BsComponent.h 2.8 KB

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  1. #pragma once
  2. #include "BsCorePrerequisites.h"
  3. #include "BsGameObject.h"
  4. namespace BansheeEngine
  5. {
  6. /**
  7. * @brief Components represent primary logic elements in the scene.
  8. * They are attached to scene objects.
  9. */
  10. class BS_CORE_EXPORT Component : public GameObject
  11. {
  12. public:
  13. /**
  14. * @brief Returns the SceneObject this Component is assigned to.
  15. */
  16. HSceneObject sceneObject() const { return mParent; }
  17. /**
  18. * @copydoc sceneObject
  19. */
  20. HSceneObject SO() const { return sceneObject(); }
  21. /**
  22. * @brief Called once per frame on all components.
  23. *
  24. * @note Internal method.
  25. */
  26. virtual void update() { }
  27. /**
  28. * @brief Removes the component from parent SceneObject and deletes it. All
  29. * the references to this component will be marked as destroyed and you
  30. * will get an exception if you try to use them.
  31. *
  32. * @param [in] immediate If true the destruction will be performed immediately, otherwise
  33. * it will be delayed until the end of the current frame (preferred option).
  34. */
  35. void destroy(bool immediate = false);
  36. protected:
  37. friend class SceneObject;
  38. friend class SceneObjectRTTI;
  39. Component(const HSceneObject& parent);
  40. virtual ~Component();
  41. /**
  42. * @brief Construct any resources the component needs before use. Called when the parent
  43. * scene object is instantiated. A non-instantiated component shouldn't be used for
  44. * any other purpose than serialization.
  45. */
  46. virtual void instantiate() {}
  47. /**
  48. * @brief Called when the component is ready to be initialized.
  49. */
  50. virtual void onInitialized() {}
  51. /**
  52. * @brief Called just before the component is destroyed.
  53. */
  54. virtual void onDestroyed() {}
  55. /**
  56. * @brief Called just before the component is deactivated or destroyed.
  57. */
  58. virtual void onDisabled() {}
  59. /**
  60. * @brief Called when the component is activated or created.
  61. */
  62. virtual void onEnabled() {}
  63. /**
  64. * @brief Destroys this component.
  65. *
  66. * @param [in] handle Game object handle this this object.
  67. * @param [in] immediate If true, the object will be deallocated and become unusable
  68. * right away. Otherwise the deallocation will be delayed to the end of
  69. * frame (preferred method).
  70. *
  71. * @note Unlike "destroy", does not remove the component from its parent.
  72. */
  73. void destroyInternal(GameObjectHandleBase& handle, bool immediate = false) override;
  74. private:
  75. Component(const Component& other) { }
  76. protected:
  77. HSceneObject mParent;
  78. /************************************************************************/
  79. /* RTTI */
  80. /************************************************************************/
  81. public:
  82. friend class ComponentRTTI;
  83. static RTTITypeBase* getRTTIStatic();
  84. virtual RTTITypeBase* getRTTI() const;
  85. protected:
  86. Component() {} // Serialization only
  87. };
  88. }