BsScriptEditorApplication.cpp 7.5 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. #include "BsScriptEditorWindow.h"
  14. #include "BsEditorWindowBase.h"
  15. #include "BsProfilerOverlay.h"
  16. #include "BsGUIWidget.h"
  17. #include "BsSceneObject.h"
  18. #include "BsCamera.h"
  19. namespace BansheeEngine
  20. {
  21. bool ScriptEditorApplication::mRequestProjectLoad = false;
  22. Path ScriptEditorApplication::mProjectLoadPath;
  23. ScriptEditorApplication::OnProjectLoadedThunkDef ScriptEditorApplication::onProjectLoadedThunk;
  24. ScriptEditorApplication::ScriptEditorApplication(MonoObject* instance)
  25. :ScriptObject(instance)
  26. { }
  27. void ScriptEditorApplication::initRuntimeData()
  28. {
  29. metaData.scriptClass->addInternalCall("Internal_GetProjectPath", &ScriptEditorApplication::internal_GetProjectPath);
  30. metaData.scriptClass->addInternalCall("Internal_GetProjectName", &ScriptEditorApplication::internal_GetProjectName);
  31. metaData.scriptClass->addInternalCall("Internal_GetProjectLoaded", &ScriptEditorApplication::internal_GetProjectLoaded);
  32. metaData.scriptClass->addInternalCall("Internal_GetCompilerPath", &ScriptEditorApplication::internal_GetCompilerPath);
  33. metaData.scriptClass->addInternalCall("Internal_GetBuiltinAssemblyPath", &ScriptEditorApplication::internal_GetBuiltinAssemblyPath);
  34. metaData.scriptClass->addInternalCall("Internal_GetScriptAssemblyPath", &ScriptEditorApplication::internal_GetScriptAssemblyPath);
  35. metaData.scriptClass->addInternalCall("Internal_GetFrameworkAssemblyPath", &ScriptEditorApplication::internal_GetFrameworkAssemblyPath);
  36. metaData.scriptClass->addInternalCall("Internal_GetEngineAssemblyName", &ScriptEditorApplication::internal_GetEngineAssemblyName);
  37. metaData.scriptClass->addInternalCall("Internal_GetEditorAssemblyName", &ScriptEditorApplication::internal_GetEditorAssemblyName);
  38. metaData.scriptClass->addInternalCall("Internal_GetScriptGameAssemblyName", &ScriptEditorApplication::internal_GetScriptGameAssemblyName);
  39. metaData.scriptClass->addInternalCall("Internal_GetScriptEditorAssemblyName", &ScriptEditorApplication::internal_GetScriptEditorAssemblyName);
  40. metaData.scriptClass->addInternalCall("Internal_SaveScene", &ScriptEditorApplication::internal_SaveScene);
  41. metaData.scriptClass->addInternalCall("Internal_IsValidProject", &ScriptEditorApplication::internal_IsValidProject);
  42. metaData.scriptClass->addInternalCall("Internal_SaveProject", &ScriptEditorApplication::internal_SaveProject);
  43. metaData.scriptClass->addInternalCall("Internal_LoadProject", &ScriptEditorApplication::internal_LoadProject);
  44. metaData.scriptClass->addInternalCall("Internal_UnloadProject", &ScriptEditorApplication::internal_UnloadProject);
  45. metaData.scriptClass->addInternalCall("Internal_CreateProject", &ScriptEditorApplication::internal_CreateProject);
  46. onProjectLoadedThunk = (OnProjectLoadedThunkDef)metaData.scriptClass->getMethod("OnProjectLoaded")->getThunk();
  47. }
  48. void ScriptEditorApplication::update()
  49. {
  50. // Project load must be delayed when requested from managed code because it
  51. // triggers managed assembly reload, and that can't be performed when called
  52. // from the Mono thread.
