BsGameObject.h 4.2 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsIReflectable.h"
  6. namespace BansheeEngine
  7. {
  8. /** @addtogroup Scene
  9. * @{
  10. */
  11. /** @cond INTERNAL */
  12. /** Contains instance data that is held by all GameObject handles. */
  13. struct GameObjectInstanceData
  14. {
  15. GameObjectInstanceData()
  16. :mInstanceId(0), object(nullptr)
  17. { }
  18. std::shared_ptr<GameObject> object;
  19. UINT64 mInstanceId;
  20. };
  21. typedef std::shared_ptr<GameObjectInstanceData> GameObjectInstanceDataPtr;
  22. /** @endcond */
  23. /**
  24. * Type of object that can be referenced by a GameObject handle. Each object has an unique ID and is registered with
  25. * the GameObjectManager.
  26. */
  27. class BS_CORE_EXPORT GameObject : public IReflectable
  28. {
  29. public:
  30. GameObject();
  31. virtual ~GameObject();
  32. /** Returns the unique instance ID of the GameObject. */
  33. UINT64 getInstanceId() const { return mInstanceData->mInstanceId; }
  34. /**
  35. * Returns an ID that identifies a link between this object and its equivalent in the linked prefab. This will be
  36. * -1 if the object has no prefab link, or if the object is specific to the instance and has no prefab equivalent.
  37. */
  38. UINT32 getLinkId() const { return mLinkId; }
  39. /** Gets the name of the object. */
  40. const String& getName() const { return mName; }
  41. /** Sets the name of the object. */
  42. void setName(const String& name) { mName = name; }
  43. /** @cond INTERNAL */
  44. /**
  45. * Marks the object as destroyed. Generally this means the object has been queued for destruction but it hasn't
  46. * occurred yet.
  47. */
  48. void _setIsDestroyed() { mIsDestroyed = true; }
  49. /** Checks if the object has been destroyed. */
  50. bool _getIsDestroyed() const { return mIsDestroyed; }
  51. /** Changes the prefab link ID for this object. See getLinkId(). */
  52. void _setLinkId(UINT32 id) { mLinkId = id; }
  53. /**
  54. * Replaces the instance data with another objects instance data. This object will basically become the original
  55. * owner of the provided instance data as far as all game object handles referencing it are concerned.
  56. *
  57. * @note
  58. * No alive objects should ever be sharing the same instance data. This can be used for restoring dead handles.
  59. */
  60. virtual void _setInstanceData(GameObjectInstanceDataPtr& other);
  61. /** Returns instance data that identifies this GameObject and is used for referencing by game object handles. */
  62. virtual GameObjectInstanceDataPtr _getInstanceData() const { return mInstanceData; }
  63. /** @endcond */
  64. protected:
  65. friend class GameObjectHandleBase;
  66. friend class GameObjectManager;
  67. friend class PrefabDiff;
  68. friend class PrefabUtility;
  69. /** Initializes the GameObject after construction. */
  70. void initialize(const std::shared_ptr<GameObject>& object, UINT64 instanceId);
  71. /**
  72. * Destroys this object.
  73. *
  74. * @param[in] handle Game object handle to this object.
  75. * @param[in] immediate If true, the object will be deallocated and become unusable right away. Otherwise the
  76. * deallocation will be delayed to the end of frame (preferred method).
  77. */
  78. virtual void destroyInternal(GameObjectHandleBase& handle, bool immediate = false) = 0;
  79. protected:
  80. String mName;
  81. UINT32 mLinkId;
  82. private:
  83. friend class Prefab;
  84. GameObjectInstanceDataPtr mInstanceData;
  85. bool mIsDestroyed;
  86. /************************************************************************/
  87. /* RTTI */
  88. /************************************************************************/
  89. public:
  90. friend class GameObjectRTTI;
  91. static RTTITypeBase* getRTTIStatic();
  92. virtual RTTITypeBase* getRTTI() const override;
  93. };
  94. /** @} */
  95. }
  96. #include "BsGameObjectHandle.h"
  97. namespace BansheeEngine
  98. {
  99. /** @addtogroup Scene
  100. * @{
  101. */
  102. // Game object handles
  103. typedef GameObjectHandle<GameObject> HGameObject;
  104. typedef GameObjectHandle<SceneObject> HSceneObject;
  105. typedef GameObjectHandle<Component> HComponent;
  106. /** @} */
  107. }