mirror of
https://github.com/godotengine/godot
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de0ca3b999
* Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
87 lines
3.7 KiB
C++
87 lines
3.7 KiB
C++
/*************************************************************************/
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/* register_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "register_types.h"
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#include "core/config/engine.h"
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#include "csharp_script.h"
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CSharpLanguage *script_language_cs = nullptr;
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Ref<ResourceFormatLoaderCSharpScript> resource_loader_cs;
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Ref<ResourceFormatSaverCSharpScript> resource_saver_cs;
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mono_bind::GodotSharp *_godotsharp = nullptr;
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void initialize_mono_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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GDREGISTER_CLASS(CSharpScript);
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_godotsharp = memnew(mono_bind::GodotSharp);
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GDREGISTER_CLASS(mono_bind::GodotSharp);
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Engine::get_singleton()->add_singleton(Engine::Singleton("GodotSharp", mono_bind::GodotSharp::get_singleton()));
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script_language_cs = memnew(CSharpLanguage);
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script_language_cs->set_language_index(ScriptServer::get_language_count());
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ScriptServer::register_language(script_language_cs);
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resource_loader_cs.instantiate();
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ResourceLoader::add_resource_format_loader(resource_loader_cs);
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resource_saver_cs.instantiate();
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ResourceSaver::add_resource_format_saver(resource_saver_cs);
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}
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void uninitialize_mono_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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ScriptServer::unregister_language(script_language_cs);
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if (script_language_cs) {
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memdelete(script_language_cs);
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}
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ResourceLoader::remove_resource_format_loader(resource_loader_cs);
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resource_loader_cs.unref();
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ResourceSaver::remove_resource_format_saver(resource_saver_cs);
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resource_saver_cs.unref();
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if (_godotsharp) {
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memdelete(_godotsharp);
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}
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}
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