BsScriptComponent.cpp 5.3 KB

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  1. #include "BsScriptComponent.h"
  2. #include "BsScriptGameObjectManager.h"
  3. #include "BsScriptMeta.h"
  4. #include "BsMonoField.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoManager.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsScriptSceneObject.h"
  9. #include "BsManagedComponent.h"
  10. #include "CmSceneObject.h"
  11. namespace BansheeEngine
  12. {
  13. ScriptComponent::ScriptComponent(const GameObjectHandle<ManagedComponent>& managedComponent)
  14. :mManagedComponent(managedComponent)
  15. {
  16. }
  17. void ScriptComponent::initMetaData()
  18. {
  19. metaData = ScriptMeta(BansheeEngineAssemblyName, "BansheeEngine", "Component", &ScriptComponent::initRuntimeData);
  20. MonoManager::registerScriptType(&metaData);
  21. }
  22. void ScriptComponent::initRuntimeData()
  23. {
  24. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  25. metaData.scriptClass->addInternalCall("Internal_GetComponent", &ScriptComponent::internal_getComponent);
  26. metaData.scriptClass->addInternalCall("Internal_GetComponents", &ScriptComponent::internal_getComponents);
  27. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  28. metaData.scriptClass->addInternalCall("Internal_DestroyInstance", &ScriptComponent::internal_destroyInstance);
  29. }
  30. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  31. {
  32. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  33. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  34. // We only allow single component per type
  35. const Vector<HComponent>::type& mComponents = so->getComponents();
  36. for(auto& component : mComponents)
  37. {
  38. if(component->getTypeId() == TID_ManagedComponent)
  39. {
  40. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  41. if(managedComponent->getRuntimeType() == type)
  42. {
  43. LOGWRN("Attempting to add a component that already exists on SceneObject \"" + so->getName() + "\"");
  44. return managedComponent->getManagedInstance();
  45. }
  46. }
  47. }
  48. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  49. ScriptComponent* nativeInstance = ScriptGameObjectManager::instance().createScriptComponent(mc);
  50. return nativeInstance->getManagedInstance();
  51. }
  52. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  53. {
  54. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  55. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  56. const Vector<HComponent>::type& mComponents = so->getComponents();
  57. for(auto& component : mComponents)
  58. {
  59. if(component->getTypeId() == TID_ManagedComponent)
  60. {
  61. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  62. if(managedComponent->getRuntimeType() == type)
  63. {
  64. return managedComponent->getManagedInstance();
  65. }
  66. }
  67. }
  68. return nullptr;
  69. }
  70. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  71. {
  72. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  73. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  74. const Vector<HComponent>::type& mComponents = so->getComponents();
  75. Vector<MonoObject*>::type managedComponents;
  76. for(auto& component : mComponents)
  77. {
  78. if(component->getTypeId() == TID_ManagedComponent)
  79. {
  80. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  81. managedComponents.push_back(managedComponent->getManagedInstance());
  82. }
  83. }
  84. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  85. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  86. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  87. {
  88. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  89. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  90. }
  91. return componentArray;
  92. }
  93. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  94. {
  95. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  96. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  97. // We only allow single component per type
  98. const Vector<HComponent>::type& mComponents = so->getComponents();
  99. for(auto& component : mComponents)
  100. {
  101. if(component->getTypeId() == TID_ManagedComponent)
  102. {
  103. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  104. if(managedComponent->getRuntimeType() == type)
  105. {
  106. managedComponent->destroy();
  107. return;
  108. }
  109. }
  110. }
  111. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  112. }
  113. void ScriptComponent::internal_destroyInstance(ScriptComponent* nativeInstance)
  114. {
  115. ScriptGameObjectManager::instance().destroyScriptGameObject(nativeInstance);
  116. }
  117. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  118. {
  119. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  120. }
  121. }