr.Zero;
  130. if (value != null)
  131. rtPtr = value.GetCachedPtr();
  132. Internal_SetMainRenderTarget(rtPtr);
  133. }
  134. }
  135. /// <summary>
  136. /// Returns the path where the script compiler is located at.
  137. /// </summary>
  138. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  139. /// <summary>
  140. /// Returns the path to the folder where the custom script assemblies are located at.
  141. /// </summary>
  142. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  143. /// <summary>
  144. /// Returns the path to the folder where the .NET framework assemblies are located at.
  145. /// </summary>
  146. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  147. /// <summary>
  148. /// Name of the builtin assembly containing engine specific types.
  149. /// </summary>
  150. internal static string EngineAssemblyName { get { return Internal_GetEngineAssemblyName(); } }
  151. /// <summary>
  152. /// Name of the builtin assembly containing editor specific types.
  153. /// </summary>
  154. internal static string EditorAssemblyName { get { return Internal_GetEditorAssemblyName(); } }
  155. /// <summary>
  156. /// Name of the custom assembly compiled from non-editor scripts within the project.
  157. /// </summary>
  158. internal static string ScriptGameAssemblyName { get { return Internal_GetScriptGameAssemblyName(); } }
  159. /// <summary>
  160. /// Name of the custom assembly compiled from editor scripts within the project.
  161. /// </summary>
  162. internal static string ScriptEditorAssemblyName { get { return Internal_GetScriptEditorAssemblyName(); } }
  163. /// <summary>
  164. /// Returns the path to the folder where the builtin release script assemblies are located at.
  165. /// </summary>
  166. internal static string BuiltinReleaseAssemblyPath { get { return Internal_GetBuiltinReleaseAssemblyPath(); } }
  167. /// <summary>
  168. /// Returns the path to the folder where the builtin debug script assemblies are located at.
  169. /// </summary>
  170. internal static string BuiltinDebugAssemblyPath { get { return Internal_GetBuiltinDebugAssemblyPath(); } }
  171. private static EditorApplication instance;
  172. private static FolderMonitor monitor;
  173. private static ScriptCodeManager codeManager;
  174. private static HashSet<string> dirtyResources = new HashSet<string>();
  175. private static bool sceneDirty;
  176. private static bool unitTestsExecuted;
  177. /// <summary>
  178. /// Constructs a new editor application. Called at editor start-up by the runtime.
  179. /// </summary>
  180. internal EditorApplication()
  181. {
  182. instance = this;
  183. codeManager = new ScriptCodeManager();
  184. // Register controls
  185. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  186. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  187. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  188. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  189. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  190. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  191. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  192. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  193. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  194. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  195. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  196. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  197. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  198. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  199. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  200. inputConfig.RegisterButton(SceneWindow.FrameBinding, ButtonCode.F);
  201. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  202. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  203. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  204. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  205. if (IsProjectLoaded)
  206. {
  207. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  208. monitor.OnAdded += OnAssetModified;
  209. monitor.OnRemoved += OnAssetModified;
  210. monitor.OnModified += OnAssetModified;
  211. }
  212. }
  213. /// <summary>
  214. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  215. /// </summary>
  216. /// <param name="path">Path to the modified file or folder.</param>
  217. private static void OnAssetModified(string path)
  218. {
  219. ProjectLibrary.Refresh(path);
  220. }
  221. /// <summary>
  222. /// Called 60 times per second by the runtime.
  223. /// </summary>
  224. internal void OnEditorUpdate()
  225. {
  226. ProjectLibrary.Update();
  227. codeManager.Update();
  228. }
  229. /// <summary>
  230. /// Creates a new empty scene.
  231. /// </summary>
  232. [MenuItem("File/New Scene", 10051, true)]
  233. private static void NewScene()
  234. {
  235. LoadScene(null);
  236. }
  237. /// <summary>
  238. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  239. /// is modified the user is offered a chance to save it.
  240. /// </summary>
  241. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050)]
  242. private static void LoadScene()
  243. {
  244. string[] scenePaths;
  245. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  246. {
  247. if (scenePaths.Length > 0)
  248. LoadScene(scenePaths[0]);
  249. }
  250. }
  251. /// <summary>
  252. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  253. /// saved it is instead automatically saved at the last location.
