public void DoEditorInitialization()
{
_game = new Game();
_sourceControl = new SourceControlProvider();
_recentGamesList = new RecentGamesList();
_debugger = new DebugController(_engineComms);
_debugger.BreakAtLocation += new DebugController.BreakAtLocationHandler(_debugger_BreakAtLocation);
_builtInScriptHeader = new Script(BUILT_IN_HEADER_FILE_NAME, Resources.ResourceManager.GetResourceAsString("agsdefns.sh"), true);
AutoComplete.ConstructCache(_builtInScriptHeader);
Factory.NativeProxy.NewGameLoaded(Factory.AGSEditor.CurrentGame);
}
public ApplicationController() { _events = Factory.Events; _agsEditor = Factory.AGSEditor; _guiController = Factory.GUIController; _componentController = Factory.ComponentController; _nativeProxy = Factory.NativeProxy; _pluginEditorController = new AGSEditorController(_componentController, _agsEditor, _guiController); _events.GameLoad += new EditorEvents.GameLoadHandler(_events_GameLoad); _events.GamePostLoad += new EditorEvents.GamePostLoadHandler(_events_GamePostLoad); _events.GameSettingsChanged += new EditorEvents.ParameterlessDelegate(_events_GameSettingsChanged); _events.ImportedOldGame += new EditorEvents.ParameterlessDelegate(_events_ImportedOldGame); _events.RefreshAllComponentsFromGame += new EditorEvents.ParameterlessDelegate(_events_RefreshAllComponentsFromGame); _events.SavingGame += new EditorEvents.SavingGameHandler(_events_SavingGame); _events.SavingUserData += new EditorEvents.SavingUserDataHandler(_events_SavingUserData); _events.LoadedUserData += new EditorEvents.LoadedUserDataHandler(_events_LoadedUserData); _agsEditor.PreSaveGame += new AGSEditor.PreSaveGameHandler(_agsEditor_PreSaveGame); _guiController.OnEditorShutdown += new GUIController.EditorShutdownHandler(GUIController_OnEditorShutdown); _guiController.Initialize(_agsEditor); _agsEditor.DoEditorInitialization(); AGSColor.ColorMapper = new ColorMapper(_agsEditor); CreateComponents(); }