BsEngineScriptLibrary.cpp 4.0 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. #include "GUI/BsGUIManager.h"
  22. namespace bs
  23. {
  24. EngineScriptLibrary::EngineScriptLibrary()
  25. :mScriptAssembliesLoaded(false)
  26. { }
  27. void EngineScriptLibrary::initialize()
  28. {
  29. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  30. const String ASSEMBLY_ENTRY_POINT = "Program::Start";
  31. MonoManager::startUp();
  32. MonoAssembly& bansheeEngineAssembly = MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  33. PlayInEditorManager::startUp();
  34. ScriptDebug::startUp();
  35. GameResourceManager::startUp();
  36. ScriptObjectManager::startUp();
  37. ManagedResourceManager::startUp();
  38. ScriptAssemblyManager::startUp();
  39. ScriptResourceManager::startUp();
  40. ScriptGameObjectManager::startUp();
  41. ScriptScene::startUp();
  42. ScriptInput::startUp();
  43. ScriptVirtualInput::startUp();
  44. ScriptGUI::startUp();
  45. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  46. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  47. if (FileSystem::exists(gameAssemblyPath))
  48. {
  49. MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
  50. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  51. }
  52. bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT);
  53. }
  54. void EngineScriptLibrary::reload()
  55. {
  56. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  57. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  58. // Do a full refresh if we have already loaded script assemblies
  59. if (mScriptAssembliesLoaded)
  60. {
  61. Vector<std::pair<String, Path>> assemblies;
  62. assemblies.push_back({ ENGINE_ASSEMBLY, engineAssemblyPath });
  63. if (FileSystem::exists(gameAssemblyPath))
  64. assemblies.push_back({ SCRIPT_GAME_ASSEMBLY, gameAssemblyPath });
  65. ScriptObjectManager::instance().refreshAssemblies(assemblies);
  66. }
  67. else // Otherwise just additively load them
  68. {
  69. MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  70. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  71. if (FileSystem::exists(gameAssemblyPath))
  72. {
  73. MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
  74. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  75. }
  76. mScriptAssembliesLoaded = true;
  77. }
  78. }
  79. void EngineScriptLibrary::destroy()
  80. {
  81. unloadAssemblies();
  82. shutdownModules();
  83. }
  84. void EngineScriptLibrary::unloadAssemblies()
  85. {
  86. ManagedResourceManager::instance().clear();
  87. MonoManager::instance().unloadScriptDomain();
  88. ScriptObjectManager::instance().processFinalizedObjects();
  89. }
  90. void EngineScriptLibrary::shutdownModules()
  91. {
  92. ScriptGUI::shutDown();
  93. ScriptVirtualInput::shutDown();
  94. ScriptInput::shutDown();
  95. ScriptScene::shutDown();
  96. ManagedResourceManager::shutDown();
  97. MonoManager::shutDown();
  98. ScriptGameObjectManager::shutDown();
  99. ScriptResourceManager::shutDown();
  100. ScriptAssemblyManager::shutDown();
  101. ScriptObjectManager::shutDown();
  102. GameResourceManager::shutDown();
  103. ScriptDebug::shutDown();
  104. PlayInEditorManager::shutDown();
  105. // Make sure all GUI elements are actually destroyed
  106. GUIManager::instance().processDestroyQueue();
  107. }
  108. }