  254. /// </summary>
  255. public static void SaveScene(Action onSuccess = null, Action onFailure = null)
  256. {
  257. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  258. {
  259. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  260. SaveScene(scenePath);
  261. if (onSuccess != null)
  262. onSuccess();
  263. }
  264. else
  265. SaveSceneAs(onSuccess, onFailure);
  266. }
  267. /// <summary>
  268. /// Opens a dialog to allows the user to select a location where to save the current scene.
  269. /// </summary>
  270. public static void SaveSceneAs(Action onSuccess = null, Action onFailure = null)
  271. {
  272. string scenePath = "";
  273. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  274. {
  275. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  276. {
  277. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  278. DialogBox.Type.OK,
  279. x =>
  280. {
  281. if (onFailure != null)
  282. onFailure();
  283. });
  284. }
  285. else
  286. {
  287. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  288. // Internal_SaveScene will silently fail.
  289. scenePath = Path.ChangeExtension(scenePath, ".prefab");
  290. SaveScene(scenePath);
  291. }
  292. }
  293. else
  294. {
  295. // User canceled, so technically a success
  296. if (onSuccess != null)
  297. onSuccess();
  298. }
  299. }
  300. /// <summary>
  301. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  302. /// chance to save it.
  303. /// </summary>
  304. /// <param name="path">Path to a valid prefab relative to the resource folder. If path is empty a brand new
  305. /// scene will be loaded.</param>
  306. public static void LoadScene(string path)
  307. {
  308. Action<string> continueLoad =
  309. (scenePath) =>
  310. {
  311. if (string.IsNullOrEmpty(path))
  312. Scene.Clear();
  313. else
  314. Scene.Load(path);
  315. SetSceneDirty(false);
  316. ProjectSettings.LastOpenScene = scenePath;
  317. ProjectSettings.Save();
  318. };
  319. Action<DialogBox.ResultType> dialogCallback =
  320. (result) =>
  321. {
  322. if (result == DialogBox.ResultType.Yes)
  323. {
  324. SaveScene();
  325. continueLoad(path);
  326. }
  327. else if (result == DialogBox.ResultType.No)
  328. continueLoad(path);
  329. };
  330. if (IsSceneModified())
  331. {
  332. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  333. DialogBox.Type.YesNoCancel, dialogCallback);
  334. }
  335. else
  336. continueLoad(path);
  337. }
  338. /// <summary>
  339. /// Saves the currently loaded scene to the specified path.
  340. /// </summary>
  341. /// <param name="path">Path relative to the resource folder. This can be the path to the existing scene
  342. /// prefab if it just needs updating. </param>
  343. public static void SaveScene(string path)
  344. {
  345. Prefab scene = Internal_SaveScene(path);
  346. Scene.SetActive(scene);
  347. ProjectLibrary.Refresh(true);
  348. SetSceneDirty(false);
  349. }
  350. /// <summary>
  351. /// Checks does the folder at the provieded path contain a valid project.
  352. /// </summary>
  353. /// <param name="path">Absolute path to the root project folder.</param>
  354. /// <returns>True if the folder contains a valid project.</returns>
  355. public static bool IsValidProject(string path)
  356. {
  357. return Internal_IsValidProject(path);
  358. }
  359. /// <summary>
  360. /// Contains a new project in the provided folder.
  361. /// </summary>
  362. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  363. /// project's name.</param>
  364. public static void CreateProject(string path)
  365. {
  366. Internal_CreateProject(path);
  367. }
  368. /// <summary>
  369. /// Wrapper for menu items for <see cref="SaveScene(Action, Action)"/> method
  370. /// </summary>
  371. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  372. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  373. private static void SaveSceneMenu()
  374. {
  375. SaveScene();
  376. }
  377. /// <summary>
  378. /// Wrapper for menu items for <see cref="SaveSceneAs(Action, Action)"/> method
  379. /// </summary>
  380. [MenuItem("File/Save Scene As", 10048)]
  381. private static void SaveSceneAsMenu()
  382. {
  383. SaveSceneAs();
  384. }
  385. /// <summary>
  386. /// Opens a Project Window allowing you to browse for or create a project.
  387. /// </summary>
  388. [MenuItem("File/Open Project", 10100)]
  389. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  390. public static void BrowseForProject()
  391. {
  392. ProjectWindow.Open();
  393. }
  394. /// <summary>
  395. /// Saves all data in the currently open project.
