EditorApplication.cs 19 KB

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  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. /// Returns the path where the script compiler is located at.
  84. /// </summary>
  85. internal static string CompilerPath { get { return Internal_GetCompilerPath(); } }
  86. /// <summary>
  87. /// Returns the path to the folder where the builtin script assemblies are located at.
  88. /// </summary>
  89. internal static string BuiltinAssemblyPath { get { return Internal_GetBuiltinAssemblyPath(); } }
  90. /// <summary>
  91. /// Returns the path to the folder where the custom script assemblies are located at.
  92. /// </summary>
  93. internal static string ScriptAssemblyPath { get { return Internal_GetScriptAssemblyPath(); } }
  94. /// <summary>
  95. /// Returns the path to the folder where the .NET framework assemblies are located at.
  96. /// </summary>
  97. internal static string FrameworkAssemblyPath { get { return Internal_GetFrameworkAssemblyPath(); } }
  98. /// <summary>
  99. /// Name of the builtin assembly containing engine specific types.
  100. /// </summary>
  101. internal static string EngineAssembly { get { return Internal_GetEngineAssemblyName(); } }
  102. /// <summary>
  103. /// Name of the builtin assembly containing editor specific types.
  104. /// </summary>
  105. internal static string EditorAssembly { get { return Internal_GetEditorAssemblyName(); } }
  106. /// <summary>
  107. /// Name of the custom assembly compiled from non-editor scripts within the project.
  108. /// </summary>
  109. internal static string ScriptGameAssembly { get { return Internal_GetScriptGameAssemblyName(); } }
  110. /// <summary>
  111. /// Name of the custom assembly compiled from editor scripts within the project.
  112. /// </summary>
  113. internal static string ScriptEditorAssembly { get { return Internal_GetScriptEditorAssemblyName(); } }
  114. private static EditorApplication instance;
  115. private static FolderMonitor monitor;
  116. /// <summary>
  117. /// Constructs a new editor application. Called at editor start-up by the runtime.
  118. /// </summary>
  119. internal EditorApplication()
  120. {
  121. instance = this;
  122. // Register controls
  123. InputConfiguration inputConfig = VirtualInput.KeyConfig;
  124. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.W);
  125. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.S);
  126. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.A);
  127. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.D);
  128. inputConfig.RegisterButton(SceneCamera.MoveForwardBinding, ButtonCode.Up);
  129. inputConfig.RegisterButton(SceneCamera.MoveBackBinding, ButtonCode.Down);
  130. inputConfig.RegisterButton(SceneCamera.MoveLeftBinding, ButtonCode.Left);
  131. inputConfig.RegisterButton(SceneCamera.MoveRightBinding, ButtonCode.Right);
  132. inputConfig.RegisterButton(SceneCamera.FastMoveBinding, ButtonCode.LeftShift);
  133. inputConfig.RegisterButton(SceneCamera.RotateBinding, ButtonCode.MouseRight);
  134. inputConfig.RegisterAxis(SceneCamera.HorizontalAxisBinding, InputAxis.MouseX);
  135. inputConfig.RegisterAxis(SceneCamera.VerticalAxisBinding, InputAxis.MouseY);
  136. inputConfig.RegisterButton(SceneWindow.ToggleProfilerOverlayBinding, ButtonCode.P, ButtonModifier.CtrlAlt);
  137. inputConfig.RegisterButton(SceneWindow.ViewToolBinding, ButtonCode.Q);
  138. inputConfig.RegisterButton(SceneWindow.MoveToolBinding, ButtonCode.W);
  139. inputConfig.RegisterButton(SceneWindow.RotateToolBinding, ButtonCode.E);
  140. inputConfig.RegisterButton(SceneWindow.ScaleToolBinding, ButtonCode.R);
  141. inputConfig.RegisterButton(SceneWindow.DuplicateBinding, ButtonCode.D, ButtonModifier.Ctrl);
  142. }
  143. /// <summary>
  144. /// Triggered when the folder monitor detects an asset in the monitored folder was modified.
