BsScriptEditorApplication.cpp 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352
  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 "BsSceneManager.h"
  11. #include "BsEditorWindowManager.h"
  12. #include "BsMainEditorWindow.h"
  13. #include "BsGUIStatusBar.h"
  14. #include "BsScriptEditorTestSuite.h"
  15. #include "BsTestOutput.h"
  16. #include "BsScriptManager.h"
  17. #include "BsGUIMenuBar.h"
  18. #include "BsPlayInEditorManager.h"
  19. #include "BsScriptRenderTarget.h"
  20. #include "BsScriptResourceManager.h"
  21. #include "BsFileSystem.h"
  22. #include "BsScriptPrefab.h"
  23. namespace BansheeEngine
  24. {
  25. bool ScriptEditorApplication::mRequestProjectLoad = false;
  26. bool ScriptEditorApplication::mRequestAssemblyReload = false;
  27. Path ScriptEditorApplication::mProjectLoadPath;
  28. HEvent ScriptEditorApplication::OnStatusBarClickedConn;
  29. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  30. ScriptEditorApplication::OnStatusBarClickedThunkDef ScriptEditorApplication::onStatusBarClickedThunk;
  31. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  32. :ScriptObject(instance)
  33. { }
  34. void ScriptEditorApplication::initRuntimeData()
  35. {
  36. metaData.scriptClass->addInternalCall("Internal_SetStatusScene", &ScriptEditorApplication::internal_SetStatusScene);
  37. metaData.scriptClass->addInternalCall("Internal_SetStatusProject", &ScriptEditorApplication::internal_SetStatusProject);
  38. metaData.scriptClass->addInternalCall("Internal_SetStatusCompiling", &ScriptEditorApplication::internal_SetStatusCompiling);
  39. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  40. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  41. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  42. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  43. metaData.scriptClass->addInternalCall("Internal_GetBuiltinReleaseAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath);
  44. metaData.scriptClass->addInternalCall("Internal_GetBuiltinDebugAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath);
  45. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  46. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  47. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  48. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  49. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  50. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  51. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  52. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  53. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  54. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  55. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  56. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  57. metaData.scriptClass->addInternalCall("Internal_ReloadAssemblies", &ScriptEditorApplication::internal_ReloadAssemblies);
  58. metaData.scriptClass->addInternalCall("Internal_OpenExternally", &ScriptEditorApplication::internal_OpenExternally);
  59. metaData.scriptClass->addInternalCall("Internal_RunUnitTests", &ScriptEditorApplication::internal_RunUnitTests);
  60. metaData.scriptClass->addInternalCall("Internal_Quit", &ScriptEditorApplication::internal_Quit);
  61. metaData.scriptClass->addInternalCall("Internal_ToggleToolbarItem", &ScriptEditorApplication::internal_ToggleToolbarItem);
  62. metaData.scriptClass->addInternalCall("Internal_GetIsPlaying", &ScriptEditorApplication::internal_GetIsPlaying);
  63. metaData.scriptClass->addInternalCall("Internal_SetIsPlaying", &ScriptEditorApplication::internal_SetIsPlaying);
  64. metaData.scriptClass->addInternalCall("Internal_GetIsPaused", &ScriptEditorApplication::internal_GetIsPaused);
  65. metaData.scriptClass->addInternalCall("Internal_SetIsPaused", &ScriptEditorApplication::internal_SetIsPaused);
  66. metaData.scriptClass->addInternalCall("Internal_FrameStep", &ScriptEditorApplication::internal_FrameStep);
  67. metaData.scriptClass->addInternalCall("Internal_SetMainRenderTarget", &ScriptEditorApplication::internal_SetMainRenderTarget);
  68. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("Internal_OnProjectLoaded")->getThunk();
  69. onStatusBarClickedThunk = (OnStatusBarClickedThunkDef)metaData.scriptClass->getMethod("Internal_OnStatusBarClicked")->getThunk();
  70. }
  71. void ScriptEditorApplication::startUp()
  72. {
  73. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  74. OnStatusBarClickedConn = mainWindow->getStatusBar().onMessageClicked.connect(&ScriptEditorApplication::onStatusBarClicked);
  75. }
  76. void ScriptEditorApplication::shutDown()
  77. {
  78. OnStatusBarClickedConn.disconnect();
  79. }
  80. void ScriptEditorApplication::update()
  81. {
  82. // Project load must be delayed when requested from managed code because it
  83. // triggers managed assembly reload, and that can't be performed when called
  84. // from the Mono thread.