  396. /// </summary>
  397. [MenuItem("File/Save Project", 10099)]
  398. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  399. public static void SaveProject()
  400. {
  401. foreach (var resourceUUID in dirtyResources)
  402. {
  403. string path = ProjectLibrary.GetPath(resourceUUID);
  404. Resource resource = ProjectLibrary.Load<Resource>(path);
  405. if(resource != null)
  406. ProjectLibrary.Save(resource);
  407. }
  408. dirtyResources.Clear();
  409. SetStatusProject(false);
  410. Internal_SaveProject();
  411. }
  412. /// <summary>
  413. /// Loads the project at the specified path. This method executes asynchronously.
  414. /// </summary>
  415. /// <param name="path">Absolute path to the project's root folder.</param>
  416. public static void LoadProject(string path)
  417. {
  418. if (IsProjectLoaded && path == ProjectPath)
  419. return;
  420. if (!Internal_IsValidProject(path))
  421. {
  422. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  423. return;
  424. }
  425. if (IsProjectLoaded)
  426. UnloadProject();
  427. Internal_LoadProject(path); // Triggers Internal_OnProjectLoaded when done
  428. }
  429. /// <summary>
  430. /// Closes the editor.
  431. /// </summary>
  432. public static void Quit()
  433. {
  434. Internal_Quit();
  435. }
  436. /// <summary>
  437. /// Toggles an existing toolbar button into an on or off state which changes the visuals of the button.
  438. /// </summary>
  439. /// <param name="name">Name of the existing button to toggle</param>
  440. /// <param name="on">True to toggle on, false to toggle off (default)</param>
  441. public static void ToggleToolbarItem(string name, bool on)
  442. {
  443. Internal_ToggleToolbarItem(name, on);
  444. }
  445. /// <summary>
  446. /// Opens a file or a folder in the default external application.
  447. /// </summary>
  448. /// <param name="path">Absolute path to the file or folder to open.</param>
  449. public static void OpenExternally(string path)
  450. {
  451. Internal_OpenExternally(path);
  452. }
  453. /// <summary>
  454. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  455. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  456. /// </summary>
  457. /// <param name="resource">Resource to mark as dirty</param>
  458. public static void SetDirty(Resource resource)
  459. {
  460. if (resource == null)
  461. return;
  462. SetStatusProject(true);
  463. dirtyResources.Add(resource.UUID);
  464. }
  465. /// <summary>
  466. /// Marks the current scene as dirty.
  467. /// </summary>
  468. public static void SetSceneDirty()
  469. {
  470. SetSceneDirty(true);
  471. }
  472. /// <summary>
  473. /// Marks the current scene as clean or dirty.
  474. /// </summary>
  475. /// <param name="dirty">Should the scene be marked as clean or dirty.</param>
  476. internal static void SetSceneDirty(bool dirty)
  477. {
  478. sceneDirty = dirty;
  479. SetStatusScene(Scene.ActiveSceneName, dirty);
  480. if (!dirty)
  481. dirtyResources.Remove(Scene.ActiveSceneUUID);
  482. }
  483. /// <summary>
  484. /// Checks is the specific resource dirty and needs saving.
  485. /// </summary>
  486. /// <param name="resource">Resource to check.</param>
  487. /// <returns>True if the resource requires saving, false otherwise.</returns>
  488. public static bool IsDirty(Resource resource)
  489. {
  490. return dirtyResources.Contains(resource.UUID);
  491. }
  492. /// <summary>
  493. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  494. /// Automatically saves all project data before unloading.
  495. /// </summary>
  496. private static void UnloadProject()
  497. {
  498. Action continueUnload =
  499. () =>
  500. {
  501. Scene.Clear();
  502. if (monitor != null)
  503. {
  504. monitor.Destroy();
  505. monitor = null;
  506. }
  507. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  508. if(window != null)
  509. window.Reset();
  510. SetSceneDirty(false);
  511. Internal_UnloadProject();
  512. SetStatusProject(false);
  513. };
  514. Action<DialogBox.ResultType> dialogCallback =
  515. (result) =>
  516. {
  517. if (result == DialogBox.ResultType.Yes)
  518. SaveScene();
  519. continueUnload();
  520. };
  521. if (IsSceneModified())
  522. {
  523. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  524. DialogBox.Type.YesNoCancel, dialogCallback);
  525. }
  526. else
  527. continueUnload();
  528. }
  529. /// <summary>
  530. /// Reloads all script assemblies in case they were modified. This action is delayed and will be executed
  531. /// at the beginning of the next frame.
