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- #include "BsScriptSelection.h"
- #include "BsScriptMeta.h"
- #include "BsMonoClass.h"
- #include "BsMonoMethod.h"
- #include "BsSelection.h"
- #include "BsScriptSceneObject.h"
- #include "BsMonoUtil.h"
- #include "BsScriptGameObjectManager.h"
- namespace BansheeEngine
- {
- ScriptSelection::OnSelectionChangedThunkDef ScriptSelection::OnSelectionChangedThunk;
- ScriptSelection::OnPingResourceThunkDef ScriptSelection::OnPingResourceThunk;
- ScriptSelection::OnPingSceneObjectThunkDef ScriptSelection::OnPingSceneObjectThunk;
- HEvent ScriptSelection::OnSelectionChangedConn;
- HEvent ScriptSelection::OnPingResourceConn;
- HEvent ScriptSelection::OnPingSceneObjectConn;
- ScriptSelection::ScriptSelection(MonoObject* instance)
- :ScriptObject(instance)
- {
-
- }
- void ScriptSelection::initRuntimeData()
- {
- metaData.scriptClass->addInternalCall("Internal_GetSceneObjectSelection", &ScriptSelection::internal_GetSceneObjectSelection);
- metaData.scriptClass->addInternalCall("Internal_SetSceneObjectSelection", &ScriptSelection::internal_SetSceneObjectSelection);
- metaData.scriptClass->addInternalCall("Internal_GetResourceUUIDSelection", &ScriptSelection::internal_GetResourceUUIDSelection);
- metaData.scriptClass->addInternalCall("Internal_SetResourceUUIDSelection", &ScriptSelection::internal_SetResourceUUIDSelection);
- metaData.scriptClass->addInternalCall("Internal_GetResourcePathSelection", &ScriptSelection::internal_GetResourcePathSelection);
- metaData.scriptClass->addInternalCall("Internal_SetResourcePathSelection", &ScriptSelection::internal_SetResourcePathSelection);
- metaData.scriptClass->addInternalCall("Internal_PingResource", &ScriptSelection::internal_PingResource);
- metaData.scriptClass->addInternalCall("Internal_PingSceneObject", &ScriptSelection::internal_PingSceneObject);
- OnSelectionChangedThunk = (OnSelectionChangedThunkDef)metaData.scriptClass->getMethod("Internal_TriggerSelectionChanged", 2)->getThunk();
- OnPingResourceThunk = (OnPingResourceThunkDef)metaData.scriptClass->getMethod("Internal_TriggerResourcePing", 1)->getThunk();
- OnPingSceneObjectThunk = (OnPingSceneObjectThunkDef)metaData.scriptClass->getMethod("Internal_TriggerSceneObjectPing", 1)->getThunk();
- }
- void ScriptSelection::internal_GetSceneObjectSelection(MonoArray** selection)
- {
- Vector<HSceneObject> sceneObjects = Selection::instance().getSceneObjects();
- ::MonoClass* sceneObjectMonoClass = ScriptSceneObject::getMetaData()->scriptClass->_getInternalClass();
- MonoArray* sceneObjectArray = mono_array_new(MonoManager::instance().getDomain(),
- sceneObjectMonoClass, (UINT32)sceneObjects.size());
- for (UINT32 i = 0; i < (UINT32)sceneObjects.size(); i++)
- {
- // TODO - This bit is commonly used, I should add a method in ScriptGameObjectManager
- ScriptSceneObject* scriptSceneObject = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObjects[i]);
- if (scriptSceneObject == nullptr)
- scriptSceneObject = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObjects[i]);
- MonoObject* sceneMonoObject = scriptSceneObject->getManagedInstance();
- void* elemAddr = mono_array_addr_with_size(sceneObjectArray, sizeof(MonoObject*), i);
- memcpy(elemAddr, &sceneMonoObject, sizeof(MonoObject*));
- }
- *selection = sceneObjectArray;
- }
- void ScriptSelection::internal_SetSceneObjectSelection(MonoArray* selection)
- {
- Vector<HSceneObject> sceneObjects;
- UINT32 arrayLen = (UINT32)mono_array_length(selection);
- for (UINT32 i = 0; i < arrayLen; i++)
- {
- MonoObject* monoSO = mono_array_get(selection, MonoObject*, i);
- ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(monoSO);
- HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
- sceneObjects.push_back(so);
- }
- Selection::instance().setSceneObjects(sceneObjects);
- }
- void ScriptSelection::internal_GetResourceUUIDSelection(MonoArray** selection)
- {
- Vector<String> uuids = Selection::instance().getResourceUUIDs();
- MonoArray* uuidArray = mono_array_new(MonoManager::instance().getDomain(),
- mono_get_string_class(), (UINT32)uuids.size());
- for (UINT32 i = 0; i < (UINT32)uuids.size(); i++)
- {
- MonoString* monoString = MonoUtil::stringToMono(MonoManager::instance().getDomain(), uuids[i]);
- void* elemAddr = mono_array_addr_with_size(uuidArray, sizeof(MonoString*), i);
