BsScriptEditorApplication.h 2.7 KB

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  1. #pragma once
  2. #include "BsScriptEditorPrerequisites.h"
  3. #include "BsScriptObject.h"
  4. namespace BansheeEngine
  5. {
  6. /**
  7. * @brief Interop class between C++ & CLR for EditorApplication.
  8. */
  9. class BS_SCR_BED_EXPORT ScriptEditorApplication : public ScriptObject <ScriptEditorApplication>
  10. {
  11. public:
  12. SCRIPT_OBJ(EDITOR_ASSEMBLY, "BansheeEditor", "EditorApplication")
  13. /**
  14. * @brief Registers internal callbacks. Must be called on scripting system load.
  15. */
  16. static void startUp();
  17. /**
  18. * @brief Unregisters internal callbacks. Must be called on scripting system shutdown.
  19. */
  20. static void shutDown();
  21. /**
  22. * @brief Called every frame. Triggers delayed project load.
  23. */
  24. static void update();
  25. private:
  26. ScriptEditorApplication(MonoObject* instance);
  27. /**
  28. * @brief Triggered when the user clicks on the editor's status bar.
  29. */
  30. static void onStatusBarClicked();
  31. static bool mRequestProjectLoad;
  32. static bool mRequestAssemblyReload;
  33. static Path mProjectLoadPath;
  34. static HEvent OnStatusBarClickedConn;
  35. /************************************************************************/
  36. /* CLR HOOKS */
  37. /************************************************************************/
  38. static void internal_SetStatusScene(MonoString* name, bool modified);
  39. static void internal_SetStatusProject(bool modified);
  40. static void internal_SetStatusCompiling(bool compiling);
  41. static MonoString* internal_GetProjectPath();
  42. static MonoString* internal_GetProjectName();
  43. static bool internal_GetProjectLoaded();
  44. static MonoString* internal_GetCompilerPath();
  45. static MonoString* internal_GetBuiltinAssemblyPath();
  46. static MonoString* internal_GetScriptAssemblyPath();
  47. static MonoString* internal_GetFrameworkAssemblyPath();
  48. static MonoString* internal_GetEngineAssemblyName();
  49. static MonoString* internal_GetEditorAssemblyName();
  50. static MonoString* internal_GetScriptGameAssemblyName();
  51. static MonoString* internal_GetScriptEditorAssemblyName();
  52. static MonoString* internal_SaveScene(MonoString* path);
  53. static bool internal_IsValidProject(MonoString* path);
  54. static void internal_SaveProject();
  55. static void internal_LoadProject(MonoString* path);
  56. static void internal_UnloadProject();
  57. static void internal_CreateProject(MonoString* path);
  58. static void internal_ReloadAssemblies();
  59. static void internal_OpenExternally(MonoString* path);
  60. static void internal_RunUnitTests();
  61. static void internal_Quit();
  62. typedef void(__stdcall *OnProjectLoadedThunkDef)(MonoException**);
  63. typedef void(__stdcall *OnStatusBarClickedThunkDef) (MonoException**);
  64. static OnProjectLoadedThunkDef onProjectLoadedThunk;
  65. static OnStatusBarClickedThunkDef onStatusBarClickedThunk;
  66. };
  67. }