  145. /// </summary>
  146. /// <param name="path">Path to the modified file or folder.</param>
  147. private static void OnAssetModified(string path)
  148. {
  149. ProjectLibrary.Refresh(path);
  150. }
  151. /// <summary>
  152. /// Called 60 times per second by the runtime.
  153. /// </summary>
  154. internal void OnEditorUpdate()
  155. {
  156. ProjectLibrary.Update();
  157. }
  158. /// <summary>
  159. /// Opens a dialog that allows the user to select a new prefab to load as the current scene. If current scene
  160. /// is modified the user is offered a chance to save it.
  161. /// </summary>
  162. [MenuItem("File/Open Scene", ButtonModifier.Ctrl, ButtonCode.L, 10050, true)]
  163. private static void LoadScene()
  164. {
  165. string[] scenePaths;
  166. if (BrowseDialog.OpenFile(ProjectLibrary.ResourceFolder, "", false, out scenePaths))
  167. {
  168. if (scenePaths.Length > 0)
  169. LoadScene(scenePaths[0]);
  170. }
  171. }
  172. /// <summary>
  173. /// Opens a dialog to allows the user to select a location where to save the current scene. If scene was previously
  174. /// saved it is instead automatically saved at the last location.
  175. /// </summary>
  176. [MenuItem("File/Save Scene", ButtonModifier.Ctrl, ButtonCode.S, 10049)]
  177. [ToolbarItem("Save Scene", ToolbarIcon.SaveScene, "", 1998)]
  178. private static void SaveScene()
  179. {
  180. if (!string.IsNullOrEmpty(Scene.ActiveSceneUUID))
  181. {
  182. string scenePath = ProjectLibrary.GetPath(Scene.ActiveSceneUUID);
  183. Internal_SaveScene(scenePath);
  184. }
  185. else
  186. SaveSceneAs();
  187. }
  188. /// <summary>
  189. /// Opens a dialog to allows the user to select a location where to save the current scene.
  190. /// </summary>
  191. [MenuItem("File/Save Scene As", 10048)]
  192. private static void SaveSceneAs()
  193. {
  194. string scenePath = "";
  195. if (BrowseDialog.SaveFile(ProjectLibrary.ResourceFolder, "*.prefab", out scenePath))
  196. {
  197. if (!PathEx.IsPartOf(scenePath, ProjectLibrary.ResourceFolder))
  198. DialogBox.Open("Error", "The location must be inside the Resources folder of the project.",
  199. DialogBox.Type.OK);
  200. else
  201. {
  202. // TODO - If path points to an existing non-scene asset or folder I should delete it otherwise
  203. // Internal_SaveScene will silently fail.
  204. Scene.ActiveSceneUUID = Internal_SaveScene(scenePath + ".prefab");
  205. }
  206. }
  207. }
  208. /// <summary>
  209. /// Loads a prefab as the current scene at the specified path. If current scene is modified the user is offered a
  210. /// chance to save it.
  211. /// </summary>
  212. /// <param name="path">Path to a valid prefab, relative to the resource folder.</param>
  213. public static void LoadScene(string path)
  214. {
  215. Action<string> continueLoad =
  216. (scenePath) =>
  217. {
  218. Scene.Load(path);
  219. ProjectSettings.LastOpenScene = scenePath;
  220. ProjectSettings.Save();
  221. };
  222. Action<DialogBox.ResultType> dialogCallback =
  223. (result) =>
  224. {
  225. if (result == DialogBox.ResultType.Yes)
  226. {
  227. SaveScene();
  228. continueLoad(path);
  229. }
  230. else if (result == DialogBox.ResultType.No)
  231. continueLoad(path);
  232. };
  233. if (Scene.IsModified())
  234. {
  235. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  236. DialogBox.Type.YesNoCancel, dialogCallback);
  237. }
  238. else
  239. continueLoad(path);
  240. }
  241. /// <summary>
  242. /// Checks does the folder at the provieded path contain a valid project.
