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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsEngineScriptLibrary.h"
- #include "BsMonoManager.h"
- #include "BsMonoAssembly.h"
- #include "Serialization/BsScriptAssemblyManager.h"
- #include "BsScriptResourceManager.h"
- #include "BsScriptGameObjectManager.h"
- #include "BsManagedResourceManager.h"
- #include "Script/BsScriptManager.h"
- #include "Wrappers/BsScriptInput.h"
- #include "Wrappers/BsScriptVirtualInput.h"
- #include "BsScriptObjectManager.h"
- #include "Resources/BsGameResourceManager.h"
- #include "BsApplication.h"
- #include "FileSystem/BsFileSystem.h"
- #include "Wrappers/BsScriptDebug.h"
- #include "Wrappers/GUI/BsScriptGUI.h"
- #include "BsPlayInEditorManager.h"
- #include "Wrappers/BsScriptScene.h"
- namespace bs
- {
- EngineScriptLibrary::EngineScriptLibrary()
- :mScriptAssembliesLoaded(false)
- { }
- void EngineScriptLibrary::initialize()
- {
- Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
- const String ASSEMBLY_ENTRY_POINT = "Program::Start";
- MonoManager::startUp();
- MonoAssembly& bansheeEngineAssembly = MonoManager::instance().loadAssembly(engineAssemblyPath.toWString(), ENGINE_ASSEMBLY);
- PlayInEditorManager::startUp();
- ScriptDebug::startUp();
- GameResourceManager::startUp();
- ScriptObjectManager::startUp();
- ManagedResourceManager::startUp();
- ScriptAssemblyManager::startUp();
- ScriptResourceManager::startUp();
- ScriptGameObjectManager::startUp();
- ScriptScene::startUp();
- ScriptInput::startUp();
- ScriptVirtualInput::startUp();
- ScriptGUI::startUp();
- ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
- Path gameAssemblyPath = gApplication().getGameAssemblyPath();
- if (FileSystem::exists(gameAssemblyPath))
- {
- MonoManager::instance().loadAssembly(gameAssemblyPath.toWString(), SCRIPT_GAME_ASSEMBLY);
- ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
- }
- bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT);
- }
- void EngineScriptLibrary::reload()
- {
- Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
- Path gameAssemblyPath = gApplication().getGameAssemblyPath();
- // Do a full refresh if we have already loaded script assemblies
- if (mScriptAssembliesLoaded)
- {
- Vector<std::pair<String, Path>> assemblies;
- assemblies.push_back({ ENGINE_ASSEMBLY, engineAssemblyPath });
- if (FileSystem::exists(gameAssemblyPath))
- assemblies.push_back({ SCRIPT_GAME_ASSEMBLY, gameAssemblyPath });
- ScriptObjectManager::instance().refreshAssemblies(assemblies);
- }
- else // Otherwise just additively load them
- {
- MonoManager::instance().loadAssembly(engineAssemblyPath.toWString(), ENGINE_ASSEMBLY);
- ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
- if (FileSystem::exists(gameAssemblyPath))
- {
- MonoManager::instance().loadAssembly(gameAssemblyPath.toWString(), SCRIPT_GAME_ASSEMBLY);
- ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
- }
- mScriptAssembliesLoaded = true;
- }
- }
- void EngineScriptLibrary::destroy()
- {
- unloadAssemblies();
- shutdownModules();
- }
- void EngineScriptLibrary::unloadAssemblies()
- {
- ManagedResourceManager::instance().clear();
- MonoManager::instance().unloadScriptDomain();
- ScriptObjectManager::instance().processFinalizedObjects();
- }
- void EngineScriptLibrary::shutdownModules()
- {
- ScriptGUI::shutDown();
- ScriptVirtualInput::shutDown();
- ScriptInput::shutDown();
- ScriptScene::shutDown();
- ManagedResourceManager::shutDown();
- MonoManager::shutDown();
- ScriptGameObjectManager::shutDown();
- ScriptResourceManager::shutDown();
- ScriptAssemblyManager::shutDown();
- ScriptObjectManager::shutDown();
- GameResourceManager::shutDown();
- ScriptDebug::shutDown();
- PlayInEditorManager::shutDown();
- }
- }
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