#pragma once #include "BsCorePrerequisites.h" #include "BsRTTIType.h" #include "BsDepthStencilState.h" #include "BsRenderStateManager.h" namespace BansheeEngine { class BS_CORE_EXPORT DepthStencilStateRTTI : public RTTIType { private: DEPTH_STENCIL_STATE_DESC& getData(DepthStencilState* obj) { return obj->mProperties.mData; } void setData(DepthStencilState* obj, DEPTH_STENCIL_STATE_DESC& val) { obj->mProperties.mData = val; } public: DepthStencilStateRTTI() { addPlainField("mData", 0, &DepthStencilStateRTTI::getData, &DepthStencilStateRTTI::setData); } virtual void onDeserializationEnded(IReflectable* obj) override { DepthStencilState* depthStencilState = static_cast(obj); depthStencilState->initialize(); } virtual const String& getRTTIName() override { static String name = "DepthStencilState"; return name; } virtual UINT32 getRTTIId() override { return TID_DepthStencilState; } virtual std::shared_ptr newRTTIObject() override { return RenderStateManager::instance()._createDepthStencilStatePtr(DEPTH_STENCIL_STATE_DESC()); } }; }