BsSceneObjectRTTI.h 3.4 KB

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  1. #pragma once
  2. #include "BsCorePrerequisites.h"
  3. #include "BsRTTIType.h"
  4. #include "BsSceneObject.h"
  5. #include "BsGameObjectHandle.h"
  6. #include "BsGameObjectManager.h"
  7. #include "BsComponent.h"
  8. namespace BansheeEngine
  9. {
  10. class BS_CORE_EXPORT SceneObjectRTTI : public RTTIType<SceneObject, GameObject, SceneObjectRTTI>
  11. {
  12. private:
  13. struct DeserializationData
  14. {
  15. DeserializationData(bool isDeserializationParent)
  16. :isDeserializationParent(isDeserializationParent)
  17. { }
  18. bool isDeserializationParent;
  19. };
  20. // NOTE - These can only be set sequentially, specific array index is ignored
  21. std::shared_ptr<SceneObject> getChild(SceneObject* obj, UINT32 idx) { return obj->mChildren[idx].getInternalPtr(); }
  22. void setChild(SceneObject* obj, UINT32 idx, std::shared_ptr<SceneObject> param) { param->setParent(obj->mThisHandle); } // NOTE: Can only be used for sequentially adding elements
  23. UINT32 getNumChildren(SceneObject* obj) { return (UINT32)obj->mChildren.size(); }
  24. void setNumChildren(SceneObject* obj, UINT32 size) { /* DO NOTHING */ }
  25. // NOTE - These can only be set sequentially, specific array index is ignored
  26. std::shared_ptr<Component> getComponent(SceneObject* obj, UINT32 idx) { return obj->mComponents[idx].getInternalPtr(); }
  27. void setComponent(SceneObject* obj, UINT32 idx, std::shared_ptr<Component> param) { obj->addComponentInternal(param); }
  28. UINT32 getNumComponents(SceneObject* obj) { return (UINT32)obj->mComponents.size(); }
  29. void setNumComponents(SceneObject* obj, UINT32 size) { /* DO NOTHING */ }
  30. public:
  31. SceneObjectRTTI()
  32. {
  33. addReflectablePtrArrayField("mChildren", 0, &SceneObjectRTTI::getChild,
  34. &SceneObjectRTTI::getNumChildren, &SceneObjectRTTI::setChild, &SceneObjectRTTI::setNumChildren);
  35. addReflectablePtrArrayField("mComponents", 1, &SceneObjectRTTI::getComponent,
  36. &SceneObjectRTTI::getNumComponents, &SceneObjectRTTI::setComponent, &SceneObjectRTTI::setNumComponents);
  37. }
  38. virtual void onDeserializationStarted(IReflectable* obj)
  39. {
  40. SceneObject* so = static_cast<SceneObject*>(obj);
  41. if (!GameObjectManager::instance().isGameObjectDeserializationActive())
  42. {
  43. GameObjectManager::instance().startDeserialization();
  44. so->mRTTIData = DeserializationData(true);
  45. }
  46. else
  47. so->mRTTIData = DeserializationData(false);
  48. }
  49. virtual void onDeserializationEnded(IReflectable* obj)
  50. {
  51. SceneObject* so = static_cast<SceneObject*>(obj);
  52. DeserializationData deserializationData = any_cast<DeserializationData>(so->mRTTIData);
  53. if (deserializationData.isDeserializationParent)
  54. {
  55. GameObjectManager::instance().endDeserialization();
  56. // Initialize all components
  57. Stack<HSceneObject> todo;
  58. todo.push(so->mThisHandle);
  59. while (!todo.empty())
  60. {
  61. HSceneObject curSO = todo.top();
  62. todo.pop();
  63. const Vector<HComponent>& components = curSO->getComponents();
  64. for (auto& component : components)
  65. component->onInitialized();
  66. for (UINT32 i = 0; i < curSO->getNumChildren(); i++)
  67. todo.push(curSO->getChild(i));
  68. }
  69. }
  70. so->mRTTIData = nullptr;
  71. }
  72. virtual const String& getRTTIName()
  73. {
  74. static String name = "SceneObject";
  75. return name;
  76. }
  77. virtual UINT32 getRTTIId()
  78. {
  79. return TID_SceneObject;
  80. }
  81. virtual std::shared_ptr<IReflectable> newRTTIObject()
  82. {
  83. HSceneObject newObject = SceneObject::create("");
  84. return newObject.getInternalPtr();
  85. }
  86. };
  87. }