BsScriptEditorApplication.cpp 5.0 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 "BsPrefabUtility.h"
  11. #include "BsSceneManager.h"
  12. #include "BsResources.h"
  13. namespace BansheeEngine
  14. {
  15. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  16. :ScriptObject(instance)
  17. { }
  18. void ScriptEditorApplication::initRuntimeData()
  19. {
  20. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  21. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  22. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  23. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  24. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  25. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  26. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  27. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  28. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  29. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  30. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  31. }
  32. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  33. {
  34. Path projectPath = gEditorApplication().getProjectPath();
  35. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  36. }
  37. MonoString* ScriptEditorApplication::internal_GetProjectName()
  38. {
  39. WString projectName = gEditorApplication().getProjectName();
  40. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  41. }
  42. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  43. {
  44. Path compilerPath = MonoManager::instance().getCompilerPath();
  45. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  46. }
  47. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  48. {
  49. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  50. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  51. }
  52. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  53. {
  54. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  55. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  56. }
  57. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  58. {
  59. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  60. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  61. }
  62. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  63. {
  64. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  65. }
  66. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  67. {
  68. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  69. }
  70. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  71. {
  72. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  73. }
  74. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  75. {
  76. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  77. }
  78. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  79. {
  80. Path nativePath = MonoUtil::monoToWString(path);
  81. HSceneObject sceneRoot = gSceneManager().getRootNode();
  82. ProjectLibrary::LibraryEntry* entry = ProjectLibrary::instance().findEntry(nativePath);
  83. HPrefab scene;
  84. if (entry != nullptr)
  85. {
  86. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  87. return nullptr;
  88. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  89. if (resEntry->meta->getTypeID() != TID_Prefab)
  90. return nullptr;
  91. scene = static_resource_cast<Prefab>(ProjectLibrary::instance().load(nativePath));
  92. scene->update(sceneRoot);
  93. }
  94. else
  95. {
  96. scene = Prefab::create(sceneRoot);
  97. }
  98. PrefabUtility::recordPrefabDiff(sceneRoot);
  99. ProjectLibrary::instance().saveEntry(scene);
  100. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  101. }
  102. }