#pragma once #include "BsCorePrerequisites.h" #include "BsIReflectable.h" namespace BansheeEngine { /** @addtogroup Scene * @{ */ /** @cond INTERNAL */ /** Contains instance data that is held by all GameObject handles. */ struct GameObjectInstanceData { GameObjectInstanceData() :mInstanceId(0), object(nullptr) { } std::shared_ptr object; UINT64 mInstanceId; }; typedef std::shared_ptr GameObjectInstanceDataPtr; /** @endcond */ /** * 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(); /** Returns the unique instance ID of the GameObject. */ UINT64 getInstanceId() const { return mInstanceData->mInstanceId; } /** * Returns an ID that identifies a link between this object and its equivalent in the linked prefab. This will be * -1 if the object has no prefab link, or if the object is specific to the instance and has no prefab equivalent. */ UINT32 getLinkId() const { return mLinkId; } /** Gets the name of the object. */ const String& getName() const { return mName; } /** Sets the name of the object. */ void setName(const String& name) { mName = name; } /** @cond INTERNAL */ /** * Marks the object as destroyed. Generally this means the object has been queued for destruction but it hasn't * occurred yet. */ void _setIsDestroyed() { mIsDestroyed = true; } /** Checks if the object has been destroyed. */ bool _getIsDestroyed() const { return mIsDestroyed; } /** Changes the prefab link ID for this object. See getLinkId(). */ void _setLinkId(UINT32 id) { mLinkId = id; } /** * Replaces the instance data with another objects instance data. This object will basically become the original * owner of the provided instance data as far as all game object handles referencing it are concerned. * * @note * No alive objects should ever be sharing the same instance data. This can be used for restoring dead handles. */ virtual void _setInstanceData(GameObjectInstanceDataPtr& other); /** Returns instance data that identifies this GameObject and is used for referencing by game object handles. */ virtual GameObjectInstanceDataPtr _getInstanceData() const { return mInstanceData; } /** @endcond */ protected: friend class GameObjectHandleBase; friend class GameObjectManager; friend class PrefabDiff; friend class PrefabUtility; /** Initializes the GameObject after construction. */ void initialize(const std::shared_ptr& object, UINT64 instanceId); /** * Destroys this object. * * @param[in] handle Game object handle to this object. * @param[in] immediate If true, the object will be deallocated and become unusable right away. Otherwise the * deallocation will be delayed to the end of frame (preferred method). */ virtual void destroyInternal(GameObjectHandleBase& handle, bool immediate = false) = 0; protected: String mName; UINT32 mLinkId; private: friend class Prefab; GameObjectInstanceDataPtr mInstanceData; bool mIsDestroyed; /************************************************************************/ /* RTTI */ /************************************************************************/ public: friend class GameObjectRTTI; static RTTITypeBase* getRTTIStatic(); virtual RTTITypeBase* getRTTI() const override; }; /** @} */ } #include "BsGameObjectHandle.h" namespace BansheeEngine { /** @addtogroup Scene * @{ */ // Game object handles typedef GameObjectHandle HGameObject; typedef GameObjectHandle HSceneObject; typedef GameObjectHandle HComponent; /** @} */ }