504 lines
16 KiB
C++
504 lines
16 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "ManagedEditor.h"
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#include "Editor/Editor.h"
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#include "FlaxEngine.Gen.h"
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#include "Engine/Scripting/MException.h"
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#include "Engine/Scripting/Scripting.h"
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#include "Engine/Scripting/MainThreadManagedInvokeAction.h"
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#include "Engine/ShadowsOfMordor/Builder.h"
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#include "Engine/Scripting/ScriptingType.h"
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#include "Engine/Scripting/BinaryModule.h"
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#include "Engine/Scripting/ManagedCLR/MAssembly.h"
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#include "Engine/Scripting/ManagedCLR/MClass.h"
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#include "Engine/Content/Assets/VisualScript.h"
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#include "Engine/CSG/CSGBuilder.h"
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#include "Engine/Engine/CommandLine.h"
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#include "Engine/Renderer/ProbesRenderer.h"
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#include "Engine/Animations/Graph/AnimGraph.h"
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#include <ThirdParty/mono-2.0/mono/metadata/threads.h>
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ManagedEditor::InternalOptions ManagedEditor::ManagedEditorOptions;
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bool WasExitCalled = true; // Fake exit flag so we don't call Exit() in situation when object has been created but not yet initialized (we clear flag in Init())
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MMethod* UpdateMethod = nullptr;
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MMethod* Internal_EnvProbeBake = nullptr;
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MMethod* Internal_LightmapsBake = nullptr;
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MMethod* Internal_CanReloadScripts = nullptr;
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MMethod* Internal_CanAutoBuildCSG = nullptr;
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MMethod* Internal_CanAutoBuildNavMesh = nullptr;
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MMethod* Internal_HasGameViewportFocus = nullptr;
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MMethod* Internal_ScreenToGameViewport = nullptr;
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MMethod* Internal_GameViewportToScreen = nullptr;
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MMethod* Internal_GetGameWinPtr = nullptr;
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MMethod* Internal_GetGameWindowSize = nullptr;
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MMethod* Internal_OnAppExit = nullptr;
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MMethod* Internal_OnVisualScriptingDebugFlow = nullptr;
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MMethod* Internal_RequestStartPlayOnEditMode = nullptr;
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void OnLightmapsBake(ShadowsOfMordor::BuildProgressStep step, float stepProgress, float totalProgress, bool isProgressEvent)
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{
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if (Internal_LightmapsBake == nullptr)
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{
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Internal_LightmapsBake = ManagedEditor::GetStaticClass()->GetMethod("Internal_LightmapsBake", 4);
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ASSERT(Internal_LightmapsBake);
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}
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MainThreadManagedInvokeAction::ParamsBuilder params;
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params.AddParam(step);
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params.AddParam(stepProgress);
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params.AddParam(totalProgress);
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params.AddParam(isProgressEvent);
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MainThreadManagedInvokeAction::Invoke(Internal_LightmapsBake, params);
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}
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void OnLightmapsBuildStarted()
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{
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OnLightmapsBake(ShadowsOfMordor::BuildProgressStep::Initialize, 0, 0, false);
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}
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void OnLightmapsBuildProgress(ShadowsOfMordor::BuildProgressStep step, float stepProgress, float totalProgress)
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{
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OnLightmapsBake(step, stepProgress, totalProgress, true);
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}
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void OnLightmapsBuildFinished(bool failed)
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{
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if (failed)
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OnLightmapsBake(ShadowsOfMordor::BuildProgressStep::UpdateEntries, 0, 0, false);
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else
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OnLightmapsBake(ShadowsOfMordor::BuildProgressStep::GenerateLightmapCharts, 0, 0, false);
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}
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void OnBakeEvent(bool started, const ProbesRenderer::Entry& e)
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{
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if (Internal_EnvProbeBake == nullptr)
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{
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Internal_EnvProbeBake = ManagedEditor::GetStaticClass()->GetMethod("Internal_EnvProbeBake", 2);
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ASSERT(Internal_EnvProbeBake);
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}
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MonoObject* probeObj = e.Actor ? e.Actor->GetManagedInstance() : nullptr;
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MainThreadManagedInvokeAction::ParamsBuilder params;
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params.AddParam(started);
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params.AddParam(probeObj);
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MainThreadManagedInvokeAction::Invoke(Internal_EnvProbeBake, params);
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}
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void OnRegisterBake(const ProbesRenderer::Entry& e)
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{
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OnBakeEvent(true, e);
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}
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void OnFinishBake(const ProbesRenderer::Entry& e)
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{
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OnBakeEvent(false, e);
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}
