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BsEditorScriptManager.cpp 4.2 KB

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  1. #include "BsEditorScriptManager.h"
  2. #include "BsScriptEditorWindow.h"
  3. #include "BsScriptObjectManager.h"
  4. #include "BsMonoAssembly.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoMethod.h"
  7. #include "BsScriptAssemblyManager.h"
  8. #include "BsScriptGizmoManager.h"
  9. #include "BsScriptHandleManager.h"
  10. #include "BsScriptHandleSliderManager.h"
  11. #include "BsScriptDragDropManager.h"
  12. #include "BsScriptProjectLibrary.h"
  13. #include "BsMenuItemManager.h"
  14. #include "BsScriptFolderMonitor.h"
  15. #include "BsScriptEditorTestSuite.h"
  16. #include "BsTime.h"
  17. #include "BsMath.h"
  18. #include "BsEditorApplication.h"
  19. #include "BsScriptSelection.h"
  20. #include "BsTestOutput.h"
  21. #include "BsEditorResourceLoader.h"
  22. namespace BansheeEngine
  23. {
  24. const float EditorScriptManager::EDITOR_UPDATE_RATE = 1.0f/60.0f; // Seconds
  25. bool EditorScriptManager::mDebugRefresh = false;
  26. EditorScriptManager::EditorScriptManager()
  27. :mEditorAssembly(nullptr), mProgramEdClass(nullptr), mUpdateMethod(nullptr)
  28. {
  29. SPtr<EditorResourceLoader> resourceLoader = bs_shared_ptr_new<EditorResourceLoader>();
  30. GameResourceManager::instance().setLoader(resourceLoader);
  31. loadMonoTypes();
  32. ScriptAssemblyManager::instance().loadAssemblyInfo(EDITOR_ASSEMBLY);
  33. ScriptHandleSliderManager::startUp();
  34. ScriptGizmoManager::startUp(ScriptAssemblyManager::instance());
  35. HandleManager::startUp<ScriptHandleManager>(ScriptAssemblyManager::instance());
  36. ScriptDragDropManager::startUp();
  37. ScriptProjectLibrary::startUp();
  38. MenuItemManager::startUp(ScriptAssemblyManager::instance());
  39. ScriptFolderMonitorManager::startUp();
  40. ScriptSelection::startUp();
  41. mOnDomainLoadConn = ScriptObjectManager::instance().onRefreshDomainLoaded.connect(std::bind(&EditorScriptManager::loadMonoTypes, this));
  42. mOnAssemblyRefreshDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(std::bind(&EditorScriptManager::onAssemblyRefreshDone, this));
  43. triggerOnInitialize();
  44. // Initial update
  45. mLastUpdateTime = gTime().getTime();
  46. mUpdateMethod->invoke(nullptr, nullptr);
  47. // Run tests
  48. #if BS_DEBUG_MODE
  49. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  50. ExceptionTestOutput testOutput;
  51. testSuite->run(testOutput);
  52. #endif
  53. }
  54. EditorScriptManager::~EditorScriptManager()
  55. {
  56. mOnDomainLoadConn.disconnect();
  57. mOnAssemblyRefreshDoneConn.disconnect();
  58. ScriptSelection::shutDown();
  59. ScriptFolderMonitorManager::shutDown();
  60. MenuItemManager::shutDown();
  61. ScriptProjectLibrary::shutDown();
  62. ScriptDragDropManager::shutDown();
  63. ScriptHandleSliderManager::shutDown();
  64. HandleManager::shutDown();
  65. ScriptGizmoManager::shutDown();
  66. }
  67. void EditorScriptManager::update()
  68. {
  69. float curTime = gTime().getTime();
  70. float diff = curTime - mLastUpdateTime;
  71. if (diff > EDITOR_UPDATE_RATE)
  72. {
  73. mUpdateMethod->invoke(nullptr, nullptr);
  74. INT32 numUpdates = Math::floorToInt(diff / EDITOR_UPDATE_RATE);
  75. mLastUpdateTime += numUpdates * EDITOR_UPDATE_RATE;
  76. }
  77. if (mDebugRefresh)
  78. {
  79. ScriptObjectManager::instance().refreshAssemblies();
  80. mDebugRefresh = false;
  81. }
  82. ScriptGizmoManager::instance().update();
  83. ScriptDragDropManager::instance().update();
  84. ScriptFolderMonitorManager::instance().update();
  85. }
  86. void EditorScriptManager::debug_refreshAssembly()
  87. {
  88. mDebugRefresh = true;
  89. }
  90. void EditorScriptManager::triggerOnInitialize()
  91. {
  92. const String ASSEMBLY_ENTRY_POINT = "Program::OnInitialize";
  93. mEditorAssembly->invoke(ASSEMBLY_ENTRY_POINT);
  94. }
  95. void EditorScriptManager::onAssemblyRefreshDone()
  96. {
  97. triggerOnInitialize();
  98. }
  99. void EditorScriptManager::loadMonoTypes()
  100. {
  101. const String editorAssemblyPath = gEditorApplication().getEditorAssemblyPath().toString();
  102. mEditorAssembly = &MonoManager::instance().loadAssembly(editorAssemblyPath, EDITOR_ASSEMBLY);
  103. // TODO - Load Editor script assembly (gEditorApplication.getEditorScriptAssemblyPath())
  104. mProgramEdClass = mEditorAssembly->getClass("BansheeEditor", "Program");
  105. mUpdateMethod = mProgramEdClass->getMethod("OnEditorUpdate");
  106. ScriptEditorWindow::clearRegisteredEditorWindow();
  107. ScriptEditorWindow::registerManagedEditorWindows();
  108. // DEBUG ONLY
  109. MonoClass* debugWindowClass = mEditorAssembly->getClass("BansheeEditor", "DebugWindow");
  110. debugWindowClass->addInternalCall("Internal_RefreshAssembly", &EditorScriptManager::debug_refreshAssembly);
  111. }
  112. }