BsScriptResourceManager.cpp 15 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScriptResourceManager.h"
  4. #include "BsMonoManager.h"
  5. #include "BsMonoAssembly.h"
  6. #include "BsMonoClass.h"
  7. #include "BsResources.h"
  8. #include "BsScriptTexture2D.h"
  9. #include "BsScriptTexture3D.h"
  10. #include "BsScriptTextureCube.h"
  11. #include "BsScriptSpriteTexture.h"
  12. #include "BsScriptPlainText.h"
  13. #include "BsScriptScriptCode.h"
  14. #include "BsScriptShader.h"
  15. #include "BsScriptShaderInclude.h"
  16. #include "BsScriptMaterial.h"
  17. #include "BsScriptMesh.h"
  18. #include "BsScriptFont.h"
  19. #include "BsScriptPrefab.h"
  20. #include "BsScriptStringTable.h"
  21. #include "BsScriptGUISkin.h"
  22. #include "BsScriptPhysicsMaterial.h"
  23. #include "BsScriptPhysicsMesh.h"
  24. #include "BsScriptManagedResource.h"
  25. #include "BsScriptAssemblyManager.h"
  26. using namespace std::placeholders;
  27. namespace BansheeEngine
  28. {
  29. ScriptResourceManager::ScriptResourceManager()
  30. {
  31. mResourceDestroyedConn = gResources().onResourceDestroyed.connect(std::bind(&ScriptResourceManager::onResourceDestroyed, this, _1));
  32. }
  33. ScriptResourceManager::~ScriptResourceManager()
  34. {
  35. mResourceDestroyedConn.disconnect();
  36. }
  37. template<class RetType, class InType>
  38. void ScriptResourceManager::createScriptResource(const ResourceHandle<InType>& resourceHandle, RetType** out)
  39. {
  40. MonoClass* resourceClass = RetType::getMetaData()->scriptClass;
  41. MonoObject* monoInstance = RetType::createInstance();
  42. createScriptResource(monoInstance, resourceHandle, out);
  43. }
  44. template<class RetType, class InType>
  45. void ScriptResourceManager::createScriptResource(MonoObject* instance, const ResourceHandle<InType>& resourceHandle, RetType** out)
  46. {
  47. const String& uuid = resourceHandle.getUUID();
  48. #if BS_DEBUG_MODE
  49. throwExceptionIfInvalidOrDuplicate(uuid);
  50. #endif
  51. RetType* scriptResource = new (bs_alloc<RetType>()) RetType(instance, resourceHandle);
  52. mScriptResources[uuid] = scriptResource;
  53. *out = scriptResource;
  54. }
  55. template<class RetType, class InType>
  56. void ScriptResourceManager::getScriptResource(const ResourceHandle<InType>& resourceHandle, RetType** out, bool create)
  57. {
  58. String uuid = resourceHandle.getUUID();
  59. if (!uuid.empty())
  60. {
  61. *out = static_cast<RetType*>(getScriptResource(uuid));
  62. if (*out == nullptr && create)
  63. createScriptResource(resourceHandle, out);
  64. }
  65. else
  66. *out = nullptr;
  67. }
  68. template<>
  69. void ScriptResourceManager::createScriptResource(const ResourceHandle<StringTable>& resourceHandle, ScriptStringTable** out)
  70. {
  71. MonoClass* resourceClass = ScriptStringTable::getMetaData()->scriptClass;
  72. bool dummy = true;
  73. void* params = { &dummy };
  74. MonoObject* monoInstance = resourceClass->createInstance(&params, 1);
  75. createScriptResource(monoInstance, resourceHandle, out);
  76. }
  77. template<>
  78. void ScriptResourceManager::createScriptResource(const ResourceHandle<Texture>& resourceHandle, ScriptTextureBase** out)
  79. {
  80. TextureType type = resourceHandle->getProperties().getTextureType();
  81. if (type == TEX_TYPE_3D)
  82. return createScriptResource(resourceHandle, (ScriptTexture3D**)out);
  83. else if (type == TEX_TYPE_CUBE_MAP)
  84. return createScriptResource(resourceHandle, (ScriptTextureCube**)out);
  85. else
  86. return createScriptResource(resourceHandle, (ScriptTexture2D**)out);
  87. }
  88. template<>
  89. void ScriptResourceManager::createScriptResource(const HResource& resourceHandle, ScriptResourceBase** out)
  90. {
  91. #if BS_DEBUG_MODE
  92. throwExceptionIfInvalidOrDuplicate(resourceHandle.getUUID());
  93. #endif
  94. UINT32 resTypeID = resourceHandle->getTypeId();
  95. switch (resTypeID)
  96. {
  97. case TID_Texture:
  98. {
  99. HTexture texture = static_resource_cast<Texture>(resourceHandle);
  100. TextureType type = texture->getProperties().getTextureType();
  101. if (type == TEX_TYPE_3D)
  102. return createScriptResource(texture, (ScriptTexture3D**)out);
  103. else if (type == TEX_TYPE_CUBE_MAP)
  104. return createScriptResource(texture, (ScriptTextureCube**)out);
  105. else
  106. return createScriptResource(texture, (ScriptTexture2D**)out);
  107. }
  108. case TID_SpriteTexture:
  109. return createScriptResource(static_resource_cast<SpriteTexture>(resourceHandle), (ScriptSpriteTexture**)out);
  110. case TID_Font:
