#pragma once #include "BsScriptEditorPrerequisites.h" #include "BsScriptGUIElement.h" namespace BansheeEngine { /** * @brief Interop class between C++ & CLR for GUIGameObjectField. */ class BS_SCR_BED_EXPORT ScriptGUIGameObjectField : public TScriptGUIElement { public: SCRIPT_OBJ(EDITOR_ASSEMBLY, "BansheeEditor", "GUIGameObjectField") private: /** * @brief Triggered when the value in the native game object field changes. * * @param instance Managed GUIGameObjectField instance. * @param newValue New field value. */ static void onChanged(MonoObject* instance, const HGameObject& newValue); /** * @brief Retrieves a managed instance of the specified native game object. * Will return null if one doesn't exist. */ static MonoObject* nativeToManagedGO(const HGameObject& instance); ScriptGUIGameObjectField(MonoObject* instance, GUIGameObjectField* GOField); /************************************************************************/ /* CLR HOOKS */ /************************************************************************/ static void internal_createInstance(MonoObject* instance, MonoReflectionType* type, MonoObject* title, UINT32 titleWidth, MonoString* style, MonoArray* guiOptions, bool withTitle); static void internal_getValue(ScriptGUIGameObjectField* nativeInstance, MonoObject** output); static void internal_setValue(ScriptGUIGameObjectField* nativeInstance, MonoObject* value); static void internal_setTint(ScriptGUIGameObjectField* nativeInstance, Color color); typedef void(__stdcall *OnChangedThunkDef) (MonoObject*, MonoObject*, MonoException**); static OnChangedThunkDef onChangedThunk; }; }