  532. /// </summary>
  533. public static void ReloadAssemblies()
  534. {
  535. Internal_ReloadAssemblies();
  536. }
  537. /// <summary>
  538. /// Changes the scene displayed on the status bar.
  539. /// </summary>
  540. /// <param name="name">Name of the scene.</param>
  541. /// <param name="modified">Whether to display the scene as modified or not.</param>
  542. private static void SetStatusScene(string name, bool modified)
  543. {
  544. Internal_SetStatusScene(name, modified);
  545. }
  546. /// <summary>
  547. /// Changes the project state displayed on the status bar.
  548. /// </summary>
  549. /// <param name="modified">Whether to display the project as modified or not.</param>
  550. private static void SetStatusProject(bool modified)
  551. {
  552. Internal_SetStatusProject(modified);
  553. }
  554. /// <summary>
  555. /// Displays or hides the "compilation in progress" visual on the status bar.
  556. /// </summary>
  557. /// <param name="compiling">True to display the visual, false otherwise.</param>
  558. internal static void SetStatusCompiling(bool compiling)
  559. {
  560. Internal_SetStatusCompiling(compiling);
  561. }
  562. /// <summary>
  563. /// Checks did we make any modifications to the scene since it was last saved.
  564. /// </summary>
  565. /// <returns>True if the scene was never saved, or was modified after last save.</returns>
  566. public static bool IsSceneModified()
  567. {
  568. return sceneDirty;
  569. }
  570. /// <summary>
  571. /// Runs a single frame of the game and pauses it. If the game is not currently running it will be started.
  572. /// </summary>
  573. public static void FrameStep()
  574. {
  575. ToggleToolbarItem("Play", false);
  576. ToggleToolbarItem("Pause", true);
  577. Internal_FrameStep();
  578. }
  579. /// <summary>
  580. /// Executes any editor-specific unit tests. This should be called after a project is loaded if possible.
  581. /// </summary>
  582. private static void RunUnitTests()
  583. {
  584. #if DEBUG
  585. Internal_RunUnitTests();
  586. #endif
  587. }
  588. /// <summary>
  589. /// Triggered by the runtime when <see cref="LoadProject"/> method completes.
  590. /// </summary>
  591. private static void Internal_OnProjectLoaded()
  592. {
  593. SetStatusProject(false);
  594. if (!unitTestsExecuted)
  595. {
  596. RunUnitTests();
  597. unitTestsExecuted = true;
  598. }
  599. if (!IsProjectLoaded)
  600. {
  601. ProjectWindow.Open();
  602. return;
  603. }
  604. string projectPath = ProjectPath;
  605. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  606. bool foundPath = false;
  607. for (int i = 0; i < recentProjects.Length; i++)
  608. {
  609. if (PathEx.Compare(recentProjects[i].path, projectPath))
  610. {
  611. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  612. EditorSettings.RecentProjects = recentProjects;
  613. foundPath = true;
  614. break;
  615. }
  616. }
  617. if (!foundPath)
  618. {
  619. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  620. extendedRecentProjects.AddRange(recentProjects);
  621. RecentProject newProject = new RecentProject();
  622. newProject.path = projectPath;
  623. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  624. extendedRecentProjects.Add(newProject);
  625. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  626. }
  627. EditorSettings.LastOpenProject = projectPath;
  628. EditorSettings.Save();
  629. ProjectLibrary.Refresh();
  630. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  631. monitor.OnAdded += OnAssetModified;
  632. monitor.OnRemoved += OnAssetModified;
  633. monitor.OnModified += OnAssetModified;
  634. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  635. {
  636. Scene.Load(ProjectSettings.LastOpenScene);
  637. SetSceneDirty(false);
  638. }
  639. }
  640. /// <summary>
  641. /// Triggered by the runtime when the user clicks on the status bar.
