BsEngineScriptLibrary.cpp 3.6 KB

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