422 lines
16 KiB
C#
422 lines
16 KiB
C#
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using FlaxEditor.Options;
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using FlaxEditor.Scripting;
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using FlaxEngine;
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using FlaxEngine.GUI;
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using Object = System.Object;
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namespace FlaxEditor.Modules.SourceCodeEditing
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{
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/// <summary>
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/// Source code editing module.
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/// </summary>
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/// <seealso cref="FlaxEditor.Modules.EditorModule" />
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public sealed class CodeEditingModule : EditorModule
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{
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private sealed class CachedVisualScriptPropertyTypesCollection : CachedTypesCollection
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{
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public CachedVisualScriptPropertyTypesCollection(int capacity, Func<Assembly, bool> checkAssembly)
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: base(capacity, new ScriptType(typeof(Object)), CheckFunc, checkAssembly)
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{
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}
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private static bool CheckFunc(ScriptType scriptType)
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{
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if (scriptType.IsStatic || scriptType.IsGenericType || !scriptType.IsPublic || scriptType.HasAttribute(typeof(HideInEditorAttribute), true))
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return false;
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var objectType = new ScriptType(typeof(FlaxEngine.Object));
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return scriptType.IsEnum || objectType.IsAssignableFrom(scriptType);
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}
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/// <inheritdoc />
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protected override void Search()
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{
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// Add in-build types
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_list.Add(new ScriptType(typeof(bool)));
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_list.Add(new ScriptType(typeof(short)));
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_list.Add(new ScriptType(typeof(ushort)));
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_list.Add(new ScriptType(typeof(int)));
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_list.Add(new ScriptType(typeof(uint)));
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_list.Add(new ScriptType(typeof(long)));
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_list.Add(new ScriptType(typeof(ulong)));
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_list.Add(new ScriptType(typeof(float)));
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_list.Add(new ScriptType(typeof(double)));
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_list.Add(new ScriptType(typeof(string)));
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_list.Add(new ScriptType(typeof(Vector2)));
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_list.Add(new ScriptType(typeof(Vector3)));
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_list.Add(new ScriptType(typeof(Vector4)));
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_list.Add(new ScriptType(typeof(Color)));
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_list.Add(new ScriptType(typeof(Quaternion)));
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_list.Add(new ScriptType(typeof(BoundingBox)));
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_list.Add(new ScriptType(typeof(BoundingSphere)));
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_list.Add(new ScriptType(typeof(Rectangle)));
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_list.Add(new ScriptType(typeof(Matrix)));
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_list.Add(new ScriptType(typeof(Ray)));
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_list.Add(new ScriptType(typeof(Guid)));
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base.Search();
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}
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}
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private sealed class CachedAllTypesCollection : CachedTypesCollection
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{
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/// <inheritdoc />
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public CachedAllTypesCollection(int capacity, ScriptType type, Func<ScriptType, bool> checkFunc, Func<Assembly, bool> checkAssembly)
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: base(capacity, type, checkFunc, checkAssembly)
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{
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}
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/// <inheritdoc />
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protected override void Search()
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{
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// Add in-build types
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_list.Add(new ScriptType(typeof(void)));
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_list.Add(new ScriptType(typeof(bool)));
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_list.Add(new ScriptType(typeof(byte)));
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_list.Add(new ScriptType(typeof(short)));
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_list.Add(new ScriptType(typeof(ushort)));
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_list.Add(new ScriptType(typeof(int)));
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_list.Add(new ScriptType(typeof(uint)));
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_list.Add(new ScriptType(typeof(long)));
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_list.Add(new ScriptType(typeof(ulong)));
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_list.Add(new ScriptType(typeof(float)));
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_list.Add(new ScriptType(typeof(double)));
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_list.Add(new ScriptType(typeof(string)));
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_list.Add(new ScriptType(typeof(Guid)));
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_list.Add(new ScriptType(typeof(DateTime)));
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_list.Add(new ScriptType(typeof(TimeSpan)));
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base.Search();
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}
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}
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private readonly List<ISourceCodeEditor> _editors = new List<ISourceCodeEditor>(8);
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private ISourceCodeEditor _selectedEditor;
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private bool _autoGenerateScriptsProjectFiles;
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/// <summary>
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/// Gets the source code editors registered for usage in editor.
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/// </summary>
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public IReadOnlyList<ISourceCodeEditor> Editors => _editors;
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/// <summary>
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/// Occurs when source code editor gets added.
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/// </summary>
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public event Action<ISourceCodeEditor> EditorAdded;
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/// <summary>
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/// Occurs when source code editor gets removed.
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/// </summary>
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public event Action<ISourceCodeEditor> EditorRemoved;
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/// <summary>
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/// Occurs when selected source code editor gets changed.
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/// </summary>
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public event Action<ISourceCodeEditor> SelectedEditorChanged;
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/// <summary>
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/// Gets or sets the selected editor.
