BsScriptComponent.cpp 7.4 KB

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  1. #include "BsScriptComponent.h"
  2. #include "BsScriptGameObjectManager.h"
  3. #include "BsScriptObjectManager.h"
  4. #include "BsScriptAssemblyManager.h"
  5. #include "BsScriptMeta.h"
  6. #include "BsMonoField.h"
  7. #include "BsMonoClass.h"
  8. #include "BsMonoMethod.h"
  9. #include "BsMonoManager.h"
  10. #include "BsMonoUtil.h"
  11. #include "BsScriptSceneObject.h"
  12. #include "BsManagedComponent.h"
  13. #include "BsSceneObject.h"
  14. namespace BansheeEngine
  15. {
  16. ScriptComponent::ScriptComponent(MonoObject* instance)
  17. :ScriptObject(instance)
  18. {
  19. assert(instance != nullptr);
  20. ::MonoClass* monoClass = mono_object_get_class(instance);
  21. mNamespace = mono_class_get_namespace(monoClass);
  22. mType = mono_class_get_name(monoClass);
  23. }
  24. void ScriptComponent::initRuntimeData()
  25. {
  26. metaData.scriptClass->addInternalCall("Internal_CreateInstance", &ScriptComponent::internal_createInstance);
  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. void ScriptComponent::setManagedComponent(const GameObjectHandle<ManagedComponent>& managedComponent)
  34. {
  35. mManagedComponent = managedComponent;
  36. }
  37. void ScriptComponent::internal_createInstance(MonoObject* instance)
  38. {
  39. ScriptComponent* nativeInstance = new (bs_alloc<ScriptComponent>()) ScriptComponent(instance);
  40. }
  41. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  42. {
  43. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  44. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  45. if (checkIfDestroyed(so))
  46. return nullptr;
  47. // We only allow single component per type
  48. const Vector<HComponent>& mComponents = so->getComponents();
  49. for(auto& component : mComponents)
  50. {
  51. if(component->getTypeId() == TID_ManagedComponent)
  52. {
  53. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  54. if(managedComponent->getRuntimeType() == type)
  55. {
  56. LOGWRN("Attempting to add a component that already exists on SceneObject \"" + so->getName() + "\"");
  57. return managedComponent->getManagedInstance();
  58. }
  59. }
  60. }
  61. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  62. return mc->getManagedInstance();
  63. }
  64. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  65. {
  66. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  67. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  68. if (checkIfDestroyed(so))
  69. return nullptr;
  70. const Vector<HComponent>& mComponents = so->getComponents();
  71. for(auto& component : mComponents)
  72. {
  73. if(component->getTypeId() == TID_ManagedComponent)
  74. {
  75. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  76. if(managedComponent->getRuntimeType() == type)
  77. {
  78. return managedComponent->getManagedInstance();
  79. }
  80. }
  81. }
  82. return nullptr;
  83. }
  84. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  85. {
  86. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  87. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  88. Vector<MonoObject*> managedComponents;
  89. if (!checkIfDestroyed(so))
  90. {
  91. const Vector<HComponent>& mComponents = so->getComponents();
  92. for (auto& component : mComponents)
  93. {
  94. if (component->getTypeId() == TID_ManagedComponent)
  95. {
  96. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  97. managedComponents.push_back(managedComponent->getManagedInstance());
  98. }
  99. }
  100. }
  101. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  102. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  103. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  104. {
  105. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  106. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  107. }
  108. return componentArray;
  109. }
  110. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  111. {
  112. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  113. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  114. if (checkIfDestroyed(so))
  115. return;
  116. // We only allow single component per type
  117. const Vector<HComponent>& mComponents = so->getComponents();
  118. for(auto& component : mComponents)
  119. {
  120. if(component->getTypeId() == TID_ManagedComponent)
  121. {
  122. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  123. if(managedComponent->getRuntimeType() == type)
  124. {
  125. managedComponent->destroy();
  126. return;
  127. }
  128. }
  129. }
  130. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  131. }
  132. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  133. {
  134. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  135. return nullptr;
  136. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  137. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObject);
  138. if (scriptSO == nullptr)
  139. scriptSO = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObject);
  140. return scriptSO->getManagedInstance();
  141. }
  142. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  143. {
  144. if (handle.isDestroyed())
  145. {
  146. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  147. return true;
  148. }
  149. return false;
  150. }
  151. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  152. {
  153. ManagedSerializableObjectInfoPtr currentObjInfo = nullptr;
  154. // See if this type even still exists
  155. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  156. return nullptr;
  157. return currentObjInfo->mMonoClass->createInstance(construct);
  158. }
  159. ScriptObjectBackup ScriptComponent::beginRefresh()
  160. {
  161. ScriptGameObjectBase::beginRefresh();
  162. ScriptObjectBackup backupData;
  163. backupData.data = mManagedComponent->backup(true);
  164. return backupData;
  165. }
  166. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  167. {
  168. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  169. mManagedComponent->restore(mManagedInstance, componentBackup);
  170. ScriptGameObjectBase::endRefresh(backupData);
  171. }
  172. void ScriptComponent::_onManagedInstanceDeleted()
  173. {
  174. mManagedInstance = nullptr;
  175. if (!mRefreshInProgress)
  176. ScriptGameObjectManager::instance().destroyScriptGameObject(this);
  177. }
  178. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  179. {
  180. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  181. }
  182. }