BsEditorScriptManager.cpp 4.3 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. #include "BsScriptManager.h"
  23. #include "BsScriptEditorApplication.h"
  24. namespace BansheeEngine
  25. {
  26. const float EditorScriptManager::EDITOR_UPDATE_RATE = 1.0f/60.0f; // Seconds
  27. bool EditorScriptManager::mDebugRefresh = false;
  28. EditorScriptManager::EditorScriptManager()
  29. :mEditorAssembly(nullptr), mProgramEdClass(nullptr), mUpdateMethod(nullptr)
  30. {
  31. SPtr<EditorResourceLoader> resourceLoader = bs_shared_ptr_new<EditorResourceLoader>();
  32. GameResourceManager::instance().setLoader(resourceLoader);
  33. loadMonoTypes();
  34. ScriptAssemblyManager::instance().loadAssemblyInfo(EDITOR_ASSEMBLY);
  35. ScriptHandleSliderManager::startUp();
  36. ScriptGizmoManager::startUp(ScriptAssemblyManager::instance());
  37. HandleManager::startUp<ScriptHandleManager>(ScriptAssemblyManager::instance());
  38. ScriptDragDropManager::startUp();
  39. ScriptProjectLibrary::startUp();
  40. MenuItemManager::startUp(ScriptAssemblyManager::instance());
  41. ScriptFolderMonitorManager::startUp();
  42. ScriptSelection::startUp();
  43. mOnDomainLoadConn = ScriptObjectManager::instance().onRefreshDomainLoaded.connect(std::bind(&EditorScriptManager::loadMonoTypes, this));
  44. mOnAssemblyRefreshDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(std::bind(&EditorScriptManager::onAssemblyRefreshDone, this));
  45. triggerOnInitialize();
  46. // Trigger OnEditorLoad
  47. const String EDITOR_ON_LOAD = "Program::OnEditorLoad";
  48. mEditorAssembly->invoke(EDITOR_ON_LOAD);
  49. // Initial update
  50. mLastUpdateTime = gTime().getTime();
  51. mUpdateMethod->invoke(nullptr, nullptr);
  52. // Run tests
  53. #if BS_DEBUG_MODE
  54. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  55. ExceptionTestOutput testOutput;
  56. testSuite->run(testOutput);
  57. #endif
  58. }
  59. EditorScriptManager::~EditorScriptManager()
  60. {
  61. mOnDomainLoadConn.disconnect();
  62. mOnAssemblyRefreshDoneConn.disconnect();
  63. ScriptSelection::shutDown();
  64. ScriptFolderMonitorManager::shutDown();
  65. MenuItemManager::shutDown();
  66. ScriptProjectLibrary::shutDown();
  67. ScriptDragDropManager::shutDown();
  68. ScriptHandleSliderManager::shutDown();
  69. HandleManager::shutDown();
  70. ScriptGizmoManager::shutDown();
  71. }
  72. void EditorScriptManager::update()
  73. {
  74. float curTime = gTime().getTime();
  75. float diff = curTime - mLastUpdateTime;
  76. if (diff > EDITOR_UPDATE_RATE)
  77. {
  78. mUpdateMethod->invoke(nullptr, nullptr);
  79. INT32 numUpdates = Math::floorToInt(diff / EDITOR_UPDATE_RATE);
  80. mLastUpdateTime += numUpdates * EDITOR_UPDATE_RATE;
  81. }
  82. if (mDebugRefresh)
  83. {
  84. ScriptManager::instance().reload();
  85. mDebugRefresh = false;
  86. }
  87. ScriptGizmoManager::instance().update();
  88. ScriptDragDropManager::instance().update();
  89. ScriptFolderMonitorManager::instance().update();
  90. ScriptEditorApplication::update();
  91. }
  92. void EditorScriptManager::debug_refreshAssembly()
  93. {
  94. mDebugRefresh = true;
  95. }
  96. void EditorScriptManager::triggerOnInitialize()
  97. {
  98. const String ASSEMBLY_ENTRY_POINT = "Program::OnInitialize";
  99. mEditorAssembly->invoke(ASSEMBLY_ENTRY_POINT);
  100. }
  101. void EditorScriptManager::onAssemblyRefreshDone()
  102. {
  103. triggerOnInitialize();
  104. }
  105. void EditorScriptManager::loadMonoTypes()
  106. {
  107. const String editorAssemblyPath = gEditorApplication().getEditorAssemblyPath().toString();
  108. mEditorAssembly = &MonoManager::instance().loadAssembly(editorAssemblyPath, EDITOR_ASSEMBLY);
  109. mProgramEdClass = mEditorAssembly->getClass("BansheeEditor", "Program");
  110. mUpdateMethod = mProgramEdClass->getMethod("OnEditorUpdate");
  111. ScriptEditorWindow::clearRegisteredEditorWindow();
  112. ScriptEditorWindow::registerManagedEditorWindows();
  113. // DEBUG ONLY
  114. MonoClass* debugWindowClass = mEditorAssembly->getClass("BansheeEditor", "DebugWindow");
  115. debugWindowClass->addInternalCall("Internal_RefreshAssembly", &EditorScriptManager::debug_refreshAssembly);
  116. }
  117. }