You're breathtaking!
This commit is contained in:
422
Source/Editor/Modules/SourceCodeEditing/CodeEditingModule.cs
Normal file
422
Source/Editor/Modules/SourceCodeEditing/CodeEditingModule.cs
Normal file
@@ -0,0 +1,422 @@
|
||||
// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using FlaxEditor.Options;
|
||||
using FlaxEditor.Scripting;
|
||||
using FlaxEngine;
|
||||
using FlaxEngine.GUI;
|
||||
using Object = System.Object;
|
||||
|
||||
namespace FlaxEditor.Modules.SourceCodeEditing
|
||||
{
|
||||
/// <summary>
|
||||
/// Source code editing module.
|
||||
/// </summary>
|
||||
/// <seealso cref="FlaxEditor.Modules.EditorModule" />
|
||||
public sealed class CodeEditingModule : EditorModule
|
||||
{
|
||||
private sealed class CachedVisualScriptPropertyTypesCollection : CachedTypesCollection
|
||||
{
|
||||
public CachedVisualScriptPropertyTypesCollection(int capacity, Func<Assembly, bool> checkAssembly)
|
||||
: base(capacity, new ScriptType(typeof(Object)), CheckFunc, checkAssembly)
|
||||
{
|
||||
}
|
||||
|
||||
private static bool CheckFunc(ScriptType type)
|
||||
{
|
||||
if (!type.IsPublic)
|
||||
return false;
|
||||
var objectType = new ScriptType(typeof(FlaxEngine.Object));
|
||||
return type.IsEnum || type == objectType || objectType.IsAssignableFrom(type);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void Search()
|
||||
{
|
||||
// Add in-build types
|
||||
_list.Add(new ScriptType(typeof(bool)));
|
||||
_list.Add(new ScriptType(typeof(byte)));
|
||||
_list.Add(new ScriptType(typeof(short)));
|
||||
_list.Add(new ScriptType(typeof(ushort)));
|
||||
_list.Add(new ScriptType(typeof(int)));
|
||||
_list.Add(new ScriptType(typeof(uint)));
|
||||
_list.Add(new ScriptType(typeof(long)));
|
||||
_list.Add(new ScriptType(typeof(ulong)));
|
||||
_list.Add(new ScriptType(typeof(float)));
|
||||
_list.Add(new ScriptType(typeof(double)));
|
||||
_list.Add(new ScriptType(typeof(string)));
|
||||
_list.Add(new ScriptType(typeof(Vector2)));
|
||||
_list.Add(new ScriptType(typeof(Vector3)));
|
||||
_list.Add(new ScriptType(typeof(Vector4)));
|
||||
_list.Add(new ScriptType(typeof(Color)));
|
||||
_list.Add(new ScriptType(typeof(Quaternion)));
|
||||
_list.Add(new ScriptType(typeof(BoundingBox)));
|
||||
_list.Add(new ScriptType(typeof(BoundingSphere)));
|
||||
_list.Add(new ScriptType(typeof(Rectangle)));
|
||||
_list.Add(new ScriptType(typeof(Matrix)));
|
||||
_list.Add(new ScriptType(typeof(Ray)));
|
||||
_list.Add(new ScriptType(typeof(Guid)));
|
||||
|
||||
base.Search();
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class CachedAllTypesCollection : CachedTypesCollection
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public CachedAllTypesCollection(int capacity, ScriptType type, Func<ScriptType, bool> checkFunc, Func<Assembly, bool> checkAssembly)
|
||||
: base(capacity, type, checkFunc, checkAssembly)
|
||||
{
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void Search()
|
||||
{
|
||||
// Add in-build types
|
||||
_list.Add(new ScriptType(typeof(void)));
|
||||
_list.Add(new ScriptType(typeof(bool)));
|
||||
_list.Add(new ScriptType(typeof(byte)));
|
||||
_list.Add(new ScriptType(typeof(short)));
|
||||
_list.Add(new ScriptType(typeof(ushort)));
|
||||
_list.Add(new ScriptType(typeof(int)));
|
||||
_list.Add(new ScriptType(typeof(uint)));
|
||||
_list.Add(new ScriptType(typeof(long)));
|
||||
_list.Add(new ScriptType(typeof(ulong)));
|
||||
_list.Add(new ScriptType(typeof(float)));
|
||||
_list.Add(new ScriptType(typeof(double)));
|
||||
_list.Add(new ScriptType(typeof(string)));
|
||||
_list.Add(new ScriptType(typeof(Guid)));
|
||||
_list.Add(new ScriptType(typeof(DateTime)));
|
||||
_list.Add(new ScriptType(typeof(TimeSpan)));
|
||||
|
||||
base.Search();
|
||||
}
|
||||
}
|
||||
|
||||
private readonly List<ISourceCodeEditor> _editors = new List<ISourceCodeEditor>(8);
|
||||
private ISourceCodeEditor _selectedEditor;
|
||||
private bool _autoGenerateScriptsProjectFiles;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the source code editors registered for usage in editor.
