#pragma once #include "BsScriptEnginePrerequisites.h" #include "BsScriptResource.h" #include "BsScriptObject.h" #include "BsScriptCode.h" namespace BansheeEngine { /** * @brief Interop class between C++ & CLR for ScriptCode. */ class BS_SCR_BE_EXPORT ScriptScriptCode : public ScriptObject { public: SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "ScriptCode") /** * @copydoc ScriptResourceBase::getNativeHandle */ HResource getNativeHandle() const override { return mScriptCode; } /** * @copydoc ScriptResourceBase::setNativeHandle */ void setNativeHandle(const HResource& resource) override; /** * @brief Returns the native internal script code resource. */ HScriptCode getScriptCodeHandle() const { return mScriptCode; } private: friend class ScriptResourceManager; typedef std::pair FullTypeName; ScriptScriptCode(MonoObject* instance, const HScriptCode& scriptCode); /** * @copydoc ScriptObjectBase::_onManagedInstanceDeleted */ void _onManagedInstanceDeleted() override; /** * @brief 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); HScriptCode mScriptCode; /************************************************************************/ /* 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 MonoArray* internal_getTypes(ScriptScriptCode* thisPtr); }; }