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void OnBrushModified(CSG::Brush* brush)
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{
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if (brush && Editor::Managed && Editor::Managed->CanAutoBuildCSG())
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{
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CSG::Builder::Build(brush->GetBrushScene(), ManagedEditor::ManagedEditorOptions.AutoRebuildCSGTimeoutMs);
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}
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}
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struct VisualScriptingDebugFlowInfo
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{
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MonoObject* Script;
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MonoObject* ScriptInstance;
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uint32 NodeId;
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int32 BoxId;
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};
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void OnVisualScriptingDebugFlow()
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{
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if (Internal_OnVisualScriptingDebugFlow == nullptr)
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{
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Internal_OnVisualScriptingDebugFlow = ManagedEditor::GetStaticClass()->GetMethod("Internal_OnVisualScriptingDebugFlow", 1);
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ASSERT(Internal_OnVisualScriptingDebugFlow);
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}
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const auto stack = VisualScripting::GetThreadStackTop();
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VisualScriptingDebugFlowInfo flowInfo;
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flowInfo.Script = stack->Script->GetOrCreateManagedInstance();
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flowInfo.ScriptInstance = stack->Instance ? stack->Instance->GetOrCreateManagedInstance() : nullptr;
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flowInfo.NodeId = stack->Node->ID;
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flowInfo.BoxId = stack->Box->ID;
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MObject* exception = nullptr;
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void* params[1];
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params[0] = &flowInfo;
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Internal_OnVisualScriptingDebugFlow->Invoke(nullptr, params, &exception);
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if (exception)
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{
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MException ex(exception);
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ex.Log(LogType::Error, TEXT("OnVisualScriptingDebugFlow"));
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}
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}
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void OnLogMessage(LogType type, const StringView& msg);
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ManagedEditor::ManagedEditor()
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: PersistentScriptingObject(SpawnParams(ObjectID, ManagedEditor::TypeInitializer))
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{
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// Link events
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auto editor = ((NativeBinaryModule*)GetBinaryModuleFlaxEngine())->Assembly;
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editor->Loaded.Bind<ManagedEditor, &ManagedEditor::OnEditorAssemblyLoaded>(this);
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ProbesRenderer::OnRegisterBake.Bind<OnRegisterBake>();
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ProbesRenderer::OnFinishBake.Bind<OnFinishBake>();
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auto lightmapsBuilder = ShadowsOfMordor::Builder::Instance();
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lightmapsBuilder->OnBuildStarted.Bind<OnLightmapsBuildStarted>();
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lightmapsBuilder->OnBuildProgress.Bind<OnLightmapsBuildProgress>();
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lightmapsBuilder->OnBuildFinished.Bind<OnLightmapsBuildFinished>();
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CSG::Builder::OnBrushModified.Bind<OnBrushModified>();
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Log::Logger::OnMessage.Bind<OnLogMessage>();
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VisualScripting::DebugFlow.Bind<OnVisualScriptingDebugFlow>();
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}
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ManagedEditor::~ManagedEditor()
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{
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// Unlink events
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auto editor = ((NativeBinaryModule*)GetBinaryModuleFlaxEngine())->Assembly;
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editor->Loaded.Unbind<ManagedEditor, &ManagedEditor::OnEditorAssemblyLoaded>(this);
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ProbesRenderer::OnRegisterBake.Unbind<OnRegisterBake>();
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ProbesRenderer::OnFinishBake.Unbind<OnFinishBake>();
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auto lightmapsBuilder = ShadowsOfMordor::Builder::Instance();
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lightmapsBuilder->OnBuildStarted.Unbind<OnLightmapsBuildStarted>();
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lightmapsBuilder->OnBuildProgress.Unbind<OnLightmapsBuildProgress>();
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lightmapsBuilder->OnBuildFinished.Unbind<OnLightmapsBuildFinished>();
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CSG::Builder::OnBrushModified.Unbind<OnBrushModified>();
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Log::Logger::OnMessage.Unbind<OnLogMessage>();
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VisualScripting::DebugFlow.Unbind<OnVisualScriptingDebugFlow>();
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}
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void ManagedEditor::Init()
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{
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// Note: editor modules should perform quite fast init, any longer things should be done in async during 'editor splash screen time
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void* args[4];
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MClass* mclass = GetClass();
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if (mclass == nullptr)
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{
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LOG(Fatal, "Invalid Editor assembly! Missing class.");
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}
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const auto initMethod = mclass->GetMethod("Init", ARRAY_COUNT(args));
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if (initMethod == nullptr)
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{
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LOG(Fatal, "Invalid Editor assembly! Missing initialization method.");
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}
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MonoObject* instance = GetOrCreateManagedInstance();
