BsScriptEditorApplication.cpp 13 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "Wrappers/BsScriptEditorApplication.h"
  4. #include "BsMonoManager.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoMethod.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsEditorApplication.h"
  9. #include "Library/BsProjectLibrary.h"
  10. #include "Library/BsProjectResourceMeta.h"
  11. #include "Scene/BsPrefab.h"
  12. #include "Scene/BsSceneManager.h"
  13. #include "EditorWindow/BsEditorWindowManager.h"
  14. #include "EditorWindow/BsMainEditorWindow.h"
  15. #include "GUI/BsGUIStatusBar.h"
  16. #include "Wrappers/BsScriptEditorTestSuite.h"
  17. #include "Testing/BsTestOutput.h"
  18. #include "Script/BsScriptManager.h"
  19. #include "GUI/BsGUIMenuBar.h"
  20. #include "BsPlayInEditor.h"
  21. #include "Platform/BsPlatform.h"
  22. #include "BsScriptResourceManager.h"
  23. #include "FileSystem/BsFileSystem.h"
  24. #include "Wrappers/BsScriptPrefab.h"
  25. #include "Generated/BsScriptRenderTexture.generated.h"
  26. #include "BsEditorScriptLibrary.h"
  27. namespace bs
  28. {
  29. bool ScriptEditorApplication::mRequestProjectLoad = false;
  30. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  31. Path ScriptEditorApplication::mProjectLoadPath;
  32. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  33. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  34. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  35. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  36. :ScriptObject(instance)
  37. { }
  38. void ScriptEditorApplication::initRuntimeData()
  39. {
  40. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", (void*)&ScriptEditorApplication::internal_SetStatusScene);
  41. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", (void*)&ScriptEditorApplication::internal_SetStatusProject);
  42. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", (void*)&ScriptEditorApplication::internal_SetStatusCompiling);
  43. metaData.scriptClass->addInternalCall("Internal_SetStatusImporting", (void*)&ScriptEditorApplication::internal_SetStatusImporting);
  44. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", (void*)&ScriptEditorApplication::internal_GetProjectPath);
  45. metaData.scriptClass->addInternalCall("Internal_GetProjectName", (void*)&ScriptEditorApplication::internal_GetProjectName);
  46. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", (void*)&ScriptEditorApplication::internal_GetProjectLoaded);
  47. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", (void*)&ScriptEditorApplication::internal_GetCompilerPath);
  48. metaData.scriptClass->addInternalCall("Internal_GetMonoExecPath", (void*) &ScriptEditorApplication::internal_GetMonoExecPath);
  49. metaData.scriptClass->addInternalCall("Internal_GetBuiltinReleaseAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath);
  50. metaData.scriptClass->addInternalCall("Internal_GetBuiltinDebugAssemblyPath", (void*)&ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath);
  51. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", (void*)&ScriptEditorApplication::internal_GetScriptAssemblyPath);
  52. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", (void*)&ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  53. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", (void*)&ScriptEditorApplication::internal_GetEngineAssemblyName);
  54. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetEditorAssemblyName);
  55. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  56. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", (void*)&ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  57. metaData.scriptClass->addInternalCall("Internal_SaveScene", (void*)&ScriptEditorApplication::internal_SaveScene);
  58. metaData.scriptClass->addInternalCall("Internal_IsValidProject", (void*)&ScriptEditorApplication::internal_IsValidProject);
  59. metaData.scriptClass->addInternalCall("Internal_SaveProject", (void*)&ScriptEditorApplication::internal_SaveProject);
  60. metaData.scriptClass->addInternalCall("Internal_LoadProject", (void*)&ScriptEditorApplication::internal_LoadProject);
  61. metaData.scriptClass->addInternalCall("Internal_UnloadProject", (void*)&ScriptEditorApplication::internal_UnloadProject);
  62. metaData.scriptClass->addInternalCall("Internal_CreateProject", (void*)&ScriptEditorApplication::internal_CreateProject);
