BsEditorScriptManager.cpp 4.1 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 "BsToolbarItemManager.h"
  15. #include "BsScriptFolderMonitor.h"
  16. #include "BsScriptEditorTestSuite.h"
  17. #include "BsTime.h"
  18. #include "BsMath.h"
  19. #include "BsEditorApplication.h"
  20. #include "BsScriptSelection.h"
  21. #include "BsTestOutput.h"
  22. #include "BsEditorResourceLoader.h"
  23. #include "BsScriptManager.h"
  24. #include "BsScriptEditorApplication.h"
  25. #include "BsScriptInspectorUtility.h"
  26. namespace BansheeEngine
  27. {
  28. const float EditorScriptManager::EDITOR_UPDATE_RATE = 1.0f/60.0f; // Seconds
  29. EditorScriptManager::EditorScriptManager()
  30. :mEditorAssembly(nullptr), mProgramEdClass(nullptr), mUpdateMethod(nullptr)
  31. {
  32. SPtr<EditorResourceLoader> resourceLoader = bs_shared_ptr_new<EditorResourceLoader>();
  33. GameResourceManager::instance().setLoader(resourceLoader);
  34. loadMonoTypes();
  35. ScriptAssemblyManager::instance().loadAssemblyInfo(EDITOR_ASSEMBLY);
  36. ScriptHandleSliderManager::startUp();
  37. ScriptGizmoManager::startUp(ScriptAssemblyManager::instance());
  38. HandleManager::startUp<ScriptHandleManager>(ScriptAssemblyManager::instance());
  39. ScriptDragDropManager::startUp();
  40. ScriptProjectLibrary::startUp();
  41. MenuItemManager::startUp(ScriptAssemblyManager::instance());
  42. ToolbarItemManager::startUp(ScriptAssemblyManager::instance());
  43. ScriptFolderMonitorManager::startUp();
  44. ScriptSelection::startUp();
  45. ScriptInspectorUtility::startUp();
  46. mOnDomainLoadConn = ScriptObjectManager::instance().onRefreshDomainLoaded.connect(std::bind(&EditorScriptManager::loadMonoTypes, this));
  47. mOnAssemblyRefreshDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(std::bind(&EditorScriptManager::onAssemblyRefreshDone, this));
  48. triggerOnInitialize();
  49. // Trigger OnEditorLoad
  50. const String EDITOR_ON_LOAD = "Program::OnEditorLoad";
  51. mEditorAssembly->invoke(EDITOR_ON_LOAD);
  52. // Initial update
  53. mLastUpdateTime = gTime().getTime();
  54. mUpdateMethod->invoke(nullptr, nullptr);
  55. // Run tests
  56. #if BS_DEBUG_MODE
  57. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  58. ExceptionTestOutput testOutput;
  59. testSuite->run(testOutput);
  60. #endif
  61. }
  62. EditorScriptManager::~EditorScriptManager()
  63. {
  64. mOnDomainLoadConn.disconnect();
  65. mOnAssemblyRefreshDoneConn.disconnect();
  66. ScriptInspectorUtility::shutDown();
  67. ScriptSelection::shutDown();
  68. ScriptFolderMonitorManager::shutDown();
  69. ToolbarItemManager::shutDown();
  70. MenuItemManager::shutDown();
  71. ScriptProjectLibrary::shutDown();
  72. ScriptDragDropManager::shutDown();
  73. ScriptHandleSliderManager::shutDown();
  74. HandleManager::shutDown();
  75. ScriptGizmoManager::shutDown();
  76. }
  77. void EditorScriptManager::update()
  78. {
  79. float curTime = gTime().getTime();
  80. float diff = curTime - mLastUpdateTime;
  81. if (diff > EDITOR_UPDATE_RATE)
  82. {
  83. mUpdateMethod->invoke(nullptr, nullptr);
  84. INT32 numUpdates = Math::floorToInt(diff / EDITOR_UPDATE_RATE);
  85. mLastUpdateTime += numUpdates * EDITOR_UPDATE_RATE;
  86. }
  87. ScriptGizmoManager::instance().update();
  88. ScriptDragDropManager::instance().update();
  89. ScriptFolderMonitorManager::instance().update();
  90. ScriptEditorApplication::update();
  91. }
  92. void EditorScriptManager::triggerOnInitialize()
  93. {
  94. const String ASSEMBLY_ENTRY_POINT = "Program::OnInitialize";
  95. mEditorAssembly->invoke(ASSEMBLY_ENTRY_POINT);
  96. }
  97. void EditorScriptManager::onAssemblyRefreshDone()
  98. {
  99. triggerOnInitialize();
  100. }
  101. void EditorScriptManager::loadMonoTypes()
  102. {
  103. const String editorAssemblyPath = gEditorApplication().getEditorAssemblyPath().toString();
  104. mEditorAssembly = &MonoManager::instance().loadAssembly(editorAssemblyPath, EDITOR_ASSEMBLY);
  105. mProgramEdClass = mEditorAssembly->getClass("BansheeEditor", "Program");
  106. mUpdateMethod = mProgramEdClass->getMethod("OnEditorUpdate");
  107. ScriptEditorWindow::clearRegisteredEditorWindow();
  108. ScriptEditorWindow::registerManagedEditorWindows();
  109. }
  110. }