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- #pragma once
- #include "BsScriptEditorPrerequisites.h"
- #include "BsScriptObject.h"
- namespace BansheeEngine
- {
- /**
- * @brief Interop class between C++ & CLR for EditorApplication.
- */
- class BS_SCR_BED_EXPORT ScriptEditorApplication : public ScriptObject <ScriptEditorApplication>
- {
- public:
- SCRIPT_OBJ(EDITOR_ASSEMBLY, "BansheeEditor", "EditorApplication")
- /**
- * @brief Called every frame. Triggers delayed project load.
- */
- static void update();
- private:
- ScriptEditorApplication(MonoObject* instance);
- static bool mRequestProjectLoad;
- static Path mProjectLoadPath;
- /************************************************************************/
- /* CLR HOOKS */
- /************************************************************************/
- static MonoString* internal_GetProjectPath();
- static MonoString* internal_GetProjectName();
- static bool internal_GetProjectLoaded();
- static MonoString* internal_GetCompilerPath();
- static MonoString* internal_GetBuiltinAssemblyPath();
- static MonoString* internal_GetScriptAssemblyPath();
- static MonoString* internal_GetFrameworkAssemblyPath();
- static MonoString* internal_GetEngineAssemblyName();
- static MonoString* internal_GetEditorAssemblyName();
- static MonoString* internal_GetScriptGameAssemblyName();
- static MonoString* internal_GetScriptEditorAssemblyName();
- static MonoString* internal_SaveScene(MonoString* path);
- static bool internal_IsValidProject(MonoString* path);
- static void internal_SaveProject();
- static void internal_LoadProject(MonoString* path);
- static void internal_UnloadProject();
- static void internal_CreateProject(MonoString* path);
- typedef void(__stdcall *OnProjectLoadedThunkDef)(MonoException**);
- static OnProjectLoadedThunkDef onProjectLoadedThunk;
- };
- }
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