|
||||
/// </summary>
|
||||
public IReadOnlyList<ISourceCodeEditor> Editors => _editors;
|
||||
|
||||
/// <summary>
|
||||
/// Occurs when source code editor gets added.
|
||||
/// </summary>
|
||||
public event Action<ISourceCodeEditor> EditorAdded;
|
||||
|
||||
/// <summary>
|
||||
/// Occurs when source code editor gets removed.
|
||||
/// </summary>
|
||||
public event Action<ISourceCodeEditor> EditorRemoved;
|
||||
|
||||
/// <summary>
|
||||
/// Occurs when selected source code editor gets changed.
|
||||
/// </summary>
|
||||
public event Action<ISourceCodeEditor> SelectedEditorChanged;
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets the selected editor.
|
||||
/// </summary>
|
||||
public ISourceCodeEditor SelectedEditor
|
||||
{
|
||||
get => _selectedEditor;
|
||||
set
|
||||
{
|
||||
if (_selectedEditor != value)
|
||||
{
|
||||
if (value != null && !_editors.Contains(value))
|
||||
throw new ArgumentException("Cannot selected editor that has not been added to the editors list.");
|
||||
|
||||
var prev = _selectedEditor;
|
||||
_selectedEditor = value;
|
||||
|
||||
Editor.Log("Select code editor " + (_selectedEditor?.Name ?? "null"));
|
||||
|
||||
prev?.OnDeselected(Editor);
|
||||
_selectedEditor?.OnSelected(Editor);
|
||||
SelectedEditorChanged?.Invoke(_selectedEditor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Occurs when cached scripting types lists are cleared (eg. on global invalidation or scripting reload).
|
||||
/// </summary>
|
||||
public event Action TypesCleared;
|
||||
|
||||
/// <summary>
|
||||
/// Occurs when types information gets modified (eg. after scripting reload or when script asset gets saved). Can be used to refresh any cached locally script types.
|
||||
/// </summary>
|
||||
public event Action TypesChanged;
|
||||
|
||||
/// <summary>
|
||||
/// The all types collection from all assemblies (excluding C# system libraries). Includes only primitive and basic types from std lib.
|
||||
/// </summary>
|
||||
public readonly CachedTypesCollection All = new CachedAllTypesCollection(8096, new ScriptType(typeof(object)), type => true, HasAssemblyValidAnyTypes);
|
||||
|
||||
/// <summary>
|
||||
/// The all valid types collection for the Visual Script property types (includes basic types like int/float, structures, object references).
|
||||
/// </summary>
|
||||
public readonly CachedTypesCollection VisualScriptPropertyTypes = new CachedVisualScriptPropertyTypesCollection(8096, HasAssemblyValidAnyTypes);
|
||||
|
||||
/// <summary>
|
||||
/// The actors collection.
|
||||
/// </summary>
|
||||
public readonly CachedTypesCollection Actors = new CachedTypesCollection(1024, new ScriptType(typeof(Actor)), IsTypeValidScriptingType, HasAssemblyValidScriptingTypes);
|
||||
|
||||
/// <summary>
|
||||
/// The scripts collection.
|
||||
/// </summary>
|
||||
public readonly CachedTypesCollection Scripts = new CachedTypesCollection(1024, new ScriptType(typeof(Script)), IsTypeValidScriptingType, HasAssemblyValidScriptingTypes);
|
||||
|
||||
/// <summary>
|
||||
/// The control types collection (for game UI).
|
||||
/// </summary>
|
||||
public readonly CachedTypesCollection Controls = new CachedTypesCollection(64, new ScriptType(typeof(Control)), IsTypeValidScriptingTypeControls, HasAssemblyValidScriptingTypes);
|
||||
|
||||
/// <summary>
|
||||
/// The Animation Graph custom nodes collection.
