BsEditorScriptManager.cpp 4.2 KB

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  1. #include "BsEditorScriptManager.h"
  2. #include "BsScriptEditorWindow.h"
  3. #include "BsScriptObjectManager.h"
  4. #include "BsMonoAssembly.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoMethod.h"
  7. #include "BsScriptAssemblyManager.h"
  8. #include "BsScriptGizmoManager.h"
  9. #include "BsScriptHandleManager.h"
  10. #include "BsScriptHandleSliderManager.h"
  11. #include "BsScriptDragDropManager.h"
  12. #include "BsScriptProjectLibrary.h"
  13. #include "BsMenuItemManager.h"
  14. #include "BsScriptFolderMonitor.h"
  15. #include "BsScriptEditorTestSuite.h"
  16. #include "BsTime.h"
  17. #include "BsMath.h"
  18. #include "BsEditorApplication.h"
  19. #include "BsScriptSelection.h"
  20. #include "BsTestOutput.h"
  21. #include "BsEditorResourceLoader.h"
  22. #include "BsScriptManager.h"
  23. #include "BsScriptEditorApplication.h"
  24. namespace BansheeEngine
  25. {
  26. const float EditorScriptManager::EDITOR_UPDATE_RATE = 1.0f/60.0f; // Seconds
  27. bool EditorScriptManager::mDebugRefresh = false;
  28. EditorScriptManager::EditorScriptManager()
  29. :mEditorAssembly(nullptr), mProgramEdClass(nullptr), mUpdateMethod(nullptr)
  30. {
  31. SPtr<EditorResourceLoader> resourceLoader = bs_shared_ptr_new<EditorResourceLoader>();
  32. GameResourceManager::instance().setLoader(resourceLoader);
  33. loadMonoTypes();
  34. ScriptAssemblyManager::instance().loadAssemblyInfo(EDITOR_ASSEMBLY);
  35. ScriptHandleSliderManager::startUp();
  36. ScriptGizmoManager::startUp(ScriptAssemblyManager::instance());
  37. HandleManager::startUp<ScriptHandleManager>(ScriptAssemblyManager::instance());
  38. ScriptDragDropManager::startUp();
  39. ScriptProjectLibrary::startUp();
  40. MenuItemManager::startUp(ScriptAssemblyManager::instance());
  41. ScriptFolderMonitorManager::startUp();
  42. ScriptSelection::startUp();
  43. mOnDomainLoadConn = ScriptObjectManager::instance().onRefreshDomainLoaded.connect(std::bind(&EditorScriptManager::loadMonoTypes, this));
  44. mOnAssemblyRefreshDoneConn = ScriptObjectManager::instance().onRefreshComplete.connect(std::bind(&EditorScriptManager::onAssemblyRefreshDone, this));
  45. triggerOnInitialize();
  46. // Initial update
  47. mLastUpdateTime = gTime().getTime();
  48. mUpdateMethod->invoke(nullptr, nullptr);
  49. // Run tests
  50. #if BS_DEBUG_MODE
  51. TestSuitePtr testSuite = TestSuite::create<ScriptEditorTestSuite>();
  52. ExceptionTestOutput testOutput;
  53. testSuite->run(testOutput);
  54. #endif
  55. }
  56. EditorScriptManager::~EditorScriptManager()
  57. {
  58. mOnDomainLoadConn.disconnect();
  59. mOnAssemblyRefreshDoneConn.disconnect();
  60. ScriptSelection::shutDown();
  61. ScriptFolderMonitorManager::shutDown();
  62. MenuItemManager::shutDown();
  63. ScriptProjectLibrary::shutDown();
  64. ScriptDragDropManager::shutDown();
  65. ScriptHandleSliderManager::shutDown();
  66. HandleManager::shutDown();
  67. ScriptGizmoManager::shutDown();
  68. }
  69. void EditorScriptManager::update()
  70. {
  71. float curTime = gTime().getTime();
  72. float diff = curTime - mLastUpdateTime;
  73. if (diff > EDITOR_UPDATE_RATE)
  74. {
  75. mUpdateMethod->invoke(nullptr, nullptr);
  76. INT32 numUpdates = Math::floorToInt(diff / EDITOR_UPDATE_RATE);
  77. mLastUpdateTime += numUpdates * EDITOR_UPDATE_RATE;
  78. }
  79. if (mDebugRefresh)
  80. {
  81. ScriptManager::instance().reload();
  82. mDebugRefresh = false;
  83. }
  84. ScriptGizmoManager::instance().update();
  85. ScriptDragDropManager::instance().update();
  86. ScriptFolderMonitorManager::instance().update();
  87. ScriptEditorApplication::update();
  88. }
  89. void EditorScriptManager::debug_refreshAssembly()
  90. {
  91. mDebugRefresh = true;
  92. }
  93. void EditorScriptManager::triggerOnInitialize()
  94. {
  95. const String ASSEMBLY_ENTRY_POINT = "Program::OnInitialize";
  96. mEditorAssembly->invoke(ASSEMBLY_ENTRY_POINT);
  97. }
  98. void EditorScriptManager::onAssemblyRefreshDone()
  99. {
  100. triggerOnInitialize();
  101. }
  102. void EditorScriptManager::loadMonoTypes()
  103. {
  104. const String editorAssemblyPath = gEditorApplication().getEditorAssemblyPath().toString();
  105. mEditorAssembly = &MonoManager::instance().loadAssembly(editorAssemblyPath, EDITOR_ASSEMBLY);
  106. mProgramEdClass = mEditorAssembly->getClass("BansheeEditor", "Program");
  107. mUpdateMethod = mProgramEdClass->getMethod("OnEditorUpdate");
  108. ScriptEditorWindow::clearRegisteredEditorWindow();
  109. ScriptEditorWindow::registerManagedEditorWindows();
  110. // DEBUG ONLY
  111. MonoClass* debugWindowClass = mEditorAssembly->getClass("BansheeEditor", "DebugWindow");
  112. debugWindowClass->addInternalCall("Internal_RefreshAssembly", &EditorScriptManager::debug_refreshAssembly);
  113. }
  114. }