BsEditorScriptManager.cpp 3.7 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 "BsScriptDragDropManager.h"
  12. #include "BsScriptProjectLibrary.h"
  13. #include "BsMenuItemManager.h"
  14. #include "BsScriptFolderMonitor.h"
  15. #include "BsTime.h"
  16. #include "BsMath.h"
  17. #include "BsEditorApplication.h"
  18. namespace BansheeEngine
  19. {
  20. const float EditorScriptManager::EDITOR_UPDATE_RATE = 1.0f/60.0f; // Seconds
  21. bool EditorScriptManager::mDebugRefresh = false;
  22. EditorScriptManager::EditorScriptManager()
  23. :mEditorAssembly(nullptr), mProgramEdClass(nullptr), mUpdateMethod(nullptr)
  24. {
  25. loadMonoTypes();
  26. ScriptAssemblyManager::instance().loadAssemblyInfo(EDITOR_ASSEMBLY);
  27. ScriptHandleSliderManager::startUp();
  28. ScriptGizmoManager::startUp(ScriptAssemblyManager::instance());
  29. HandleManager::startUp<ScriptHandleManager>(ScriptAssemblyManager::instance());
  30. ScriptDragDropManager::startUp();
  31. ScriptProjectLibrary::startUp();
  32. MenuItemManager::startUp(ScriptAssemblyManager::instance());
  33. ScriptFolderMonitorManager::startUp();
  34. mOnDomainLoadConn = ScriptObjectManager::instance().onRefreshDomainLoaded.connect(std::bind(&EditorScriptManager::loadMonoTypes, this));
  35. mOnAssemblyRefreshDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(std::bind(&EditorScriptManager::onAssemblyRefreshDone, this));
  36. triggerOnInitialize();
  37. // Initial update
  38. mLastUpdateTime = gTime().getTime();
  39. mUpdateMethod->invoke(nullptr, nullptr);
  40. }
  41. EditorScriptManager::~EditorScriptManager()
  42. {
  43. mOnDomainLoadConn.disconnect();
  44. mOnAssemblyRefreshDoneConn.disconnect();
  45. ScriptFolderMonitorManager::shutDown();
  46. MenuItemManager::shutDown();
  47. ScriptProjectLibrary::shutDown();
  48. ScriptDragDropManager::shutDown();
  49. ScriptHandleSliderManager::shutDown();
  50. HandleManager::shutDown();
  51. ScriptGizmoManager::shutDown();
  52. }
  53. void EditorScriptManager::update()
  54. {
  55. float curTime = gTime().getTime();
  56. float diff = curTime - mLastUpdateTime;
  57. if (diff > EDITOR_UPDATE_RATE)
  58. {
  59. mUpdateMethod->invoke(nullptr, nullptr);
  60. INT32 numUpdates = Math::floorToInt(diff / EDITOR_UPDATE_RATE);
  61. mLastUpdateTime += numUpdates * EDITOR_UPDATE_RATE;
  62. }
  63. if (mDebugRefresh)
  64. {
  65. ScriptObjectManager::instance().refreshAssemblies();
  66. mDebugRefresh = false;
  67. }
  68. ScriptGizmoManager::instance().update();
  69. ScriptDragDropManager::instance().update();
  70. ScriptFolderMonitorManager::instance().update();
  71. }
  72. void EditorScriptManager::debug_refreshAssembly()
  73. {
  74. mDebugRefresh = true;
  75. }
  76. void EditorScriptManager::triggerOnInitialize()
  77. {
  78. const String ASSEMBLY_ENTRY_POINT = "Program::OnInitialize";
  79. mEditorAssembly->invoke(ASSEMBLY_ENTRY_POINT);
  80. }
  81. void EditorScriptManager::onAssemblyRefreshDone()
  82. {
  83. triggerOnInitialize();
  84. }
  85. void EditorScriptManager::loadMonoTypes()
  86. {
  87. const String editorAssemblyPath = gEditorApplication().getEditorAssemblyPath().toString();
  88. mEditorAssembly = &MonoManager::instance().loadAssembly(editorAssemblyPath, EDITOR_ASSEMBLY);
  89. // TODO - Load Editor script assembly (gEditorApplication.getEditorScriptAssemblyPath())
  90. mProgramEdClass = mEditorAssembly->getClass("BansheeEditor", "Program");
  91. mUpdateMethod = mProgramEdClass->getMethod("OnEditorUpdate");
  92. ScriptEditorWindow::clearRegisteredEditorWindow();
  93. ScriptEditorWindow::registerManagedEditorWindows();
  94. // DEBUG ONLY
  95. MonoClass* debugWindowClass = mEditorAssembly->getClass("BansheeEditor", "DebugWindow");
  96. debugWindowClass->addInternalCall("Internal_RefreshAssembly", &EditorScriptManager::debug_refreshAssembly);
  97. }
  98. }