BsScriptEditorApplication.h 3.4 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsScriptEditorPrerequisites.h"
  5. #include "BsScriptObject.h"
  6. namespace bs
  7. {
  8. /** @addtogroup ScriptInteropEditor
  9. * @{
  10. */
  11. /** Interop class between C++ & CLR for EditorApplication. */
  12. class BS_SCR_BED_EXPORT ScriptEditorApplication : public ScriptObject <ScriptEditorApplication>
  13. {
  14. public:
  15. SCRIPT_OBJ(EDITOR_ASSEMBLY, "BansheeEditor", "EditorApplication")
  16. /** Registers internal callbacks. Must be called on scripting system load. */
  17. static void startUp();
  18. /** Unregisters internal callbacks. Must be called on scripting system shutdown. */
  19. static void shutDown();
  20. /** Called every frame. Triggers delayed project load. */
  21. static void update();
  22. private:
  23. ScriptEditorApplication(MonoObject* instance);
  24. /** Triggered when the user clicks on the editor's status bar. */
  25. static void onStatusBarClicked();
  26. static bool mRequestProjectLoad;
  27. static bool mRequestAssemblyReload;
  28. static Path mProjectLoadPath;
  29. static HEvent OnStatusBarClickedConn;
  30. /************************************************************************/
  31. /* CLR HOOKS */
  32. /************************************************************************/
  33. static void internal_SetStatusScene(MonoString* name, bool modified);
  34. static void internal_SetStatusProject(bool modified);
  35. static void internal_SetStatusCompiling(bool compiling);
  36. static MonoString* internal_GetProjectPath();
  37. static MonoString* internal_GetProjectName();
  38. static bool internal_GetProjectLoaded();
  39. static MonoString* internal_GetCompilerPath();
  40. static MonoString* internal_GetMonoExecPath();
  41. static MonoString* internal_GetBuiltinReleaseAssemblyPath();
  42. static MonoString* internal_GetBuiltinDebugAssemblyPath();
  43. static MonoString* internal_GetScriptAssemblyPath();
  44. static MonoString* internal_GetFrameworkAssemblyPath();
  45. static MonoString* internal_GetEngineAssemblyName();
  46. static MonoString* internal_GetEditorAssemblyName();
  47. static MonoString* internal_GetScriptGameAssemblyName();
  48. static MonoString* internal_GetScriptEditorAssemblyName();
  49. static MonoObject* internal_SaveScene(MonoString* path);
  50. static bool internal_IsValidProject(MonoString* path);
  51. static void internal_SaveProject();
  52. static void internal_LoadProject(MonoString* path);
  53. static void internal_UnloadProject();
  54. static void internal_CreateProject(MonoString* path);
  55. static void internal_ReloadAssemblies();
  56. static void internal_OpenFolder(MonoString* path);
  57. static void internal_RunUnitTests();
  58. static void internal_Quit();
  59. static void internal_ToggleToolbarItem(MonoString* name, bool on);
  60. static bool internal_GetIsPlaying();
  61. static void internal_SetIsPlaying(bool value);
  62. static bool internal_GetIsPaused();
  63. static void internal_SetIsPaused(bool value);
  64. static void internal_FrameStep();
  65. static void internal_SetMainRenderTarget(ScriptRenderTarget* renderTarget);
  66. static bool internal_HasFocus();
  67. typedef void(BS_THUNKCALL *OnProjectLoadedThunkDef)(MonoException**);
  68. typedef void(BS_THUNKCALL *OnStatusBarClickedThunkDef) (MonoException**);
  69. static OnProjectLoadedThunkDef onProjectLoadedThunk;
  70. static OnStatusBarClickedThunkDef onStatusBarClickedThunk;
  71. };
  72. /** @} */
  73. }