BsScriptEditorApplication.h 1.8 KB

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  1. #pragma once
  2. #include "BsScriptEditorPrerequisites.h"
  3. #include "BsScriptObject.h"
  4. namespace BansheeEngine
  5. {
  6. /**
  7. * @brief Interop class between C++ & CLR for EditorApplication.
  8. */
  9. class BS_SCR_BED_EXPORT ScriptEditorApplication : public ScriptObject <ScriptEditorApplication>
  10. {
  11. public:
  12. SCRIPT_OBJ(EDITOR_ASSEMBLY, "BansheeEditor", "EditorApplication")
  13. /**
  14. * @brief Called every frame. Triggers delayed project load.
  15. */
  16. static void update();
  17. private:
  18. ScriptEditorApplication(MonoObject* instance);
  19. static bool mRequestProjectLoad;
  20. static Path mProjectLoadPath;
  21. /************************************************************************/
  22. /* CLR HOOKS */
  23. /************************************************************************/
  24. static MonoString* internal_GetProjectPath();
  25. static MonoString* internal_GetProjectName();
  26. static bool internal_GetProjectLoaded();
  27. static MonoString* internal_GetCompilerPath();
  28. static MonoString* internal_GetBuiltinAssemblyPath();
  29. static MonoString* internal_GetScriptAssemblyPath();
  30. static MonoString* internal_GetFrameworkAssemblyPath();
  31. static MonoString* internal_GetEngineAssemblyName();
  32. static MonoString* internal_GetEditorAssemblyName();
  33. static MonoString* internal_GetScriptGameAssemblyName();
  34. static MonoString* internal_GetScriptEditorAssemblyName();
  35. static MonoString* internal_SaveScene(MonoString* path);
  36. static bool internal_IsValidProject(MonoString* path);
  37. static void internal_SaveProject();
  38. static void internal_LoadProject(MonoString* path);
  39. static void internal_UnloadProject();
  40. static void internal_CreateProject(MonoString* path);
  41. typedef void(__stdcall *OnProjectLoadedThunkDef)(MonoException**);
  42. static OnProjectLoadedThunkDef onProjectLoadedThunk;
  43. };
  44. }