BsScriptComponent.cpp 7.5 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsScriptComponent.h"
  4. #include "BsScriptGameObjectManager.h"
  5. #include "BsScriptObjectManager.h"
  6. #include "BsScriptAssemblyManager.h"
  7. #include "BsScriptMeta.h"
  8. #include "BsMonoField.h"
  9. #include "BsMonoClass.h"
  10. #include "BsMonoMethod.h"
  11. #include "BsMonoManager.h"
  12. #include "BsMonoUtil.h"
  13. #include "BsScriptSceneObject.h"
  14. #include "BsManagedComponent.h"
  15. #include "BsSceneObject.h"
  16. #include "BsMonoUtil.h"
  17. namespace BansheeEngine
  18. {
  19. ScriptComponent::ScriptComponent(MonoObject* instance)
  20. :ScriptObject(instance), mTypeMissing(false)
  21. {
  22. assert(instance != nullptr);
  23. MonoUtil::getClassName(instance, mNamespace, mType);
  24. }
  25. void ScriptComponent::initRuntimeData()
  26. {
  27. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  28. metaData.scriptClass->addInternalCall("Internal_GetComponent", &ScriptComponent::internal_getComponent);
  29. metaData.scriptClass->addInternalCall("Internal_GetComponents", &ScriptComponent::internal_getComponents);
  30. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  31. metaData.scriptClass->addInternalCall("Internal_GetSceneObject", &ScriptComponent::internal_getSceneObject);
  32. }
  33. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  34. {
  35. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  36. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  37. if (checkIfDestroyed(so))
  38. return nullptr;
  39. const Vector<HComponent>& mComponents = so->getComponents();
  40. for (auto& component : mComponents)
  41. {
  42. if (component->getTypeId() == TID_ManagedComponent)
  43. {
  44. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  45. if (managedComponent->getRuntimeType() == type)
  46. {
  47. return managedComponent->getManagedInstance();
  48. }
  49. }
  50. }
  51. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  52. return mc->getManagedInstance();
  53. }
  54. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  55. {
  56. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  57. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  58. if (checkIfDestroyed(so))
  59. return nullptr;
  60. const Vector<HComponent>& mComponents = so->getComponents();
  61. for(auto& component : mComponents)
  62. {
  63. if(component->getTypeId() == TID_ManagedComponent)
  64. {
  65. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  66. if(managedComponent->getRuntimeType() == type)
  67. {
  68. return managedComponent->getManagedInstance();
  69. }
  70. }
  71. }
  72. return nullptr;
  73. }
  74. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  75. {
  76. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  77. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  78. Vector<MonoObject*> managedComponents;
  79. if (!checkIfDestroyed(so))
  80. {
  81. const Vector<HComponent>& mComponents = so->getComponents();
  82. for (auto& component : mComponents)
  83. {
  84. if (component->getTypeId() == TID_ManagedComponent)
  85. {
  86. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  87. managedComponents.push_back(managedComponent->getManagedInstance());
  88. }
  89. }
  90. }
  91. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  92. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  93. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  94. {
  95. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  96. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  97. }
  98. return componentArray;
  99. }
  100. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  101. {
  102. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  103. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  104. if (checkIfDestroyed(so))
  105. return;
  106. // We only allow single component per type
  107. const Vector<HComponent>& mComponents = so->getComponents();
  108. for(auto& component : mComponents)
  109. {
  110. if(component->getTypeId() == TID_ManagedComponent)
  111. {
  112. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  113. if(managedComponent->getRuntimeType() == type)
  114. {
  115. managedComponent->destroy();
  116. return;
  117. }
  118. }
  119. }
  120. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  121. }
  122. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  123. {
  124. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  125. return nullptr;
  126. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  127. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(sceneObject);
  128. assert(scriptSO->getManagedInstance() != nullptr);
  129. return scriptSO->getManagedInstance();
  130. }
  131. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  132. {
  133. if (handle.isDestroyed())
  134. {
  135. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  136. return true;
  137. }
  138. return false;
  139. }
  140. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  141. {
  142. ManagedSerializableObjectInfoPtr currentObjInfo = nullptr;
  143. // See if this type even still exists
  144. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  145. {
  146. mTypeMissing = true;
  147. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  148. }
  149. mTypeMissing = false;
  150. return currentObjInfo->mMonoClass->createInstance(construct);
  151. }
  152. ScriptObjectBackup ScriptComponent::beginRefresh()
  153. {
  154. ScriptGameObjectBase::beginRefresh();
  155. ScriptObjectBackup backupData;
  156. // It's possible that managed component is destroyed but a reference to it
  157. // is still kept. Don't backup such components.
  158. if (!mManagedComponent.isDestroyed(true))
  159. backupData.data = mManagedComponent->backup(true);
  160. return backupData;
  161. }
  162. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  163. {
  164. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  165. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  166. ScriptGameObjectBase::endRefresh(backupData);
  167. }
  168. void ScriptComponent::_onManagedInstanceDeleted()
  169. {
  170. mManagedInstance = nullptr;
  171. // It's possible that managed component is destroyed but a reference to it
  172. // is still kept during assembly refresh. Such components shouldn't be restored
  173. // so we delete them.
  174. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  175. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  176. }
  177. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  178. {
  179. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  180. }
  181. }