  63. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", (void*)&ScriptEditorApplication::internal_ReloadAssemblies);
  64. metaData.scriptClass->addInternalCall("Internal_OpenFolder", (void*) &ScriptEditorApplication::internal_OpenFolder);
  65. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", (void*)&ScriptEditorApplication::internal_RunUnitTests);
  66. metaData.scriptClass->addInternalCall("Internal_Quit", (void*)&ScriptEditorApplication::internal_Quit);
  67. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", (void*)&ScriptEditorApplication::internal_ToggleToolbarItem);
  68. metaData.scriptClass->addInternalCall("Internal_SetMainRenderTarget", (void*)&ScriptEditorApplication::internal_SetMainRenderTarget);
  69. metaData.scriptClass->addInternalCall("Internal_HasFocus", (void*)&ScriptEditorApplication::internal_HasFocus);
  70. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  71. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  72. }
  73. void ScriptEditorApplication::startUp()
  74. {
  75. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  76. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  77. }
  78. void ScriptEditorApplication::shutDown()
  79. {
  80. OnStatusBarClickedConn.disconnect();
  81. }
  82. void ScriptEditorApplication::update()
  83. {
  84. // Project load must be delayed when requested from managed code because it
  85. // triggers managed assembly reload, and that can't be performed when called
  86. // from the Mono thread.
  87. if (mRequestProjectLoad)
  88. {
  89. gEditorApplication().loadProject(mProjectLoadPath);
  90. mRequestProjectLoad = false;
  91. mRequestAssemblyReload = false;
  92. MonoUtil::invokeThunk(onProjectLoadedThunk);
  93. }
  94. else if (mRequestAssemblyReload)
  95. {
  96. ScriptManager::instance().reload();
  97. mRequestAssemblyReload = false;
  98. }
  99. }
  100. void ScriptEditorApplication::onStatusBarClicked()
  101. {
  102. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  103. }
  104. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  105. {
  106. String nativeScene = MonoUtil::monoToString(name);
  107. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  108. mainWindow->getStatusBar().setScene(nativeScene, modified);
  109. }
  110. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  111. {
  112. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  113. if (gEditorApplication().isProjectLoaded())
  114. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  115. else
  116. mainWindow->getStatusBar().setProject("None", false);
  117. }
  118. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  119. {
  120. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  121. mainWindow->getStatusBar().setIsCompiling(compiling);
  122. }
  123. void ScriptEditorApplication::internal_SetStatusImporting(bool importing, float percent)
  124. {
  125. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  126. mainWindow->getStatusBar().setIsImporting(importing, percent);
  127. }
  128. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  129. {
  130. Path projectPath = gEditorApplication().getProjectPath();
  131. return MonoUtil::stringToMono(projectPath.toString());
  132. }
  133. MonoString* ScriptEditorApplication::internal_GetProjectName()
  134. {
  135. String projectName = gEditorApplication().getProjectName();
  136. return MonoUtil::stringToMono(projectName);
  137. }
  138. bool ScriptEditorApplication::internal_GetProjectLoaded()
  139. {
  140. return gEditorApplication().isProjectLoaded();
  141. }
  142. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  143. {
  144. Path compilerPath = MonoManager::instance().getCompilerPath();
  145. return MonoUtil::stringToMono(compilerPath.toString());
  146. }
  147. MonoString* ScriptEditorApplication::internal_GetMonoExecPath()
  148. {
  149. Path path = MonoManager::instance().getMonoExecPath();
  150. return MonoUtil::stringToMono(path.toString());
  151. }
  152. MonoString* ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath()
  153. {
  154. Path releaseAssemblyFolder = EditorScriptLibrary::getReleaseAssemblyPath();
  155. return MonoUtil::stringToMono(releaseAssemblyFolder.toString());
  156. }
  157. MonoString* ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath()
  158. {