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if (instance == nullptr)
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{
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LOG(Fatal, "Failed to create editor instance.");
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}
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MObject* exception = nullptr;
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bool isHeadless = CommandLine::Options.Headless.IsTrue();
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bool skipCompile = CommandLine::Options.SkipCompile.IsTrue();
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bool newProject = CommandLine::Options.NewProject.IsTrue();
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args[0] = &isHeadless;
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args[1] = &skipCompile;
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args[2] = &newProject;
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Guid sceneId;
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if (!CommandLine::Options.Play.HasValue() || (CommandLine::Options.Play.HasValue() && Guid::Parse(CommandLine::Options.Play.GetValue(), sceneId)))
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{
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sceneId = Guid::Empty;
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}
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args[3] = &sceneId;
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initMethod->Invoke(instance, args, &exception);
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if (exception)
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{
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// Umm, we could handle this but here we are not sure if it is sth fatal.
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// Editor should catch non-critical exceptions and leave fatal ones
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MException ex(exception);
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ex.Log(LogType::Warning, TEXT("ManagedEditor::Init"));
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LOG_STR(Fatal, TEXT("Failed to initialize editor! ") + ex.Message);
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}
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// Clear flag to ensure to call Exit() on assembly unloading
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WasExitCalled = false;
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// Load scripts if auto-load on startup is disabled
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if (!ManagedEditorOptions.ForceScriptCompilationOnStartup || skipCompile)
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{
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LOG(Info, "Loading managed assemblies (due to disabled compilation on startup)");
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Scripting::Load();
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}
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// Call building if need to (based on CL)
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if (CommandLine::Options.Build.HasValue())
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{
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const auto buildCommandMethod = GetClass()->GetMethod("BuildCommand", 1);
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if (buildCommandMethod == nullptr)
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{
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LOG(Fatal, "Missing build command method!");
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}
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args[0] = MUtils::ToString(CommandLine::Options.Build.GetValue());
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buildCommandMethod->Invoke(GetManagedInstance(), args, &exception);
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if (exception)
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{
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LOG(Fatal, "Build command failed!");
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}
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}
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}
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void ManagedEditor::Update()
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{
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// Skip if managed object is missing
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const auto instance = GetManagedInstance();
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if (instance == nullptr)
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return;
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// Cache update method pointer
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if (UpdateMethod == nullptr)
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{
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UpdateMethod = GetClass()->GetMethod("Update");
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if (UpdateMethod == nullptr)
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{
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LOG(Fatal, "Invalid Editor assembly!");
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}
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}
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// Call update
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MObject* exception = nullptr;
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UpdateMethod->Invoke(instance, nullptr, &exception);
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if (exception)
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{
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MException ex(exception);
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ex.Log(LogType::Warning, TEXT("ManagedEditor::Update"));
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}
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}
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void ManagedEditor::Exit()
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{
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if (WasExitCalled)
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{
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// Ups xD
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LOG(Warning, "Managed Editor exit called after exit or before init.");
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return;
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}
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// Set flag
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WasExitCalled = true;
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// Skip if managed object is missing
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const auto instance = GetManagedInstance();
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if (instance == nullptr)
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return;
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// Call exit
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const auto exitMethod = GetClass()->GetMethod("Exit");
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if (exitMethod == nullptr)
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{
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LOG(Fatal, "Invalid Editor assembly!");
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}
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MObject* exception = nullptr;