  53. if (mRequestProjectLoad)
  54. {
  55. gEditorApplication().loadProject(mProjectLoadPath);
  56. mRequestProjectLoad = false;
  57. MonoUtil::invokeThunk(onProjectLoadedThunk);
  58. }
  59. }
  60. MonoString* ScriptEditorApplication::internal_GetProjectPath()
  61. {
  62. Path projectPath = gEditorApplication().getProjectPath();
  63. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectPath.toWString());
  64. }
  65. MonoString* ScriptEditorApplication::internal_GetProjectName()
  66. {
  67. WString projectName = gEditorApplication().getProjectName();
  68. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), projectName);
  69. }
  70. bool ScriptEditorApplication::internal_GetProjectLoaded()
  71. {
  72. return gEditorApplication().isProjectLoaded();
  73. }
  74. MonoString* ScriptEditorApplication::internal_GetCompilerPath()
  75. {
  76. Path compilerPath = MonoManager::instance().getCompilerPath();
  77. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), compilerPath.toWString());
  78. }
  79. MonoString* ScriptEditorApplication::internal_GetBuiltinAssemblyPath()
  80. {
  81. Path assemblyFolder = gEditorApplication().getBuiltinAssemblyFolder();
  82. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  83. }
  84. MonoString* ScriptEditorApplication::internal_GetScriptAssemblyPath()
  85. {
  86. Path assemblyFolder = gEditorApplication().getScriptAssemblyFolder();
  87. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  88. }
  89. MonoString* ScriptEditorApplication::internal_GetFrameworkAssemblyPath()
  90. {
  91. Path assemblyFolder = MonoManager::instance().getFrameworkAssembliesFolder();
  92. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), assemblyFolder.toWString());
  93. }
  94. MonoString* ScriptEditorApplication::internal_GetEngineAssemblyName()
  95. {
  96. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(ENGINE_ASSEMBLY) + L".dll");
  97. }
  98. MonoString* ScriptEditorApplication::internal_GetEditorAssemblyName()
  99. {
  100. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(EDITOR_ASSEMBLY) + L".dll");
  101. }
  102. MonoString* ScriptEditorApplication::internal_GetScriptGameAssemblyName()
  103. {
  104. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_GAME_ASSEMBLY) + L".dll");
  105. }
  106. MonoString* ScriptEditorApplication::internal_GetScriptEditorAssemblyName()
  107. {
  108. return MonoUtil::wstringToMono(MonoManager::instance().getDomain(), toWString(SCRIPT_EDITOR_ASSEMBLY) + L".dll");
  109. }
  110. MonoString* ScriptEditorApplication::internal_SaveScene(MonoString* path)
  111. {
  112. Path nativePath = MonoUtil::monoToWString(path);
  113. HSceneObject sceneRoot = gSceneManager().getRootNode();
  114. ProjectLibrary::LibraryEntry* entry = ProjectLibrary::instance().findEntry(nativePath);
  115. HPrefab scene;
  116. if (entry != nullptr)
  117. {
  118. if (entry->type == ProjectLibrary::LibraryEntryType::Directory)
  119. return nullptr;
  120. ProjectLibrary::ResourceEntry* resEntry = static_cast<ProjectLibrary::ResourceEntry*>(entry);
  121. if (resEntry->meta->getTypeID() != TID_Prefab)
  122. return nullptr;
  123. scene = static_resource_cast<Prefab>(ProjectLibrary::instance().load(nativePath));
  124. scene->update(sceneRoot);
  125. PrefabUtility::recordPrefabDiff(sceneRoot);
  126. ProjectLibrary::instance().saveEntry(scene);
  127. }
  128. else
  129. {
  130. scene = Prefab::create(sceneRoot);
  131. PrefabUtility::recordPrefabDiff(sceneRoot);
  132. ProjectLibrary::instance().createEntry(scene, nativePath);
  133. }
  134. return MonoUtil::stringToMono(MonoManager::instance().getDomain(), scene.getUUID());
  135. }
  136. bool ScriptEditorApplication::internal_IsValidProject(MonoString* path)
  137. {
  138. Path nativePath = MonoUtil::monoToWString(path);
  139. return gEditorApplication().isValidProjectPath(nativePath);
  140. }
  141. void ScriptEditorApplication::internal_SaveProject()
  142. {
  143. gEditorApplication().saveProject();
  144. }
  145. void ScriptEditorApplication::internal_LoadProject(MonoString* path)
  146. {
  147. mRequestProjectLoad = true;
  148. mProjectLoadPath = MonoUtil::monoToWString(path);
  149. }
  150. void ScriptEditorApplication::internal_UnloadProject()
  151. {
  152. gEditorApplication().unloadProject();
  153. }
  154. void ScriptEditorApplication::internal_CreateProject(MonoString* path)
  155. {
  156. Path nativePath = MonoUtil::monoToWString(path);
  157. gEditorApplication().createProject(nativePath);
  158. }
  159. }