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#include "UnityPrefix.h"
#if ENABLE_SCRIPTING
#include "Runtime/Scripting/ScriptingManager.h"
#include "Runtime/BaseClasses/ManagerContext.h"
#include <vector>
#include <stdlib.h>
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Runtime/IMGUI/GUIState.h"
#include "Runtime/Scripting/Backend/ScriptingMethodFactory.h"
#include "Runtime/Scripting/Backend/ScriptingMethodRegistry.h"
#include "Runtime/Scripting/Backend/ScriptingTypeRegistry.h"
#include "Runtime/Scripting/Backend/ScriptingBackendApi.h"
const char* kEngineNameSpace = "UnityEngine";
const char* kEditorNameSpace = "UnityEditor";
const char* kEditorInternalNameSpace = "UnityEditorInternal";
ScriptingClassPtr gClassIDToClass = SCRIPTING_NULL;
using namespace std;
ScriptingManager::ScriptingManager (MemLabelId label, ObjectCreationMode mode, IScriptingTypeProvider* scriptingTypeProvider, IScriptingMethodFactory* scriptingMethodFactory)
: GlobalGameManager(label, mode)
{
m_ScriptingMethodFactory = scriptingMethodFactory;
m_ScriptingTypeRegistry = UNITY_NEW(ScriptingTypeRegistry(scriptingTypeProvider), kMemManager);
m_ScriptingMethodRegistry = UNITY_NEW(ScriptingMethodRegistry(scriptingMethodFactory, m_ScriptingTypeRegistry), kMemManager);
//Registering ourselves as the monomanager manually, so that during the execution of the constructor GetMonoManager() will work.
SetManagerPtrInContext(ManagerContext::kMonoManager, this);
}
ScriptingManager::~ScriptingManager ()
{
UNITY_DELETE(m_ScriptingTypeRegistry, kMemManager);
UNITY_DELETE(m_ScriptingMethodRegistry, kMemManager);
UNITY_DELETE(m_ScriptingMethodFactory, kMemManager);
}
static ScriptingClassPtr FindScriptingClassForClassID(int classID, ScriptingClassPtr baseObject)
{
const char* className_c;
#if UNITY_FLASH
if(classID == ClassID(Object))
className_c = "_Object";
else
#endif
className_c = Object::ClassIDToString (classID).c_str();
// Found a class?
// Also make sure it derives from object otherwise it's not valid (Eg. RenderSettings only has public accessors and doesn't inherit from Object)
ScriptingTypeRegistry& typeRegistry = GetScriptingManager().GetScriptingTypeRegistry();
ScriptingTypePtr result = typeRegistry.GetType(kEngineNameSpace,className_c);
#if UNITY_EDITOR
if (result== SCRIPTING_NULL)
result = typeRegistry.GetType (kEditorNameSpace, className_c);
if (result == SCRIPTING_NULL)
result = typeRegistry.GetType (kEditorInternalNameSpace, className_c);
#endif
if (result != SCRIPTING_NULL && scripting_class_is_subclass_of (result, baseObject))
return result;
return SCRIPTING_NULL;
}
static ScriptingClassPtr FindScriptingClassForClassIDRecursive (int classID, ScriptingClassPtr baseObject)
{
ScriptingClassPtr result = FindScriptingClassForClassID(classID,baseObject);
if (result != SCRIPTING_NULL)
return result;
if (classID == ClassID (Object))
return SCRIPTING_NULL;
return FindScriptingClassForClassIDRecursive (Object::GetSuperClassID (classID),baseObject);
}
void ScriptingManager::RebuildClassIDToScriptingClass ()
{
#if ENABLE_SCRIPTING
// Collect all engine classes
vector<SInt32> allEngineClasses;
Object::FindAllDerivedClasses (ClassID (Object), &allEngineClasses, false);
// Resize lookup table to fit all engine classes
SInt32 highest = 0;
for (int i=0;i<allEngineClasses.size ();i++)
highest = max (allEngineClasses[i], highest);
m_ClassIDToMonoClass.clear ();
m_ClassIDToMonoClass.resize (highest +1, SCRIPTING_NULL);
gClassIDToClass = m_ClassIDToMonoClass[0];
m_ScriptingClassToClassID.clear();
// Get the mono class from the classID by looking up the mono class by name
// if a mono class can't be found check the super classes recursively
ScriptingClassPtr baseObject = GetScriptingTypeRegistry().GetType("UnityEngine","Object");
for (int i=0;i<allEngineClasses.size ();i++)
{
int classID = allEngineClasses[i];
ScriptingClassPtr klass = FindScriptingClassForClassIDRecursive (classID,baseObject);
AssertIf(klass == SCRIPTING_NULL);
m_ClassIDToMonoClass[classID] = klass;
//search again, but without searching basetypes. we need to do this because some enginetypes have no managed wrapper. (EllipsoidParticleEmitter),
//so they can return the baseclass type. we want that for m_ClassIDToMonoClass but we do not want that for m_ScriptingClassToClassID.
klass = FindScriptingClassForClassID (classID,baseObject);
if (klass)
m_ScriptingClassToClassID[klass] = classID;
}
#endif
}
ScriptingClassPtr ScriptingManager::ClassIDToScriptingClass (int classID)
{
AssertIf (classID == -1);
AssertIf (m_ClassIDToMonoClass.size () <= classID);
return m_ClassIDToMonoClass[classID];
}
int ScriptingManager::ClassIDForScriptingClass (ScriptingClassPtr klass)
{
ScriptingClassMap::iterator iterator = m_ScriptingClassToClassID.find(klass);
if (iterator == m_ScriptingClassToClassID.end())
return -1;
return iterator->second;
}
ScriptingObjectPtr ScriptingManager::CreateInstance(ScriptingClassPtr klass)
{
if (!klass)
return SCRIPTING_NULL;
return scripting_object_new (klass);
}
ScriptingManager& GetScriptingManager()
{
return reinterpret_cast<ScriptingManager&> (GetManagerFromContext (ManagerContext::kMonoManager));
}
#endif
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