BsEditorScriptManager.cpp 2.8 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 "BsTime.h"
  12. #include "BsMath.h"
  13. namespace BansheeEngine
  14. {
  15. const float EditorScriptManager::EDITOR_UPDATE_RATE = 1.0f/60.0f; // Seconds
  16. bool EditorScriptManager::mDebugRefresh = false;
  17. EditorScriptManager::EditorScriptManager()
  18. :mEditorAssembly(nullptr), mProgramEdClass(nullptr), mUpdateMethod(nullptr)
  19. {
  20. const String ASSEMBLY_ENTRY_POINT = "Program::Start";
  21. loadMonoTypes();
  22. ScriptAssemblyManager::instance().loadAssemblyInfo(BansheeEditorAssemblyName);
  23. ScriptHandleSliderManager::startUp();
  24. ScriptGizmoManager::startUp(ScriptAssemblyManager::instance());
  25. HandleManager::startUp<ScriptHandleManager>(ScriptAssemblyManager::instance());
  26. mOnDomainLoadConn = ScriptObjectManager::instance().onRefreshDomainLoaded.connect(std::bind(&EditorScriptManager::loadMonoTypes, this));
  27. mEditorAssembly->invoke(ASSEMBLY_ENTRY_POINT);
  28. // Initial update
  29. mLastUpdateTime = gTime().getTime();
  30. mUpdateMethod->invoke(nullptr, nullptr);
  31. }
  32. EditorScriptManager::~EditorScriptManager()
  33. {
  34. mOnDomainLoadConn.disconnect();
  35. ScriptHandleSliderManager::shutDown();
  36. HandleManager::shutDown();
  37. ScriptGizmoManager::shutDown();
  38. }
  39. void EditorScriptManager::update()
  40. {
  41. float curTime = gTime().getTime();
  42. float diff = curTime - mLastUpdateTime;
  43. if (diff > EDITOR_UPDATE_RATE)
  44. {
  45. mUpdateMethod->invoke(nullptr, nullptr);
  46. INT32 numUpdates = Math::floorToInt(diff / EDITOR_UPDATE_RATE);
  47. mLastUpdateTime += numUpdates * EDITOR_UPDATE_RATE;
  48. }
  49. if (mDebugRefresh)
  50. {
  51. ScriptObjectManager::instance().refreshAssemblies();
  52. mDebugRefresh = false;
  53. }
  54. ScriptGizmoManager::instance().update();
  55. }
  56. void EditorScriptManager::debug_refreshAssembly()
  57. {
  58. mDebugRefresh = true;
  59. }
  60. void EditorScriptManager::loadMonoTypes()
  61. {
  62. const String ENGINE_ASSEMBLY_PATH = "..\\..\\Assemblies\\MBansheeEditor.dll";
  63. const String ENGINE_ASSEMBLY_NAME = BansheeEditorAssemblyName;
  64. mEditorAssembly = &MonoManager::instance().loadAssembly(ENGINE_ASSEMBLY_PATH, ENGINE_ASSEMBLY_NAME);
  65. mProgramEdClass = mEditorAssembly->getClass("BansheeEditor", "Program");
  66. mUpdateMethod = mProgramEdClass->getMethod("EditorUpdate");
  67. ScriptEditorWindow::clearRegisteredEditorWindow();
  68. ScriptEditorWindow::registerManagedEditorWindows();
  69. // DEBUG ONLY
  70. MonoClass* debugWindowClass = mEditorAssembly->getClass("BansheeEditor", "DebugWindow");
  71. debugWindowClass->addInternalCall("Internal_RefreshAssembly", &EditorScriptManager::debug_refreshAssembly);
  72. }
  73. }