  111. return createScriptResource(static_resource_cast<Font>(resourceHandle), (ScriptFont**)out);
  112. case TID_PlainText:
  113. return createScriptResource(static_resource_cast<PlainText>(resourceHandle), (ScriptPlainText**)out);
  114. case TID_ScriptCode:
  115. return createScriptResource(static_resource_cast<ScriptCode>(resourceHandle), (ScriptScriptCode**)out);
  116. case TID_Shader:
  117. return createScriptResource(static_resource_cast<Shader>(resourceHandle), (ScriptShader**)out);
  118. case TID_ShaderInclude:
  119. return createScriptResource(static_resource_cast<ShaderInclude>(resourceHandle), (ScriptShaderInclude**)out);
  120. case TID_Prefab:
  121. return createScriptResource(static_resource_cast<Prefab>(resourceHandle), (ScriptPrefab**)out);
  122. case TID_StringTable:
  123. return createScriptResource(static_resource_cast<StringTable>(resourceHandle), (ScriptStringTable**)out);
  124. case TID_Material:
  125. return createScriptResource(static_resource_cast<Material>(resourceHandle), (ScriptMaterial**)out);
  126. case TID_Mesh:
  127. return createScriptResource(static_resource_cast<Mesh>(resourceHandle), (ScriptMesh**)out);
  128. case TID_GUISkin:
  129. return createScriptResource(static_resource_cast<GUISkin>(resourceHandle), (ScriptGUISkin**)out);
  130. case TID_PhysicsMaterial:
  131. return createScriptResource(static_resource_cast<PhysicsMaterial>(resourceHandle), (ScriptPhysicsMaterial**)out);
  132. case TID_PhysicsMesh:
  133. return createScriptResource(static_resource_cast<PhysicsMesh>(resourceHandle), (ScriptPhysicsMesh**)out);
  134. case TID_ManagedResource:
  135. BS_EXCEPT(InternalErrorException, "Managed resources must have a managed instance by default, this call is invalid.")
  136. break;
  137. default:
  138. BS_EXCEPT(NotImplementedException, "Attempting to load a resource type that is not supported. Type ID: " + toString(resTypeID));
  139. break;
  140. }
  141. }
  142. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<Texture>&, ScriptTexture2D**);
  143. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<Texture>&, ScriptTexture3D**);
  144. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<Texture>&, ScriptTextureCube**);
  145. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<Texture>&, ScriptTextureBase**);
  146. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<SpriteTexture>&, ScriptSpriteTexture**);
  147. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<Mesh>&, ScriptMesh**);
  148. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<Material>&, ScriptMaterial**);
  149. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<Shader>&, ScriptShader**);
  150. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<ShaderInclude>&, ScriptShaderInclude**);
  151. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<Prefab>&, ScriptPrefab**);
  152. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<Font>&, ScriptFont**);
  153. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<PlainText>&, ScriptPlainText**);
  154. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<ScriptCode>&, ScriptScriptCode**);
  155. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<StringTable>&, ScriptStringTable**);
  156. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<GUISkin>&, ScriptGUISkin**);
  157. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<PhysicsMesh>&, ScriptPhysicsMesh**);
  158. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(const ResourceHandle<PhysicsMaterial>&, ScriptPhysicsMaterial**);
  159. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Texture>&, ScriptTexture2D**);
  160. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Texture>&, ScriptTexture3D**);
  161. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Texture>&, ScriptTextureCube**);
  162. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<SpriteTexture>&, ScriptSpriteTexture**);
  163. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Mesh>&, ScriptMesh**);
  164. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Material>&, ScriptMaterial**);
  165. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Shader>&, ScriptShader**);
  166. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<ShaderInclude>&, ScriptShaderInclude**);
  167. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Prefab>&, ScriptPrefab**);
  168. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<Font>&, ScriptFont**);
  169. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<PlainText>&, ScriptPlainText**);
  170. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<ScriptCode>&, ScriptScriptCode**);
