BsEngineScriptLibrary.cpp 3.9 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsEngineScriptLibrary.h"
  4. #include "BsMonoManager.h"
  5. #include "BsMonoAssembly.h"
  6. #include "Serialization/BsScriptAssemblyManager.h"
  7. #include "BsScriptResourceManager.h"
  8. #include "BsScriptGameObjectManager.h"
  9. #include "BsManagedResourceManager.h"
  10. #include "Script/BsScriptManager.h"
  11. #include "Wrappers/BsScriptInput.h"
  12. #include "Wrappers/BsScriptVirtualInput.h"
  13. #include "BsScriptObjectManager.h"
  14. #include "Resources/BsGameResourceManager.h"
  15. #include "BsApplication.h"
  16. #include "FileSystem/BsFileSystem.h"
  17. #include "Wrappers/BsScriptDebug.h"
  18. #include "Wrappers/GUI/BsScriptGUI.h"
  19. #include "BsPlayInEditorManager.h"
  20. #include "Wrappers/BsScriptScene.h"
  21. namespace bs
  22. {
  23. EngineScriptLibrary::EngineScriptLibrary()
  24. :mScriptAssembliesLoaded(false)
  25. { }
  26. void EngineScriptLibrary::initialize()
  27. {
  28. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  29. const String ASSEMBLY_ENTRY_POINT = "Program::Start";
  30. MonoManager::startUp();
  31. MonoAssembly& bansheeEngineAssembly = MonoManager::instance().loadAssembly(engineAssemblyPath.toWString(), ENGINE_ASSEMBLY);
  32. PlayInEditorManager::startUp();
  33. ScriptDebug::startUp();
  34. GameResourceManager::startUp();
  35. ScriptObjectManager::startUp();
  36. ManagedResourceManager::startUp();
  37. ScriptAssemblyManager::startUp();
  38. ScriptResourceManager::startUp();
  39. ScriptGameObjectManager::startUp();
  40. ScriptScene::startUp();
  41. ScriptInput::startUp();
  42. ScriptVirtualInput::startUp();
  43. ScriptGUI::startUp();
  44. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  45. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  46. if (FileSystem::exists(gameAssemblyPath))
  47. {
  48. MonoManager::instance().loadAssembly(gameAssemblyPath.toWString(), SCRIPT_GAME_ASSEMBLY);
  49. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  50. }
  51. bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT);
  52. }
  53. void EngineScriptLibrary::reload()
  54. {
  55. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  56. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  57. // Do a full refresh if we have already loaded script assemblies
  58. if (mScriptAssembliesLoaded)
  59. {
  60. Vector<std::pair<String, Path>> assemblies;
  61. assemblies.push_back({ ENGINE_ASSEMBLY, engineAssemblyPath });
  62. if (FileSystem::exists(gameAssemblyPath))
  63. assemblies.push_back({ SCRIPT_GAME_ASSEMBLY, gameAssemblyPath });
  64. ScriptObjectManager::instance().refreshAssemblies(assemblies);
  65. }
  66. else // Otherwise just additively load them
  67. {
  68. MonoManager::instance().loadAssembly(engineAssemblyPath.toWString(), ENGINE_ASSEMBLY);
  69. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  70. if (FileSystem::exists(gameAssemblyPath))
  71. {
  72. MonoManager::instance().loadAssembly(gameAssemblyPath.toWString(), SCRIPT_GAME_ASSEMBLY);
  73. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  74. }
  75. mScriptAssembliesLoaded = true;
  76. }
  77. }
  78. void EngineScriptLibrary::destroy()
  79. {
  80. unloadAssemblies();
  81. shutdownModules();
  82. }
  83. void EngineScriptLibrary::unloadAssemblies()
  84. {
  85. ManagedResourceManager::instance().clear();
  86. MonoManager::instance().unloadScriptDomain();
  87. ScriptObjectManager::instance().processFinalizedObjects();
  88. }
  89. void EngineScriptLibrary::shutdownModules()
  90. {
  91. ScriptGUI::shutDown();
  92. ScriptVirtualInput::shutDown();
  93. ScriptInput::shutDown();
  94. ScriptScene::shutDown();
  95. ManagedResourceManager::shutDown();
  96. MonoManager::shutDown();
  97. ScriptGameObjectManager::shutDown();
  98. ScriptResourceManager::shutDown();
  99. ScriptAssemblyManager::shutDown();
  100. ScriptObjectManager::shutDown();
  101. GameResourceManager::shutDown();
  102. ScriptDebug::shutDown();
  103. PlayInEditorManager::shutDown();
  104. }
  105. }