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