  159. Path debugAssemblyFolder = EditorScriptLibrary::getDebugAssemblyPath();
  160. return MonoUtil::stringToMono(debugAssemblyFolder.toString());
  161. }
  162. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  163. {
  164. Path assemblyFolder = EditorScriptLibrary::instance().getScriptAssemblyFolder();
  165. return MonoUtil::stringToMono(assemblyFolder.toString());
  166. }
  167. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  168. {
  169. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  170. return MonoUtil::stringToMono(assemblyFolder.toString());
  171. }
  172. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  173. {
  174. return MonoUtil::stringToMono(String(ENGINE_ASSEMBLY) + ".dll");
  175. }
  176. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  177. {
  178. return MonoUtil::stringToMono(String(EDITOR_ASSEMBLY) + ".dll");
  179. }
  180. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  181. {
  182. return MonoUtil::stringToMono(String(SCRIPT_GAME_ASSEMBLY) + ".dll");
  183. }
  184. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  185. {
  186. return MonoUtil::stringToMono(String(SCRIPT_EDITOR_ASSEMBLY) + ".dll");
  187. }
  188. MonoObject* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  189. {
  190. Path nativePath = MonoUtil::monoToString(path);
  191. HSceneObject sceneRoot = gSceneManager().getMainScene()->getRoot();
  192. SPtr<ProjectResourceMeta> resMeta = gProjectLibrary().findResourceMeta(nativePath);
  193. HPrefab scene;
  194. if (resMeta != nullptr)
  195. {
  196. if (resMeta->getTypeID() != TID_Prefab)
  197. return nullptr;
  198. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  199. scene->update(sceneRoot);
  200. gProjectLibrary().saveEntry(scene);
  201. }
  202. else
  203. {
  204. scene = Prefab::create(sceneRoot);
  205. gProjectLibrary().createEntry(scene, nativePath);
  206. }
  207. ScriptResourceBase* scriptPrefab = ScriptResourceManager::instance().getScriptResource(scene, true);
  208. return scriptPrefab->getManagedInstance();
  209. }
  210. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  211. {
  212. Path nativePath = MonoUtil::monoToString(path);
  213. return gEditorApplication().isValidProjectPath(nativePath);
  214. }
  215. void ScriptEditorApplication::internal_SaveProject()
  216. {
  217. gEditorApplication().saveProject();
  218. }
  219. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  220. {
  221. mRequestProjectLoad = true;
  222. mProjectLoadPath = MonoUtil::monoToString(path);
  223. }
  224. void ScriptEditorApplication::internal_UnloadProject()
  225. {
  226. gEditorApplication().unloadProject();
  227. }
  228. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  229. {
  230. Path nativePath = MonoUtil::monoToString(path);
  231. gEditorApplication().createProject(nativePath);
  232. }
  233. void ScriptEditorApplication::internal_ReloadAssemblies()
  234. {
  235. mRequestAssemblyReload = true;
  236. }
  237. void ScriptEditorApplication::internal_OpenFolder(MonoString* path)
  238. {
  239. Path nativePath = MonoUtil::monoToString(path);
  240. Platform::openFolder(nativePath);
  241. }
  242. void ScriptEditorApplication::internal_RunUnitTests()
  243. {
  244. #if BS_DEBUG_MODE
  245. SPtr<TestSuite> testSuite = TestSuite::create<ScriptEditorTestSuite>();
  246. ExceptionTestOutput testOutput;
  247. testSuite->run(testOutput);
  248. #endif
  249. }
  250. void ScriptEditorApplication::internal_Quit()
  251. {
  252. gApplication().stopMainLoop();
  253. }
  254. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  255. {
  256. String nativeName = MonoUtil::monoToString(name);
  257. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  258. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  259. }
  260. bool ScriptEditorApplication::internal_GetIsPlaying()
  261. {
  262. return PlayInEditor::instance().getState() == PlayInEditorState::Playing;
  263. }
  264. void ScriptEditorApplication::internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget)
  265. {
  266. if (renderTarget == nullptr)
  267. SceneManager::instance().setMainRenderTarget(nullptr);
  268. else
  269. SceneManager::instance().setMainRenderTarget(renderTarget->getInternal());
  270. }
  271. bool ScriptEditorApplication::internal_HasFocus()
  272. {
  273. return EditorWindowManager::instance().hasFocus();
  274. }
  275. }