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exitMethod->Invoke(instance, nullptr, &exception);
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if (exception)
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{
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MException ex(exception);
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ex.Log(LogType::Warning, TEXT("ManagedEditor::Exit"));
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LOG_STR(Fatal, TEXT("Failed to shutdown editor! ") + ex.Message);
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}
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}
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Window* ManagedEditor::GetMainWindow()
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{
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ASSERT(HasManagedInstance());
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const auto method = GetClass()->GetMethod("GetMainWindowPtr");
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ASSERT(method);
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return (Window*)MUtils::Unbox<void*>(method->Invoke(GetManagedInstance(), nullptr, nullptr));
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}
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bool ManagedEditor::CanReloadScripts()
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{
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if (!HasManagedInstance())
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return false;
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if (Internal_CanReloadScripts == nullptr)
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{
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Internal_CanReloadScripts = GetClass()->GetMethod("Internal_CanReloadScripts");
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ASSERT(Internal_CanReloadScripts);
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}
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return MUtils::Unbox<bool>(Internal_CanReloadScripts->Invoke(GetManagedInstance(), nullptr, nullptr));
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}
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bool ManagedEditor::CanAutoBuildCSG()
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{
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// Skip calls from non-managed thread (eg. physics worker)
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if (!mono_domain_get() || !mono_thread_current())
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return false;
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if (!HasManagedInstance())
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return false;
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if (!ManagedEditorOptions.AutoRebuildCSG)
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return false;
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if (Internal_CanAutoBuildCSG == nullptr)
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{
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Internal_CanAutoBuildCSG = GetClass()->GetMethod("Internal_CanAutoBuildCSG");
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ASSERT(Internal_CanAutoBuildCSG);
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}
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return MUtils::Unbox<bool>(Internal_CanAutoBuildCSG->Invoke(GetManagedInstance(), nullptr, nullptr));
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}
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bool ManagedEditor::CanAutoBuildNavMesh()
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{
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// Skip calls from non-managed thread (eg. physics worker)
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if (!mono_domain_get() || !mono_thread_current())
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return false;
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if (!HasManagedInstance())
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return false;
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if (!ManagedEditorOptions.AutoRebuildNavMesh)
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return false;
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if (Internal_CanAutoBuildNavMesh == nullptr)
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{
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Internal_CanAutoBuildNavMesh = GetClass()->GetMethod("Internal_CanAutoBuildNavMesh");
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ASSERT(Internal_CanAutoBuildNavMesh);
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}
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return MUtils::Unbox<bool>(Internal_CanAutoBuildNavMesh->Invoke(GetManagedInstance(), nullptr, nullptr));
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}
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bool ManagedEditor::HasGameViewportFocus() const
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{
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bool result = false;
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if (HasManagedInstance())
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{
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if (Internal_HasGameViewportFocus == nullptr)
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{
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Internal_HasGameViewportFocus = GetClass()->GetMethod("Internal_HasGameViewportFocus");
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ASSERT(Internal_HasGameViewportFocus);
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}
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result = MUtils::Unbox<bool>(Internal_HasGameViewportFocus->Invoke(GetManagedInstance(), nullptr, nullptr));
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}
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return result;
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}
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Vector2 ManagedEditor::ScreenToGameViewport(const Vector2& screenPos) const
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{
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Vector2 result = screenPos;
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if (HasManagedInstance())
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{
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if (Internal_ScreenToGameViewport == nullptr)
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{
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Internal_ScreenToGameViewport = GetClass()->GetMethod("Internal_ScreenToGameViewport", 1);
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ASSERT(Internal_ScreenToGameViewport);
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}
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void* params[1];
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params[0] = &result;
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Internal_ScreenToGameViewport->Invoke(GetManagedInstance(), params, nullptr);
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}
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return result;
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}
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Vector2 ManagedEditor::GameViewportToScreen(const Vector2& viewportPos) const
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{
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Vector2 result = viewportPos;
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if (HasManagedInstance())