  85. if (mRequestProjectLoad)
  86. {
  87. gEditorApplication().loadProject(mProjectLoadPath);
  88. mRequestProjectLoad = false;
  89. mRequestAssemblyReload = false;
  90. MonoUtil::invokeThunk(onProjectLoadedThunk);
  91. }
  92. else if (mRequestAssemblyReload)
  93. {
  94. ScriptManager::instance().reload();
  95. mRequestAssemblyReload = false;
  96. }
  97. }
  98. void ScriptEditorApplication::onStatusBarClicked()
  99. {
  100. MonoUtil::invokeThunk(onStatusBarClickedThunk);
  101. }
  102. void ScriptEditorApplication::internal_SetStatusScene(MonoString* name, bool modified)
  103. {
  104. WString nativeScene = MonoUtil::monoToWString(name);
  105. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  106. mainWindow->getStatusBar().setScene(nativeScene, modified);
  107. }
  108. void ScriptEditorApplication::internal_SetStatusProject(bool modified)
  109. {
  110. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  111. if (gEditorApplication().isProjectLoaded())
  112. mainWindow->getStatusBar().setProject(gEditorApplication().getProjectName(), modified);
  113. else
  114. mainWindow->getStatusBar().setProject(L"None", false);
  115. }
  116. void ScriptEditorApplication::internal_SetStatusCompiling(bool compiling)
  117. {
  118. MainEditorWindow* mainWindow = EditorWindowManager::instance().getMainWindow();
  119. mainWindow->getStatusBar().setIsCompiling(compiling);
  120. }
  121. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  122. {
  123. Path projectPath = gEditorApplication().getProjectPath();
  124. return MonoUtil::wstringToMono(projectPath.toWString());
  125. }
  126. MonoString* ScriptEditorApplication::internal_GetProjectName()
  127. {
  128. WString projectName = gEditorApplication().getProjectName();
  129. return MonoUtil::wstringToMono(projectName);
  130. }
  131. bool ScriptEditorApplication::internal_GetProjectLoaded()
  132. {
  133. return gEditorApplication().isProjectLoaded();
  134. }
  135. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  136. {
  137. Path compilerPath = MonoManager::instance().getCompilerPath();
  138. return MonoUtil::wstringToMono(compilerPath.toWString());
  139. }
  140. MonoString* ScriptEditorApplication::internal_GetBuiltinReleaseAssemblyPath()
  141. {
  142. Path releaseAssemblyFolder = FileSystem::getWorkingDirectoryPath();
  143. releaseAssemblyFolder.append(Paths::getReleaseAssemblyPath());
  144. return MonoUtil::wstringToMono(releaseAssemblyFolder.toWString());
  145. }
  146. MonoString* ScriptEditorApplication::internal_GetBuiltinDebugAssemblyPath()
  147. {
  148. Path debugAssemblyFolder = FileSystem::getWorkingDirectoryPath();
  149. debugAssemblyFolder.append(Paths::getDebugAssemblyPath());
  150. return MonoUtil::wstringToMono(debugAssemblyFolder.toWString());
  151. }
  152. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  153. {
  154. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  155. return MonoUtil::wstringToMono(assemblyFolder.toWString());
  156. }
  157. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  158. {
  159. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  160. assemblyFolder.makeAbsolute(FileSystem::getWorkingDirectoryPath());
  161. return MonoUtil::wstringToMono(assemblyFolder.toWString());
  162. }
  163. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  164. {
  165. return MonoUtil::wstringToMono(toWString(ENGINE_ASSEMBLY) + L".dll");
  166. }
  167. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  168. {
  169. return MonoUtil::wstringToMono(toWString(EDITOR_ASSEMBLY) + L".dll");
  170. }
  171. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  172. {
  173. return MonoUtil::wstringToMono(toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  174. }
  175. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  176. {
  177. return MonoUtil::wstringToMono(toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  178. }
  179. MonoObject* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  180. {
  181. Path nativePath = MonoUtil::monoToWString(path);
  182. HSceneObject sceneRoot = gSceneManager().getRootNode();