  243. /// </summary>
  244. /// <param name="path">Absolute path to the root project folder.</param>
  245. /// <returns>True if the folder contains a valid project.</returns>
  246. public static bool IsValidProject(string path)
  247. {
  248. return Internal_IsValidProject(path);
  249. }
  250. /// <summary>
  251. /// Contains a new project in the provided folder.
  252. /// </summary>
  253. /// <param name="path">Absolute path to the folder to create the project in. Name of this folder will be used as the
  254. /// project's name.</param>
  255. public static void CreateProject(string path)
  256. {
  257. Internal_CreateProject(path);
  258. }
  259. /// <summary>
  260. /// Opens a Project Window allowing you to browse for or create a project.
  261. /// </summary>
  262. [MenuItem("File/Open Project", 10100)]
  263. [ToolbarItem("Open Project", ToolbarIcon.OpenProject, "", 2000)]
  264. public static void BrowseForProject()
  265. {
  266. ProjectWindow.Open();
  267. }
  268. /// <summary>
  269. /// Saves all data in the currently open project.
  270. /// </summary>
  271. [MenuItem("File/Save Project", 10099)]
  272. [ToolbarItem("Save Project", ToolbarIcon.SaveProject, "", 1999)]
  273. public static void SaveProject()
  274. {
  275. // TODO - Save dirty resources
  276. Internal_SaveProject();
  277. }
  278. /// <summary>
  279. /// Loads the project at the specified path. This method executes asynchronously and will trigger
  280. /// <see cref="OnProjectLoaded"/> when done.
  281. /// </summary>
  282. /// <param name="path">Absolute path to the project's root folder.</param>
  283. public static void LoadProject(string path)
  284. {
  285. if (IsProjectLoaded && path == ProjectPath)
  286. return;
  287. if (!Internal_IsValidProject(path))
  288. {
  289. Debug.LogWarning("Provided path: \"" + path + "\" is not a valid project.");
  290. return;
  291. }
  292. if (IsProjectLoaded)
  293. UnloadProject();
  294. Internal_LoadProject(path); // Triggers OnProjectLoaded when done
  295. }
  296. /// <summary>
  297. /// Opens a file or a folder in the default external application.
  298. /// </summary>
  299. /// <param name="path">Absolute path to the file or folder to open.</param>
  300. public static void OpenExternally(string path)
  301. {
  302. Internal_OpenExternally(path);
  303. }
  304. /// <summary>
  305. /// Marks a resource as dirty so that it may be saved the next time the project is saved. Optionally you may also
  306. /// call <see cref="ProjectLibrary.Save"/> to save it immediately.
  307. /// </summary>
  308. /// <param name="resource">Resource to mark as dirty</param>
  309. public static void SetDirty(Resource resource)
  310. {
  311. // TODO - Not implemented
  312. }
  313. /// <summary>
  314. /// Triggered when <see cref="LoadProject"/> method completes.
  315. /// </summary>
  316. private static void OnProjectLoaded()
  317. {
  318. if (!IsProjectLoaded)
  319. {
  320. ProjectWindow.Open();
  321. return;
  322. }
  323. string projectPath = ProjectPath;
  324. RecentProject[] recentProjects = EditorSettings.RecentProjects;
  325. bool foundPath = false;
  326. for (int i = 0; i < recentProjects.Length; i++)
  327. {
  328. if (PathEx.Compare(recentProjects[i].path, projectPath))
  329. {
  330. recentProjects[i].accessTimestamp = (ulong)DateTime.Now.Ticks;
  331. EditorSettings.RecentProjects = recentProjects;
  332. foundPath = true;
  333. break;
  334. }
  335. }
  336. if (!foundPath)
  337. {
  338. List<RecentProject> extendedRecentProjects = new List<RecentProject>();
  339. extendedRecentProjects.AddRange(recentProjects);
  340. RecentProject newProject = new RecentProject();
  341. newProject.path = projectPath;
  342. newProject.accessTimestamp = (ulong)DateTime.Now.Ticks;
  343. extendedRecentProjects.Add(newProject);
  344. EditorSettings.RecentProjects = extendedRecentProjects.ToArray();
  345. }
  346. EditorSettings.LastOpenProject = projectPath;
  347. EditorSettings.Save();
  348. ProjectLibrary.Refresh();
  349. monitor = new FolderMonitor(ProjectLibrary.ResourceFolder);
  350. monitor.OnAdded += OnAssetModified;
  351. monitor.OnRemoved += OnAssetModified;
  352. monitor.OnModified += OnAssetModified;
  353. if (!string.IsNullOrWhiteSpace(ProjectSettings.LastOpenScene))
  354. Scene.Load(ProjectSettings.LastOpenScene);
  355. }
  356. /// <summary>
  357. /// Unloads the currently loaded project. Offers the user a chance to save the current scene if it is modified.