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{
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if (Internal_GameViewportToScreen == nullptr)
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{
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Internal_GameViewportToScreen = GetClass()->GetMethod("Internal_GameViewportToScreen", 1);
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ASSERT(Internal_GameViewportToScreen);
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}
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void* params[1];
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params[0] = &result;
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Internal_GameViewportToScreen->Invoke(GetManagedInstance(), params, nullptr);
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}
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return result;
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}
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Window* ManagedEditor::GetGameWindow(bool forceGet)
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{
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if (HasManagedInstance())
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{
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if (Internal_GetGameWinPtr == nullptr)
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{
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Internal_GetGameWinPtr = GetClass()->GetMethod("Internal_GetGameWinPtr", 2);
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ASSERT(Internal_GetGameWinPtr);
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}
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Window* win = nullptr;
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void* params[2];
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params[0] = &forceGet;
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params[1] = &win;
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Internal_GetGameWinPtr->Invoke(GetManagedInstance(), params, nullptr);
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return win;
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}
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return nullptr;
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}
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Vector2 ManagedEditor::GetGameWindowSize()
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{
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if (HasManagedInstance())
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{
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if (Internal_GetGameWindowSize == nullptr)
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{
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Internal_GetGameWindowSize = GetClass()->GetMethod("Internal_GetGameWindowSize", 1);
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ASSERT(Internal_GetGameWindowSize);
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}
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Vector2 size;
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void* params[1];
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params[0] = &size;
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Internal_GetGameWindowSize->Invoke(GetManagedInstance(), params, nullptr);
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return size;
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}
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return Vector2::Zero;
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}
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bool ManagedEditor::OnAppExit()
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{
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if (!HasManagedInstance())
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return true;
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if (Internal_OnAppExit == nullptr)
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{
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Internal_OnAppExit = GetClass()->GetMethod("Internal_OnAppExit");
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ASSERT(Internal_OnAppExit);
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}
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return MUtils::Unbox<bool>(Internal_OnAppExit->Invoke(GetManagedInstance(), nullptr, nullptr));
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}
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void ManagedEditor::RequestStartPlayOnEditMode()
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{
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if (!HasManagedInstance())
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return;
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if (Internal_RequestStartPlayOnEditMode == nullptr)
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{
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Internal_RequestStartPlayOnEditMode = GetClass()->GetMethod("Internal_RequestStartPlayOnEditMode");
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ASSERT(Internal_RequestStartPlayOnEditMode);
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}
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Internal_RequestStartPlayOnEditMode->Invoke(GetManagedInstance(), nullptr, nullptr);
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}
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void ManagedEditor::OnEditorAssemblyLoaded(MAssembly* assembly)
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{
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ASSERT(!HasManagedInstance());
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// FlaxEditor.CSharp.dll has been loaded, let's create managed object for C# editor
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CreateManaged();
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}
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String ManagedEditor::ToString() const
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{
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return TEXT("ManagedEditor");
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}
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void ManagedEditor::DestroyManaged()
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{
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// Ensure to cleanup managed stuff
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if (!WasExitCalled)
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{
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Exit();
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}
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Internal_EnvProbeBake = nullptr;
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Internal_LightmapsBake = nullptr;
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Internal_CanReloadScripts = nullptr;
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Internal_ScreenToGameViewport = nullptr;
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Internal_GameViewportToScreen = nullptr;
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Internal_GetGameWinPtr = nullptr;
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Internal_OnAppExit = nullptr;
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Internal_OnVisualScriptingDebugFlow = nullptr;
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// Base
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PersistentScriptingObject::DestroyManaged();
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}
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