BsEngineScriptLibrary.cpp 3.8 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 "BsScriptAssemblyManager.h"
  7. #include "BsScriptResourceManager.h"
  8. #include "BsScriptGameObjectManager.h"
  9. #include "BsManagedResourceManager.h"
  10. #include "BsScriptManager.h"
  11. #include "BsScriptInput.h"
  12. #include "BsScriptVirtualInput.h"
  13. #include "BsScriptObjectManager.h"
  14. #include "BsGameResourceManager.h"
  15. #include "BsApplication.h"
  16. #include "BsFileSystem.h"
  17. #include "BsScriptDebug.h"
  18. #include "BsScriptGUI.h"
  19. #include "BsPlayInEditorManager.h"
  20. namespace BansheeEngine
  21. {
  22. EngineScriptLibrary::EngineScriptLibrary()
  23. :mScriptAssembliesLoaded(false)
  24. { }
  25. void EngineScriptLibrary::initialize()
  26. {
  27. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  28. const String ASSEMBLY_ENTRY_POINT = "Program::Start";
  29. MonoManager::startUp();
  30. MonoAssembly& bansheeEngineAssembly = MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  31. PlayInEditorManager::startUp();
  32. ScriptDebug::startUp();
  33. GameResourceManager::startUp();
  34. ScriptObjectManager::startUp();
  35. ManagedResourceManager::startUp();
  36. ScriptAssemblyManager::startUp();
  37. ScriptResourceManager::startUp();
  38. ScriptGameObjectManager::startUp();
  39. ScriptInput::startUp();
  40. ScriptVirtualInput::startUp();
  41. ScriptGUI::startUp();
  42. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  43. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  44. if (FileSystem::exists(gameAssemblyPath))
  45. {
  46. MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
  47. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  48. }
  49. bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT);
  50. }
  51. void EngineScriptLibrary::reload()
  52. {
  53. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  54. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  55. // Do a full refresh if we have already loaded script assemblies
  56. if (mScriptAssembliesLoaded)
  57. {
  58. Vector<std::pair<String, Path>> assemblies;
  59. assemblies.push_back({ ENGINE_ASSEMBLY, engineAssemblyPath });
  60. if (FileSystem::exists(gameAssemblyPath))
  61. assemblies.push_back({ SCRIPT_GAME_ASSEMBLY, gameAssemblyPath });
  62. ScriptObjectManager::instance().refreshAssemblies(assemblies);
  63. }
  64. else // Otherwise just additively load them
  65. {
  66. MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  67. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  68. if (FileSystem::exists(gameAssemblyPath))
  69. {
  70. MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
  71. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  72. }
  73. mScriptAssembliesLoaded = true;
  74. }
  75. }
  76. void EngineScriptLibrary::destroy()
  77. {
  78. unloadAssemblies();
  79. shutdownModules();
  80. }
  81. void EngineScriptLibrary::unloadAssemblies()
  82. {
  83. ManagedResourceManager::instance().clear();
  84. MonoManager::instance().unloadScriptDomain();
  85. ScriptObjectManager::instance().processFinalizedObjects();
  86. }
  87. void EngineScriptLibrary::shutdownModules()
  88. {
  89. ScriptGUI::shutDown();
  90. ScriptVirtualInput::shutDown();
  91. ScriptInput::shutDown();
  92. ManagedResourceManager::shutDown();
  93. MonoManager::shutDown();
  94. ScriptGameObjectManager::shutDown();
  95. ScriptResourceManager::shutDown();
  96. ScriptAssemblyManager::shutDown();
  97. ScriptObjectManager::shutDown();
  98. GameResourceManager::shutDown();
  99. ScriptDebug::shutDown();
  100. PlayInEditorManager::shutDown();
  101. }
  102. }