//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsScriptEnginePrerequisites.h" #include "Wrappers/BsScriptResource.h" #include "BsScriptObject.h" #include "Resources/BsScriptCode.h" namespace bs { /** @addtogroup ScriptInteropEngine * @{ */ /** Interop class between C++ & CLR for ScriptCode. */ class BS_SCR_BE_EXPORT ScriptScriptCode : public TScriptResource { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "ScriptCode") /** Creates an empty, uninitialized managed instance of the resource interop object. */ static MonoObject* createInstance(); private: friend class ScriptResourceManager; friend class BuiltinResourceTypes; typedef std::pair FullTypeName; ScriptScriptCode(MonoObject* instance, const HScriptCode& scriptCode); /** Parses the provided C# code and finds a list of all classes and their namespaces. Nested classes are ignored. */ static Vector parseTypes(const WString& code); /************************************************************************/ /* CLR HOOKS */ /************************************************************************/ static void internal_createInstance(MonoObject* instance, MonoString* text); static MonoString* internal_getText(ScriptScriptCode* thisPtr); static void internal_setText(ScriptScriptCode* thisPtr, MonoString* text); static bool internal_isEditorScript(ScriptScriptCode* thisPtr); static void internal_setEditorScript(ScriptScriptCode* thisPtr, bool value); static MonoArray* internal_getTypes(ScriptScriptCode* thisPtr); }; /** @} */ }