|
||||
/// </summary>
|
||||
public readonly CachedCustomAnimGraphNodesCollection AnimGraphNodes = new CachedCustomAnimGraphNodesCollection(32, new ScriptType(typeof(AnimationGraph.CustomNodeArchetypeFactoryAttribute)), IsTypeValidScriptingType, HasAssemblyValidScriptingTypes);
|
||||
|
||||
internal CodeEditingModule(Editor editor)
|
||||
: base(editor)
|
||||
{
|
||||
}
|
||||
|
||||
internal InBuildSourceCodeEditor GetInBuildEditor(CodeEditorTypes editorType)
|
||||
{
|
||||
for (var i = 0; i < Editors.Count; i++)
|
||||
{
|
||||
if (Editors[i] is InBuildSourceCodeEditor inBuild && inBuild.Type == editorType)
|
||||
return inBuild;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds the editor to the collection.
|
||||
/// </summary>
|
||||
/// <param name="editor">The editor.</param>
|
||||
public void AddEditor(ISourceCodeEditor editor)
|
||||
{
|
||||
if (editor == null)
|
||||
throw new ArgumentNullException();
|
||||
if (_editors.Contains(editor))
|
||||
throw new ArgumentException("Editor already added.");
|
||||
|
||||
Editor.Log("Add code editor " + editor.Name);
|
||||
|
||||
_editors.Add(editor);
|
||||
editor.OnAdded(Editor);
|
||||
EditorAdded?.Invoke(editor);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes the editor from the collection.
|
||||
/// </summary>
|
||||
/// <param name="editor">The editor.</param>
|
||||
public void RemoveEditor(ISourceCodeEditor editor)
|
||||
{
|
||||
if (editor == null)
|
||||
throw new ArgumentNullException();
|
||||
if (!_editors.Contains(editor))
|
||||
throw new ArgumentException("Editor not added.");
|
||||
|
||||
if (_selectedEditor == editor)
|
||||
SelectedEditor = null;
|
||||
|
||||
Editor.Log("Remove code editor " + editor.Name);
|
||||
|
||||
_editors.Remove(editor);
|
||||
editor.OnRemoved(Editor);
|
||||
EditorRemoved?.Invoke(editor);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Opens the solution file using the selected selected code editor.
|
||||
/// </summary>
|
||||
public void OpenSolution()
|
||||
{
|
||||
if (_selectedEditor == null)
|
||||
return;
|
||||
|
||||
_selectedEditor.OpenSolution();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Opens the file using the selected code editor.
|
||||
/// </summary>
|
||||
/// <param name="path">The file path to open.</param>
|
||||
/// <param name="line">The line number to navigate to. Use 0 to not use it.</param>
|
||||
public void OpenFile(string path, int line = 0)
|
||||
{
|
||||
if (_selectedEditor == null)
|
||||
return;
|
||||
|
||||
_selectedEditor.OpenFile(path, line);
|
||||
}
|
||||
|
||||
private unsafe void GetInBuildEditors()
|
||||
{
|
||||
var resultArray = stackalloc int[(int)CodeEditorTypes.MAX];
|
||||
ScriptsBuilder.GetExistingEditors(resultArray, (int)CodeEditorTypes.MAX);
|
||||
for (int i = 0; i < (int)CodeEditorTypes.MAX; i++)
|
||||
{
|
||||
if (resultArray[i] != 0)
|
||||
{
|
||||
var editor = new InBuildSourceCodeEditor((CodeEditorTypes)i);
|
||||
AddEditor(editor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnInit()
|
||||
{
|
||||
ScriptsBuilder.ScriptsReload += OnScriptsReload;
|
||||
ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd;
|
||||
Editor.Options.OptionsChanged += OnOptionsChanged;
|
||||
|
||||
// Add default code editors (in-build)
|
||||
GetInBuildEditors();
|
||||
AddEditor(new DefaultSourceCodeEditor());
|
||||
|
||||
// Editor options are loaded before this module so pick the code editor
|
||||
OnOptionsChanged(Editor.Options.Options);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnEndInit()
|
||||
{
|
||||
// Special case when failed to load scripts on editor start - clear types later so all types will be cached if needed
