//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "Wrappers/BsScriptResources.h" #include "BsMonoManager.h" #include "BsMonoClass.h" #include "BsMonoMethod.h" #include "BsMonoUtil.h" #include "Resources/BsResources.h" #include "Resources/BsGameResourceManager.h" #include "BsScriptResourceManager.h" #include "Wrappers/BsScriptResource.h" #include "BsApplication.h" namespace bs { ScriptResources::ScriptResources(MonoObject* instance) :ScriptObject(instance) { } void ScriptResources::initRuntimeData() { metaData.scriptClass->addInternalCall("Internal_Load", (void*)&ScriptResources::internal_Load); metaData.scriptClass->addInternalCall("Internal_LoadFromUUID", (void*)&ScriptResources::internal_LoadFromUUID); metaData.scriptClass->addInternalCall("Internal_UnloadUnused", (void*)&ScriptResources::internal_UnloadUnused); metaData.scriptClass->addInternalCall("Internal_Release", (void*)&ScriptResources::internal_Release); metaData.scriptClass->addInternalCall("Internal_ReleaseRef", (void*)&ScriptResources::internal_ReleaseRef); } MonoObject* ScriptResources::internal_Load(MonoString* path, bool keepLoaded) { Path nativePath = MonoUtil::monoToString(path); HResource resource = GameResourceManager::instance().load(nativePath, keepLoaded); if (resource == nullptr) return nullptr; ScriptResourceBase* scriptResource = ScriptResourceManager::instance().getScriptResource(resource, true); return scriptResource->getManagedInstance(); } MonoObject* ScriptResources::internal_LoadFromUUID(UUID* uuid, bool keepLoaded) { ResourceLoadFlags loadFlags = ResourceLoadFlag::LoadDependencies; if (keepLoaded) loadFlags |= ResourceLoadFlag::KeepInternalRef; if (gApplication().isEditor()) loadFlags |= ResourceLoadFlag::KeepSourceData; HResource resource = gResources().loadFromUUID(*uuid, loadFlags); if (resource == nullptr) return nullptr; ScriptResourceBase* scriptResource = ScriptResourceManager::instance().getScriptResource(resource, true); return scriptResource->getManagedInstance(); } void ScriptResources::internal_Release(ScriptResourceBase* resource) { resource->getGenericHandle().release(); } void ScriptResources::internal_ReleaseRef(ScriptRRefBase* resourceRef) { resourceRef->getHandle().release(); } void ScriptResources::internal_UnloadUnused() { gResources().unloadAllUnused(); } }