BsEngineScriptLibrary.cpp 2.7 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. namespace BansheeEngine
  16. {
  17. EngineScriptLibrary::EngineScriptLibrary()
  18. :mScriptAssembliesLoaded(false)
  19. { }
  20. void EngineScriptLibrary::initialize()
  21. {
  22. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  23. const String ASSEMBLY_ENTRY_POINT = "Program::Start";
  24. MonoManager::startUp();
  25. MonoAssembly& bansheeEngineAssembly = MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  26. GameResourceManager::startUp();
  27. ScriptObjectManager::startUp();
  28. ManagedResourceManager::startUp();
  29. ScriptAssemblyManager::startUp();
  30. ScriptResourceManager::startUp();
  31. ScriptGameObjectManager::startUp();
  32. ScriptInput::startUp();
  33. ScriptVirtualInput::startUp();
  34. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  35. bansheeEngineAssembly.invoke(ASSEMBLY_ENTRY_POINT);
  36. }
  37. void EngineScriptLibrary::reload()
  38. {
  39. Path engineAssemblyPath = gApplication().getEngineAssemblyPath();
  40. Path gameAssemblyPath = gApplication().getGameAssemblyPath();
  41. // Do a full refresh if we have already loaded script assemblies
  42. if (mScriptAssembliesLoaded)
  43. {
  44. Vector<std::pair<String, Path>> assemblies;
  45. assemblies.push_back({ ENGINE_ASSEMBLY, engineAssemblyPath });
  46. if (FileSystem::exists(gameAssemblyPath))
  47. assemblies.push_back({ SCRIPT_GAME_ASSEMBLY, gameAssemblyPath });
  48. ScriptObjectManager::instance().refreshAssemblies(assemblies);
  49. }
  50. else // Otherwise just additively load them
  51. {
  52. MonoManager::instance().loadAssembly(engineAssemblyPath.toString(), ENGINE_ASSEMBLY);
  53. ScriptAssemblyManager::instance().loadAssemblyInfo(ENGINE_ASSEMBLY);
  54. if (FileSystem::exists(gameAssemblyPath))
  55. {
  56. MonoManager::instance().loadAssembly(gameAssemblyPath.toString(), SCRIPT_GAME_ASSEMBLY);
  57. ScriptAssemblyManager::instance().loadAssemblyInfo(SCRIPT_GAME_ASSEMBLY);
  58. }
  59. mScriptAssembliesLoaded = true;
  60. }
  61. }
  62. void EngineScriptLibrary::destroy()
  63. {
  64. ScriptVirtualInput::shutDown();
  65. ScriptInput::shutDown();
  66. ManagedResourceManager::shutDown();
  67. MonoManager::shutDown();
  68. ScriptObjectManager::instance().processFinalizedObjects();
  69. ScriptGameObjectManager::shutDown();
  70. ScriptResourceManager::shutDown();
  71. ScriptAssemblyManager::shutDown();
  72. ScriptObjectManager::shutDown();
  73. GameResourceManager::shutDown();
  74. }
  75. }