|
||||
if (!FlaxEngine.Scripting.HasGameModulesLoaded())
|
||||
{
|
||||
ScriptsBuilder.CompilationSuccess += OnFirstCompilationSuccess;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnFirstCompilationSuccess()
|
||||
{
|
||||
ScriptsBuilder.CompilationSuccess -= OnFirstCompilationSuccess;
|
||||
|
||||
ClearTypes();
|
||||
}
|
||||
|
||||
private void OnOptionsChanged(EditorOptions options)
|
||||
{
|
||||
// Sync options
|
||||
_autoGenerateScriptsProjectFiles = options.SourceCode.AutoGenerateScriptsProjectFiles;
|
||||
|
||||
// Sync code editor
|
||||
ISourceCodeEditor editor = null;
|
||||
var codeEditor = options.SourceCode.SourceCodeEditor;
|
||||
if (codeEditor != "None")
|
||||
{
|
||||
foreach (var e in Editor.Instance.CodeEditing.Editors)
|
||||
{
|
||||
if (string.Equals(codeEditor, e.Name, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
editor = e;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
Editor.Instance.CodeEditing.SelectedEditor = editor;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnUpdate()
|
||||
{
|
||||
base.OnUpdate();
|
||||
|
||||
// Automatic project files generation after workspace modifications
|
||||
if (_autoGenerateScriptsProjectFiles && ScriptsBuilder.IsSourceWorkspaceDirty)
|
||||
{
|
||||
Editor.ProgressReporting.GenerateScriptsProjectFiles.RunAsync();
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnExit()
|
||||
{
|
||||
// Cleanup
|
||||
SelectedEditor = null;
|
||||
_editors.Clear();
|
||||
|
||||
ScriptsBuilder.ScriptsReload -= OnScriptsReload;
|
||||
ScriptsBuilder.ScriptsReloadEnd -= OnScriptsReloadEnd;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears all the cached types.
|
||||
/// </summary>
|
||||
public void ClearTypes()
|
||||
{
|
||||
// Invalidate cached types
|
||||
All.ClearTypes();
|
||||
VisualScriptPropertyTypes.ClearTypes();
|
||||
Actors.ClearTypes();
|
||||
Scripts.ClearTypes();
|
||||
Controls.ClearTypes();
|
||||
AnimGraphNodes.ClearTypes();
|
||||
TypesCleared?.Invoke();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calls the types change event to inform the Editor.
|
||||
/// </summary>
|
||||
public void OnTypesChanged()
|
||||
{
|
||||
TypesChanged?.Invoke();
|
||||
}
|
||||
|
||||
private void OnScriptsReload()
|
||||
{
|
||||
ClearTypes();
|
||||
}
|
||||
|
||||
private void OnScriptsReloadEnd()
|
||||
{
|
||||
OnTypesChanged();
|
||||
}
|
||||
|
||||
private static bool IsTypeValidScriptingType(ScriptType t)
|
||||
{
|
||||
return !t.IsGenericType && !t.IsAbstract && !t.HasAttribute(typeof(HideInEditorAttribute), false);
|
||||
}
|
||||
|
||||
private static bool IsTypeValidScriptingTypeControls(ScriptType t)
|
||||
{
|
||||
// Skip Flax Editor internal controls from usage in game
|
||||
if (t.Type?.Namespace?.StartsWith("FlaxEditor") ?? false)
|
||||
return false;
|
||||
|
||||
return IsTypeValidScriptingType(t);
|
||||
}
|
||||
|
||||
private static bool HasAssemblyValidAnyTypes(Assembly assembly)
|
||||
{
|
||||
// Skip assemblies from in-build Mono directory
|
||||
var codeBase = assembly.CodeBase;
|
||||
return string.IsNullOrEmpty(codeBase) || !codeBase.Contains("/Mono/lib/mono/");
|
||||
}
|
||||
|
||||
private static bool HasAssemblyValidScriptingTypes(Assembly a)
|
||||
{
|
||||
// Check engine assembly
|
||||
if (a.GetName().Name == Utilities.Utils.FlaxEngineAssemblyName)
|
||||
return true;
|
||||
|
||||
// Skip assemblies not referencing engine assembly
|
||||
var references = a.GetReferencedAssemblies();
|
||||
return references.Any(x => x.Name == Utilities.Utils.FlaxEngineAssemblyName);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user