- memcpy(elemAddr, &monoString, sizeof(MonoString*));
- }
- *selection = uuidArray;
- }
- void ScriptSelection::internal_SetResourceUUIDSelection(MonoArray* selection)
- {
- Vector<String> uuids;
- UINT32 arrayLen = (UINT32)mono_array_length(selection);
- for (UINT32 i = 0; i < arrayLen; i++)
- {
- MonoString* monoString = mono_array_get(selection, MonoString*, i);
- String uuid = MonoUtil::monoToString(monoString);
- uuids.push_back(uuid);
- }
- Selection::instance().setResourceUUIDs(uuids);
- }
- void ScriptSelection::internal_GetResourcePathSelection(MonoArray** selection)
- {
- Vector<Path> paths = Selection::instance().getResourcePaths();
- MonoArray* pathArray = mono_array_new(MonoManager::instance().getDomain(),
- mono_get_string_class(), (UINT32)paths.size());
- for (UINT32 i = 0; i < (UINT32)paths.size(); i++)
- {
- MonoString* monoString = MonoUtil::stringToMono(MonoManager::instance().getDomain(), paths[i].toString());
- void* elemAddr = mono_array_addr_with_size(pathArray, sizeof(MonoString*), i);
- memcpy(elemAddr, &monoString, sizeof(MonoString*));
- }
- *selection = pathArray;
- }
- void ScriptSelection::internal_SetResourcePathSelection(MonoArray* selection)
- {
- Vector<Path> paths;
- UINT32 arrayLen = (UINT32)mono_array_length(selection);
- for (UINT32 i = 0; i < arrayLen; i++)
- {
- MonoString* monoString = mono_array_get(selection, MonoString*, i);
- Path path = MonoUtil::monoToString(monoString);
- paths.push_back(path);
- }
- Selection::instance().setResourcePaths(paths);
- }
- void ScriptSelection::internal_PingResource(MonoString* resourcePath)
- {
- Path path = MonoUtil::monoToString(resourcePath);
- Selection::instance().ping(path);
- }
- void ScriptSelection::internal_PingSceneObject(MonoObject* so)
- {
- ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(so);
- HSceneObject soHandle = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
- Selection::instance().ping(soHandle);
- }
- void ScriptSelection::startUp()
- {
- OnSelectionChangedConn = Selection::instance().onSelectionChanged.connect(&ScriptSelection::onSelectionChanged);
- OnPingResourceConn = Selection::instance().onResourcePing.connect(&ScriptSelection::onResourcePing);
- OnPingSceneObjectConn = Selection::instance().onSceneObjectPing.connect(&ScriptSelection::onSceneObjectPing);
- }
- void ScriptSelection::shutDown()
- {
- OnSelectionChangedConn.disconnect();
- OnPingResourceConn.disconnect();
- OnPingSceneObjectConn.disconnect();
- }
- void ScriptSelection::onSelectionChanged(const Vector<HSceneObject>& sceneObjects, const Vector<Path>& resPaths)
- {
- UINT32 numObjects = (UINT32)sceneObjects.size();
- ScriptArray scriptObjects = ScriptArray::create<ScriptSceneObject>(numObjects);
- for (UINT32 i = 0; i < numObjects; i++)
- {
- // TODO - This bit is commonly used, I should add a method in ScriptGameObjectManager
- ScriptSceneObject* scriptSceneObject = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObjects[i]);
- if (scriptSceneObject == nullptr)
- scriptSceneObject = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObjects[i]);
- scriptObjects.set(i, scriptSceneObject->getManagedInstance());
- }
- UINT32 numPaths = (UINT32)resPaths.size();
- ScriptArray scriptPaths = ScriptArray::create<String>(numPaths);
- for (UINT32 i = 0; i < numPaths; i++)
- scriptObjects.set(i, resPaths[i].toString());
- MonoArray* monoObjects = scriptObjects.getInternal();
- MonoArray* monoPaths = scriptPaths.getInternal();
- MonoUtil::invokeThunk(OnSelectionChangedThunk, monoObjects, monoPaths);
- }
- void ScriptSelection::onResourcePing(const Path& resPath)
- {
- MonoString* monoResPath = MonoUtil::wstringToMono(MonoManager::instance().getDomain(), resPath.toWString());
- MonoUtil::invokeThunk(OnPingResourceThunk, monoResPath);
- }
- void ScriptSelection::onSceneObjectPing(const HSceneObject& sceneObject)
- {
- // TODO - This bit is commonly used, I should add a method in ScriptGameObjectManager
- ScriptSceneObject* scriptSceneObject = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObject);
- if (scriptSceneObject == nullptr)
- scriptSceneObject = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObject);
- MonoUtil::invokeThunk(OnPingSceneObjectThunk, scriptSceneObject->getManagedInstance());
- }
- }
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