#pragma once #include "BsCorePrerequisites.h" #include "BsRTTIType.h" #include "BsSceneObject.h" #include "BsGameObjectHandle.h" #include "BsGameObjectManager.h" namespace BansheeEngine { class BS_CORE_EXPORT SceneObjectRTTI : public RTTIType { private: // NOTE - These can only be set sequentially, specific array index is ignored std::shared_ptr getChild(SceneObject* obj, UINT32 idx) { return obj->mChildren[idx].getInternalPtr(); } void setChild(SceneObject* obj, UINT32 idx, std::shared_ptr param) { param->setParent(obj->mThisHandle); } // NOTE: Can only be used for sequentially adding elements UINT32 getNumChildren(SceneObject* obj) { return (UINT32)obj->mChildren.size(); } void setNumChildren(SceneObject* obj, UINT32 size) { /* DO NOTHING */ } // NOTE - These can only be set sequentially, specific array index is ignored std::shared_ptr getComponent(SceneObject* obj, UINT32 idx) { return obj->mComponents[idx].getInternalPtr(); } void setComponent(SceneObject* obj, UINT32 idx, std::shared_ptr param) { obj->addComponentInternal(param); } UINT32 getNumComponents(SceneObject* obj) { return (UINT32)obj->mComponents.size(); } void setNumComponents(SceneObject* obj, UINT32 size) { /* DO NOTHING */ } public: SceneObjectRTTI() { addReflectablePtrArrayField("mChildren", 0, &SceneObjectRTTI::getChild, &SceneObjectRTTI::getNumChildren, &SceneObjectRTTI::setChild, &SceneObjectRTTI::setNumChildren); addReflectablePtrArrayField("mComponents", 1, &SceneObjectRTTI::getComponent, &SceneObjectRTTI::getNumComponents, &SceneObjectRTTI::setComponent, &SceneObjectRTTI::setNumComponents); } virtual const String& getRTTIName() { static String name = "SceneObject"; return name; } virtual UINT32 getRTTIId() { return TID_SceneObject; } virtual std::shared_ptr newRTTIObject() { HSceneObject newObject = SceneObject::create(""); return newObject.getInternalPtr(); } }; }