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/// </summary>
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public ISourceCodeEditor SelectedEditor
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{
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get => _selectedEditor;
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set
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{
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if (_selectedEditor != value)
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{
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if (value != null && !_editors.Contains(value))
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throw new ArgumentException("Cannot selected editor that has not been added to the editors list.");
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var prev = _selectedEditor;
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_selectedEditor = value;
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Editor.Log("Select code editor " + (_selectedEditor?.Name ?? "null"));
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prev?.OnDeselected(Editor);
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_selectedEditor?.OnSelected(Editor);
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SelectedEditorChanged?.Invoke(_selectedEditor);
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}
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}
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}
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/// <summary>
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/// Occurs when cached scripting types lists are cleared (eg. on global invalidation or scripting reload).
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/// </summary>
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public event Action TypesCleared;
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/// <summary>
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/// 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.
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/// </summary>
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public event Action TypesChanged;
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/// <summary>
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/// The all types collection from all assemblies (excluding C# system libraries). Includes only primitive and basic types from std lib.
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/// </summary>
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public readonly CachedTypesCollection All = new CachedAllTypesCollection(8096, new ScriptType(typeof(object)), type => true, HasAssemblyValidAnyTypes);
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/// <summary>
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/// The all valid types collection for the Visual Script property types (includes basic types like int/float, structures, object references).
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/// </summary>
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public readonly CachedTypesCollection VisualScriptPropertyTypes = new CachedVisualScriptPropertyTypesCollection(8096, HasAssemblyValidAnyTypes);
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/// <summary>
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/// The actors collection.
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/// </summary>
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public readonly CachedTypesCollection Actors = new CachedTypesCollection(1024, new ScriptType(typeof(Actor)), IsTypeValidScriptingType, HasAssemblyValidScriptingTypes);
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/// <summary>
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/// The scripts collection.
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/// </summary>
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public readonly CachedTypesCollection Scripts = new CachedTypesCollection(1024, new ScriptType(typeof(Script)), IsTypeValidScriptingType, HasAssemblyValidScriptingTypes);
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/// <summary>
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/// The control types collection (for game UI).
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/// </summary>
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public readonly CachedTypesCollection Controls = new CachedTypesCollection(64, new ScriptType(typeof(Control)), IsTypeValidScriptingTypeControls, HasAssemblyValidScriptingTypes);
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/// <summary>
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/// The Animation Graph custom nodes collection.
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/// </summary>
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public readonly CachedCustomAnimGraphNodesCollection AnimGraphNodes = new CachedCustomAnimGraphNodesCollection(32, new ScriptType(typeof(AnimationGraph.CustomNodeArchetypeFactoryAttribute)), IsTypeValidScriptingType, HasAssemblyValidScriptingTypes);
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internal CodeEditingModule(Editor editor)
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: base(editor)
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{
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}
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internal InBuildSourceCodeEditor GetInBuildEditor(CodeEditorTypes editorType)
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{
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for (var i = 0; i < Editors.Count; i++)
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{
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if (Editors[i] is InBuildSourceCodeEditor inBuild && inBuild.Type == editorType)
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return inBuild;
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}
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return null;
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}
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/// <summary>
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/// Adds the editor to the collection.
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/// </summary>
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/// <param name="editor">The editor.</param>
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public void AddEditor(ISourceCodeEditor editor)
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{
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if (editor == null)
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throw new ArgumentNullException();
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if (_editors.Contains(editor))
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throw new ArgumentException("Editor already added.");
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Editor.Log("Add code editor " + editor.Name);
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_editors.Add(editor);
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editor.OnAdded(Editor);
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EditorAdded?.Invoke(editor);
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}
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/// <summary>
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/// Removes the editor from the collection.
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/// </summary>
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/// <param name="editor">The editor.</param>
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public void RemoveEditor(ISourceCodeEditor editor)
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{
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if (editor == null)
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throw new ArgumentNullException();
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if (!_editors.Contains(editor))
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throw new ArgumentException("Editor not added.");
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if (_selectedEditor == editor)
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SelectedEditor = null;
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Editor.Log("Remove code editor " + editor.Name);
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_editors.Remove(editor);
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editor.OnRemoved(Editor);
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EditorRemoved?.Invoke(editor);
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}
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/// <summary>
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/// Opens the solution file using the selected selected code editor.
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/// </summary>
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public void OpenSolution()
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{
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if (_selectedEditor == null)
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return;
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_selectedEditor.OpenSolution();
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}
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/// <summary>
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/// Opens the file using the selected code editor.
