BsEngineScriptLibrary.cpp 3.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102
  1. #include "BsEngineScriptLibrary.h"
  2. #include "BsMonoManager.h"
  3. #include "BsMonoAssembly.h"
  4. #include "BsScriptAssemblyManager.h"
  5. #include "BsScriptResourceManager.h"
  6. #include "BsScriptGameObjectManager.h"
  7. #include "BsManagedResourceManager.h"
  8. #include "BsScriptManager.h"
  9. #include "BsScriptInput.h"
  10. #include "BsScriptVirtualInput.h"
  11. #include "BsScriptObjectManager.h"
  12. #include "BsGameResourceManager.h"
  13. #include "BsApplication.h"
  14. #include "BsFileSystem.h"
  15. #include "BsScriptDebug.h"
  16. namespace BansheeEngine
  17. {
  18. EngineScriptLibrary::EngineScriptLibrary()
  19. :mScriptAssembliesLoaded(false)
  20. { }
  21. void EngineScriptLibrary::initialize()
  22. {
  23. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  24. const String ASSEMBLY_ENTRY_POINT = "Program::Start";
  25. MonoManager::startUp();
  26. MonoAssembly& bansheeEngineAssembly = MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  27. ScriptDebug::startUp();
  28. GameResourceManager::startUp();
  29. ScriptObjectManager::startUp();
  30. ManagedResourceManager::startUp();
  31. ScriptAssemblyManager::startUp();
  32. ScriptResourceManager::startUp();
  33. ScriptGameObjectManager::startUp();
  34. ScriptInput::startUp();
  35. ScriptVirtualInput::startUp();
  36. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  37. bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT);
  38. }
  39. void EngineScriptLibrary::reload()
  40. {
  41. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  42. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  43. // Do a full refresh if we have already loaded script assemblies
  44. if (mScriptAssembliesLoaded)
  45. {
  46. Vector<std::pair<String, Path>> assemblies;
  47. assemblies.push_back({ ENGINE_ASSEMBLY, engineAssemblyPath });
  48. if (FileSystem::exists(gameAssemblyPath))
  49. assemblies.push_back({ SCRIPT_GAME_ASSEMBLY, gameAssemblyPath });
  50. ScriptObjectManager::instance().refreshAssemblies(assemblies);
  51. }
  52. else // Otherwise just additively load them
  53. {
  54. MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  55. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  56. if (FileSystem::exists(gameAssemblyPath))
  57. {
  58. MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
  59. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  60. }
  61. mScriptAssembliesLoaded = true;
  62. }
  63. }
  64. void EngineScriptLibrary::destroy()
  65. {
  66. unloadAssemblies();
  67. shutdownModules();
  68. }
  69. void EngineScriptLibrary::unloadAssemblies()
  70. {
  71. ManagedResourceManager::instance().clear();
  72. MonoManager::instance().unloadScriptDomain();
  73. ScriptObjectManager::instance().processFinalizedObjects();
  74. }
  75. void EngineScriptLibrary::shutdownModules()
  76. {
  77. ScriptVirtualInput::shutDown();
  78. ScriptInput::shutDown();
  79. ManagedResourceManager::shutDown();
  80. MonoManager::shutDown();
  81. ScriptGameObjectManager::shutDown();
  82. ScriptResourceManager::shutDown();
  83. ScriptAssemblyManager::shutDown();
  84. ScriptObjectManager::shutDown();
  85. GameResourceManager::shutDown();
  86. ScriptDebug::shutDown();
  87. }
  88. }