  183. ProjectLibrary::LibraryEntry* entry = gProjectLibrary().findEntry(nativePath);
  184. HPrefab scene;
  185. if (entry != nullptr)
  186. {
  187. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  188. return nullptr;
  189. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  190. if (resEntry->meta == nullptr || resEntry->meta->getTypeID() != TID_Prefab)
  191. return nullptr;
  192. scene = static_resource_cast<Prefab>(gProjectLibrary().load(nativePath));
  193. scene->update(sceneRoot);
  194. gProjectLibrary().saveEntry(scene);
  195. }
  196. else
  197. {
  198. scene = Prefab::create(sceneRoot);
  199. gProjectLibrary().createEntry(scene, nativePath);
  200. }
  201. ScriptPrefab* scriptPrefab;
  202. ScriptResourceManager::instance().getScriptResource(scene, &scriptPrefab, true);
  203. return scriptPrefab->getManagedInstance();
  204. }
  205. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  206. {
  207. Path nativePath = MonoUtil::monoToWString(path);
  208. return gEditorApplication().isValidProjectPath(nativePath);
  209. }
  210. void ScriptEditorApplication::internal_SaveProject()
  211. {
  212. gEditorApplication().saveProject();
  213. }
  214. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  215. {
  216. mRequestProjectLoad = true;
  217. mProjectLoadPath = MonoUtil::monoToWString(path);
  218. }
  219. void ScriptEditorApplication::internal_UnloadProject()
  220. {
  221. gEditorApplication().unloadProject();
  222. }
  223. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  224. {
  225. Path nativePath = MonoUtil::monoToWString(path);
  226. gEditorApplication().createProject(nativePath);
  227. }
  228. void ScriptEditorApplication::internal_ReloadAssemblies()
  229. {
  230. mRequestAssemblyReload = true;
  231. }
  232. void ScriptEditorApplication::internal_OpenExternally(MonoString* path)
  233. {
  234. Path nativePath = MonoUtil::monoToWString(path);
  235. PlatformUtility::open(nativePath);
  236. }
  237. void ScriptEditorApplication::internal_RunUnitTests()
  238. {
  239. #if BS_DEBUG_MODE
  240. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  241. ExceptionTestOutput testOutput;
  242. testSuite->run(testOutput);
  243. #endif
  244. }
  245. void ScriptEditorApplication::internal_Quit()
  246. {
  247. gApplication().stopMainLoop();
  248. }
  249. void ScriptEditorApplication::internal_ToggleToolbarItem(MonoString* name, bool on)
  250. {
  251. String nativeName = MonoUtil::monoToString(name);
  252. MainEditorWindow* editorWindow = EditorWindowManager::instance().getMainWindow();
  253. editorWindow->getMenuBar().toggleToolbarButton(nativeName, on);
  254. }
  255. bool ScriptEditorApplication::internal_GetIsPlaying()
  256. {
  257. return PlayInEditorManager::instance().getState() == PlayInEditorState::Playing;
  258. }
  259. void ScriptEditorApplication::internal_SetIsPlaying(bool value)
  260. {
  261. if (value)
  262. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  263. else
  264. PlayInEditorManager::instance().setState(PlayInEditorState::Stopped);
  265. }
  266. bool ScriptEditorApplication::internal_GetIsPaused()
  267. {
  268. return PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  269. }
  270. void ScriptEditorApplication::internal_SetIsPaused(bool value)
  271. {
  272. if (value)
  273. PlayInEditorManager::instance().setState(PlayInEditorState::Paused);
  274. else
  275. {
  276. bool isPaused = PlayInEditorManager::instance().getState() == PlayInEditorState::Paused;
  277. if (isPaused)
  278. PlayInEditorManager::instance().setState(PlayInEditorState::Playing);
  279. }
  280. }
  281. void ScriptEditorApplication::internal_FrameStep()
  282. {
  283. PlayInEditorManager::instance().frameStep();
  284. }
  285. void ScriptEditorApplication::internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget)
  286. {
  287. if (renderTarget == nullptr)
  288. SceneManager::instance().setMainRenderTarget(nullptr);
  289. else
  290. SceneManager::instance().setMainRenderTarget(renderTarget->getNativeValue());
  291. }
  292. }