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/// </summary>
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/// <param name="path">The file path to open.</param>
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/// <param name="line">The line number to navigate to. Use 0 to not use it.</param>
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public void OpenFile(string path, int line = 0)
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{
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if (_selectedEditor == null)
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return;
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_selectedEditor.OpenFile(path, line);
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}
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private unsafe void GetInBuildEditors()
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{
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var resultArray = stackalloc int[(int)CodeEditorTypes.MAX];
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ScriptsBuilder.GetExistingEditors(resultArray, (int)CodeEditorTypes.MAX);
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for (int i = 0; i < (int)CodeEditorTypes.MAX; i++)
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{
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if (resultArray[i] != 0)
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{
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var editor = new InBuildSourceCodeEditor((CodeEditorTypes)i);
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AddEditor(editor);
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}
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}
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}
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/// <inheritdoc />
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public override void OnInit()
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{
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ScriptsBuilder.ScriptsReload += OnScriptsReload;
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ScriptsBuilder.ScriptsReloadEnd += OnScriptsReloadEnd;
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Editor.Options.OptionsChanged += OnOptionsChanged;
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// Add default code editors (in-build)
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GetInBuildEditors();
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AddEditor(new DefaultSourceCodeEditor());
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// Editor options are loaded before this module so pick the code editor
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OnOptionsChanged(Editor.Options.Options);
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}
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/// <inheritdoc />
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public override void OnEndInit()
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{
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// Special case when failed to load scripts on editor start - clear types later so all types will be cached if needed
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if (!FlaxEngine.Scripting.HasGameModulesLoaded())
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{
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ScriptsBuilder.CompilationSuccess += OnFirstCompilationSuccess;
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}
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}
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private void OnFirstCompilationSuccess()
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{
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ScriptsBuilder.CompilationSuccess -= OnFirstCompilationSuccess;
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ClearTypes();
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}
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private void OnOptionsChanged(EditorOptions options)
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{
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// Sync options
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_autoGenerateScriptsProjectFiles = options.SourceCode.AutoGenerateScriptsProjectFiles;
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// Sync code editor
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ISourceCodeEditor editor = null;
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var codeEditor = options.SourceCode.SourceCodeEditor;
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if (codeEditor != "None")
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{
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foreach (var e in Editor.Instance.CodeEditing.Editors)
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{
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if (string.Equals(codeEditor, e.Name, StringComparison.OrdinalIgnoreCase))
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{
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editor = e;
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break;
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}
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}
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}
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Editor.Instance.CodeEditing.SelectedEditor = editor;
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}
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/// <inheritdoc />
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public override void OnUpdate()
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{
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base.OnUpdate();
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// Automatic project files generation after workspace modifications
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if (_autoGenerateScriptsProjectFiles && ScriptsBuilder.IsSourceWorkspaceDirty)
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{
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Editor.ProgressReporting.GenerateScriptsProjectFiles.RunAsync();
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}
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}
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/// <inheritdoc />
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public override void OnExit()
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{
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// Cleanup
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SelectedEditor = null;
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_editors.Clear();
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ScriptsBuilder.ScriptsReload -= OnScriptsReload;
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ScriptsBuilder.ScriptsReloadEnd -= OnScriptsReloadEnd;
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}
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/// <summary>
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/// Clears all the cached types.
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/// </summary>
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public void ClearTypes()
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{
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// Invalidate cached types
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All.ClearTypes();
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VisualScriptPropertyTypes.ClearTypes();
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Actors.ClearTypes();
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Scripts.ClearTypes();
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Controls.ClearTypes();
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AnimGraphNodes.ClearTypes();
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TypesCleared?.Invoke();
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}
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/// <summary>
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/// Calls the types change event to inform the Editor.
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/// </summary>
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public void OnTypesChanged()
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{
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TypesChanged?.Invoke();
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}
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private void OnScriptsReload()
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{
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ClearTypes();
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}
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private void OnScriptsReloadEnd()
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{
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OnTypesChanged();
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}
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private static bool IsTypeValidScriptingType(ScriptType t)
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{
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return !t.IsGenericType && !t.IsAbstract && !t.HasAttribute(typeof(HideInEditorAttribute), false);
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}
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private static bool IsTypeValidScriptingTypeControls(ScriptType t)
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{
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// Skip Flax Editor internal controls from usage in game
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if (t.Type?.Namespace?.StartsWith("FlaxEditor") ?? false)
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return false;
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return IsTypeValidScriptingType(t);
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}
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private static bool HasAssemblyValidAnyTypes(Assembly assembly)
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{
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// Skip assemblies from in-build Mono directory
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var codeBase = assembly.CodeBase;
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return string.IsNullOrEmpty(codeBase) || !codeBase.Contains("/Mono/lib/mono/");
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}
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private static bool HasAssemblyValidScriptingTypes(Assembly a)
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{
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// Check engine assembly
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if (a.GetName().Name == Utilities.Utils.FlaxEngineAssemblyName)
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return true;
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// Skip assemblies not referencing engine assembly
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var references = a.GetReferencedAssemblies();
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return references.Any(x => x.Name == Utilities.Utils.FlaxEngineAssemblyName);
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}
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}
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}
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