#pragma once #include "BsCorePrerequisites.h" #include "BsIReflectable.h" namespace BansheeEngine { /** * @brief Contains instance data that is held by all GameObject handles. */ struct GameObjectInstanceData { GameObjectInstanceData() :mInstanceId(0), object(nullptr) { } std::shared_ptr object; UINT64 mInstanceId; }; /** * @brief Type of object that can be referenced by a GameObject handle. * Each object has an unique ID and is registered with the GameObjectManager. */ class BS_CORE_EXPORT GameObject : public IReflectable { public: GameObject(); virtual ~GameObject(); /** * @brief Returns the unique instance ID of the GameObject. */ UINT64 getInstanceId() const { return mInstanceData->mInstanceId; } /** * @brief Gets the name of the object. */ const String& getName() const { return mName; } /** * @brief Sets the name of the object. */ void setName(const String& name) { mName = name; } protected: friend class GameObjectHandleBase; friend class GameObjectManager; /** * @brief Initializes the GameObject after construction. */ void initialize(const std::shared_ptr& object, UINT64 instanceId); protected: String mName; private: std::shared_ptr mInstanceData; /************************************************************************/ /* RTTI */ /************************************************************************/ public: friend class GameObjectRTTI; static RTTITypeBase* getRTTIStatic(); virtual RTTITypeBase* getRTTI() const; }; } #include "BsGameObjectHandle.h" namespace BansheeEngine { // Game object handles typedef GameObjectHandle HGameObject; typedef GameObjectHandle HSceneObject; typedef GameObjectHandle HComponent; }