  642. /// </summary>
  643. private static void Internal_OnStatusBarClicked()
  644. {
  645. EditorWindow.OpenWindow<ConsoleWindow>();
  646. }
  647. [MethodImpl(MethodImplOptions.InternalCall)]
  648. private static extern void Internal_SetStatusScene(string name, bool modified);
  649. [MethodImpl(MethodImplOptions.InternalCall)]
  650. private static extern void Internal_SetStatusProject(bool modified);
  651. [MethodImpl(MethodImplOptions.InternalCall)]
  652. private static extern void Internal_SetStatusCompiling(bool compiling);
  653. [MethodImpl(MethodImplOptions.InternalCall)]
  654. private static extern string Internal_GetProjectPath();
  655. [MethodImpl(MethodImplOptions.InternalCall)]
  656. private static extern string Internal_GetProjectName();
  657. [MethodImpl(MethodImplOptions.InternalCall)]
  658. private static extern bool Internal_GetProjectLoaded();
  659. [MethodImpl(MethodImplOptions.InternalCall)]
  660. private static extern string Internal_GetCompilerPath();
  661. [MethodImpl(MethodImplOptions.InternalCall)]
  662. private static extern string Internal_GetBuiltinReleaseAssemblyPath();
  663. [MethodImpl(MethodImplOptions.InternalCall)]
  664. private static extern string Internal_GetBuiltinDebugAssemblyPath();
  665. [MethodImpl(MethodImplOptions.InternalCall)]
  666. private static extern string Internal_GetScriptAssemblyPath();
  667. [MethodImpl(MethodImplOptions.InternalCall)]
  668. private static extern string Internal_GetFrameworkAssemblyPath();
  669. [MethodImpl(MethodImplOptions.InternalCall)]
  670. private static extern string Internal_GetEngineAssemblyName();
  671. [MethodImpl(MethodImplOptions.InternalCall)]
  672. private static extern string Internal_GetEditorAssemblyName();
  673. [MethodImpl(MethodImplOptions.InternalCall)]
  674. private static extern string Internal_GetScriptGameAssemblyName();
  675. [MethodImpl(MethodImplOptions.InternalCall)]
  676. private static extern string Internal_GetScriptEditorAssemblyName();
  677. [MethodImpl(MethodImplOptions.InternalCall)]
  678. private static extern Prefab Internal_SaveScene(string path);
  679. [MethodImpl(MethodImplOptions.InternalCall)]
  680. private static extern bool Internal_IsValidProject(string path);
  681. [MethodImpl(MethodImplOptions.InternalCall)]
  682. private static extern void Internal_SaveProject();
  683. [MethodImpl(MethodImplOptions.InternalCall)]
  684. private static extern void Internal_LoadProject(string path);
  685. [MethodImpl(MethodImplOptions.InternalCall)]
  686. private static extern void Internal_UnloadProject();
  687. [MethodImpl(MethodImplOptions.InternalCall)]
  688. private static extern void Internal_CreateProject(string path);
  689. [MethodImpl(MethodImplOptions.InternalCall)]
  690. private static extern void Internal_ReloadAssemblies();
  691. [MethodImpl(MethodImplOptions.InternalCall)]
  692. private static extern void Internal_OpenExternally(string path);
  693. [MethodImpl(MethodImplOptions.InternalCall)]
  694. private static extern void Internal_RunUnitTests();
  695. [MethodImpl(MethodImplOptions.InternalCall)]
  696. private static extern void Internal_Quit();
  697. [MethodImpl(MethodImplOptions.InternalCall)]
  698. private static extern void Internal_ToggleToolbarItem(string name, bool on);
  699. [MethodImpl(MethodImplOptions.InternalCall)]
  700. private static extern bool Internal_GetIsPlaying();
  701. [MethodImpl(MethodImplOptions.InternalCall)]
  702. private static extern void Internal_SetIsPlaying(bool value);
  703. [MethodImpl(MethodImplOptions.InternalCall)]
  704. private static extern bool Internal_GetIsPaused();
  705. [MethodImpl(MethodImplOptions.InternalCall)]
  706. private static extern void Internal_SetIsPaused(bool value);
  707. [MethodImpl(MethodImplOptions.InternalCall)]
  708. private static extern void Internal_FrameStep();
  709. [MethodImpl(MethodImplOptions.InternalCall)]
  710. private static extern void Internal_SetMainRenderTarget(IntPtr rendertarget);
  711. }
  712. }