  358. /// Automatically saves all project data before unloading.
  359. /// </summary>
  360. private static void UnloadProject()
  361. {
  362. Action continueUnload =
  363. () =>
  364. {
  365. Scene.Clear();
  366. if (monitor != null)
  367. {
  368. monitor.Destroy();
  369. monitor = null;
  370. }
  371. LibraryWindow window = EditorWindow.GetWindow<LibraryWindow>();
  372. if(window != null)
  373. window.Reset();
  374. Internal_UnloadProject();
  375. };
  376. Action<DialogBox.ResultType> dialogCallback =
  377. (result) =>
  378. {
  379. if (result == DialogBox.ResultType.Yes)
  380. SaveScene();
  381. continueUnload();
  382. };
  383. if (Scene.IsModified())
  384. {
  385. DialogBox.Open("Warning", "You current scene has modifications. Do you wish to save them first?",
  386. DialogBox.Type.YesNoCancel, dialogCallback);
  387. }
  388. else
  389. continueUnload();
  390. }
  391. [MethodImpl(MethodImplOptions.InternalCall)]
  392. private static extern string Internal_GetProjectPath();
  393. [MethodImpl(MethodImplOptions.InternalCall)]
  394. private static extern string Internal_GetProjectName();
  395. [MethodImpl(MethodImplOptions.InternalCall)]
  396. private static extern bool Internal_GetProjectLoaded();
  397. [MethodImpl(MethodImplOptions.InternalCall)]
  398. private static extern string Internal_GetCompilerPath();
  399. [MethodImpl(MethodImplOptions.InternalCall)]
  400. private static extern string Internal_GetBuiltinAssemblyPath();
  401. [MethodImpl(MethodImplOptions.InternalCall)]
  402. private static extern string Internal_GetScriptAssemblyPath();
  403. [MethodImpl(MethodImplOptions.InternalCall)]
  404. private static extern string Internal_GetFrameworkAssemblyPath();
  405. [MethodImpl(MethodImplOptions.InternalCall)]
  406. private static extern string Internal_GetEngineAssemblyName();
  407. [MethodImpl(MethodImplOptions.InternalCall)]
  408. private static extern string Internal_GetEditorAssemblyName();
  409. [MethodImpl(MethodImplOptions.InternalCall)]
  410. private static extern string Internal_GetScriptGameAssemblyName();
  411. [MethodImpl(MethodImplOptions.InternalCall)]
  412. private static extern string Internal_GetScriptEditorAssemblyName();
  413. [MethodImpl(MethodImplOptions.InternalCall)]
  414. private static extern string Internal_SaveScene(string path);
  415. [MethodImpl(MethodImplOptions.InternalCall)]
  416. private static extern bool Internal_IsValidProject(string path);
  417. [MethodImpl(MethodImplOptions.InternalCall)]
  418. private static extern void Internal_SaveProject();
  419. [MethodImpl(MethodImplOptions.InternalCall)]
  420. private static extern void Internal_LoadProject(string path);
  421. [MethodImpl(MethodImplOptions.InternalCall)]
  422. private static extern void Internal_UnloadProject();
  423. [MethodImpl(MethodImplOptions.InternalCall)]
  424. private static extern void Internal_CreateProject(string path);
  425. [MethodImpl(MethodImplOptions.InternalCall)]
  426. private static extern void Internal_OpenExternally(string path);
  427. }
  428. }