  171. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<StringTable>&, ScriptStringTable**);
  172. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<GUISkin>&, ScriptGUISkin**);
  173. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<PhysicsMesh>&, ScriptPhysicsMesh**);
  174. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<PhysicsMaterial>&, ScriptPhysicsMaterial**);
  175. template BS_SCR_BE_EXPORT void ScriptResourceManager::createScriptResource(MonoObject*, const ResourceHandle<ManagedResource>&, ScriptManagedResource**);
  176. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Texture>& resourceHandle, ScriptTexture2D** out, bool create);
  177. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Texture>& resourceHandle, ScriptTexture3D** out, bool create);
  178. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Texture>& resourceHandle, ScriptTextureCube** out, bool create);
  179. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Texture>& resourceHandle, ScriptTextureBase** out, bool create);
  180. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<SpriteTexture>& resourceHandle, ScriptSpriteTexture** out, bool create);
  181. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Mesh>& resourceHandle, ScriptMesh** out, bool create);
  182. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Material>& resourceHandle, ScriptMaterial** out, bool create);
  183. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Shader>& resourceHandle, ScriptShader** out, bool create);
  184. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<ShaderInclude>& resourceHandle, ScriptShaderInclude** out, bool create);
  185. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Prefab>& resourceHandle, ScriptPrefab** out, bool create);
  186. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Font>& resourceHandle, ScriptFont** out, bool create);
  187. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<PlainText>& resourceHandle, ScriptPlainText** out, bool create);
  188. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<ScriptCode>& resourceHandle, ScriptScriptCode** out, bool create);
  189. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<StringTable>& resourceHandle, ScriptStringTable** out, bool create);
  190. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<GUISkin>& resourceHandle, ScriptGUISkin** out, bool create);
  191. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<PhysicsMesh>& resourceHandle, ScriptPhysicsMesh** out, bool create);
  192. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<PhysicsMaterial>& resourceHandle, ScriptPhysicsMaterial** out, bool create);
  193. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<ManagedResource>& resourceHandle, ScriptManagedResource** out, bool create);
  194. template BS_SCR_BE_EXPORT void ScriptResourceManager::getScriptResource(const ResourceHandle<Resource>& resourceHandle, ScriptResourceBase** out, bool create);
  195. ScriptResourceBase* ScriptResourceManager::getScriptResource(const String& uuid)
  196. {
  197. if (uuid == "")
  198. return nullptr;
  199. auto findIter = mScriptResources.find(uuid);
  200. if(findIter != mScriptResources.end())
  201. return findIter->second;
  202. return nullptr;
  203. }
  204. void ScriptResourceManager::destroyScriptResource(ScriptResourceBase* resource)
  205. {
  206. HResource resourceHandle = resource->getGenericHandle();
  207. const String& uuid = resourceHandle.getUUID();
  208. if(uuid == "")
  209. BS_EXCEPT(InvalidParametersException, "Provided resource handle has an undefined resource UUID.");
  210. (resource)->~ScriptResourceBase();
  211. MemoryAllocator<GenAlloc>::free(resource);
  212. auto findIter = mScriptResources.erase(uuid);
  213. }
  214. void ScriptResourceManager::onResourceDestroyed(const String& UUID)
  215. {
  216. auto findIter = mScriptResources.find(UUID);
  217. if (findIter != mScriptResources.end())
  218. {
  219. findIter->second->notifyResourceDestroyed();
  220. mScriptResources.erase(findIter);
  221. }
  222. }
  223. void ScriptResourceManager::throwExceptionIfInvalidOrDuplicate(const String& uuid) const
  224. {
  225. if(uuid == "")
  226. BS_EXCEPT(InvalidParametersException, "Provided resource handle has an undefined resource UUID.");
  227. auto findIter = mScriptResources.find(uuid);
  228. if(findIter != mScriptResources.end())
  229. {
  230. BS_EXCEPT(InvalidStateException, "Provided resource handle already has a script resource. \
  231. Retrieve the existing instance instead of creating a new one.");
  232. }
  233. }
  234. }