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BsScriptComponent.cpp 10 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_GetComponentsPerType", &ScriptComponent::internal_getComponentsPerType);
  31. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  32. metaData.scriptClass->addInternalCall("Internal_GetSceneObject", &ScriptComponent::internal_getSceneObject);
  33. metaData.scriptClass->addInternalCall("Internal_GetNotifyFlags", &ScriptComponent::internal_getNotifyFlags);
  34. metaData.scriptClass->addInternalCall("Internal_SetNotifyFlags", &ScriptComponent::internal_setNotifyFlags);
  35. metaData.scriptClass->addInternalCall("Internal_Destroy", &ScriptComponent::internal_destroy);
  36. }
  37. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  38. {
  39. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  40. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  41. if (checkIfDestroyed(so))
  42. return nullptr;
  43. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  44. return mc->getManagedInstance();
  45. }
  46. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  47. {
  48. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  49. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  50. if (checkIfDestroyed(so))
  51. return nullptr;
  52. ::MonoClass* baseClass = MonoUtil::getClass(type);
  53. const Vector<HComponent>& mComponents = so->getComponents();
  54. for(auto& component : mComponents)
  55. {
  56. if(component->getTypeId() == TID_ManagedComponent)
  57. {
  58. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  59. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  60. ::MonoClass* componentClass = MonoUtil::getClass(componentReflType);
  61. if(MonoUtil::isSubClassOf(componentClass, baseClass))
  62. {
  63. return managedComponent->getManagedInstance();
  64. }
  65. }
  66. }
  67. return nullptr;
  68. }
  69. MonoArray* ScriptComponent::internal_getComponentsPerType(MonoObject* parentSceneObject, MonoReflectionType* type)
  70. {
  71. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  72. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  73. ::MonoClass* baseClass = MonoUtil::getClass(type);
  74. Vector<MonoObject*> managedComponents;
  75. if (!checkIfDestroyed(so))
  76. {
  77. const Vector<HComponent>& mComponents = so->getComponents();
  78. for (auto& component : mComponents)
  79. {
  80. if (component->getTypeId() == TID_ManagedComponent)
  81. {
  82. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  83. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  84. ::MonoClass* componentClass = MonoUtil::getClass(componentReflType);
  85. if (MonoUtil::isSubClassOf(componentClass, baseClass))
  86. managedComponents.push_back(managedComponent->getManagedInstance());
  87. }
  88. }
  89. }
  90. ScriptArray scriptArray(metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  91. for (UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  92. scriptArray.set(i, managedComponents[i]);
  93. return scriptArray.getInternal();
  94. }
  95. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  96. {
  97. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  98. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  99. Vector<MonoObject*> managedComponents;
  100. if (!checkIfDestroyed(so))
  101. {
  102. const Vector<HComponent>& mComponents = so->getComponents();
  103. for (auto& component : mComponents)
  104. {
  105. if (component->getTypeId() == TID_ManagedComponent)
  106. {
  107. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  108. managedComponents.push_back(managedComponent->getManagedInstance());
  109. }
  110. }
  111. }
  112. ScriptArray scriptArray(metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  113. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  114. scriptArray.set(i, managedComponents[i]);
  115. return scriptArray.getInternal();
  116. }
  117. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  118. {
  119. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  120. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  121. if (checkIfDestroyed(so))
  122. return;
  123. ::MonoClass* baseClass = MonoUtil::getClass(type);
  124. const Vector<HComponent>& mComponents = so->getComponents();
  125. for(auto& component : mComponents)
  126. {
  127. if(component->getTypeId() == TID_ManagedComponent)
  128. {
  129. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  130. MonoReflectionType* componentReflType = managedComponent->getRuntimeType();
  131. ::MonoClass* componentClass = MonoUtil::getClass(componentReflType);
  132. if (MonoUtil::isSubClassOf(componentClass, baseClass))
  133. {
  134. managedComponent->destroy();
  135. return;
  136. }
  137. }
  138. }
  139. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  140. }
  141. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  142. {
  143. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  144. return nullptr;
  145. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  146. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getOrCreateScriptSceneObject(sceneObject);
  147. assert(scriptSO->getManagedInstance() != nullptr);
  148. return scriptSO->getManagedInstance();
  149. }
  150. TransformChangedFlags ScriptComponent::internal_getNotifyFlags(ScriptComponent* nativeInstance)
  151. {
  152. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  153. return nativeInstance->mManagedComponent->mNotifyFlags;
  154. return TCF_None;
  155. }
  156. void ScriptComponent::internal_setNotifyFlags(ScriptComponent* nativeInstance, TransformChangedFlags flags)
  157. {
  158. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  159. nativeInstance->mManagedComponent->mNotifyFlags = flags;
  160. }
  161. void ScriptComponent::internal_Invoke(ScriptComponent* nativeInstance, MonoString* name)
  162. {
  163. HManagedComponent comp = nativeInstance->mManagedComponent;
  164. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  165. return;
  166. MonoObject* compObj = comp->getManagedInstance();
  167. MonoClass* compClass = comp->getClass();
  168. bool found = false;
  169. String methodName = MonoUtil::monoToString(name);
  170. while (compClass != nullptr)
  171. {
  172. MonoMethod* method = compClass->getMethod(methodName);
  173. if (method != nullptr)
  174. {
  175. method->invoke(compObj, nullptr);
  176. found = true;
  177. break;
  178. }
  179. // Search for methods on base class if there is one
  180. MonoClass* baseClass = compClass->getBaseClass();
  181. if (baseClass != metaData.scriptClass)
  182. compClass = baseClass;
  183. else
  184. break;
  185. }
  186. if (!found)
  187. {
  188. LOGWRN("Cannot find method \"" + methodName + "\" to invoke on component of type \"" +
  189. compClass->getTypeName() + "\".");
  190. }
  191. }
  192. void ScriptComponent::internal_destroy(ScriptComponent* nativeInstance, bool immediate)
  193. {
  194. if (!checkIfDestroyed(nativeInstance->mManagedComponent))
  195. nativeInstance->mManagedComponent->destroy(immediate);
  196. }
  197. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  198. {
  199. if (handle.isDestroyed())
  200. {
  201. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + toString(handle.getInstanceId()));
  202. return true;
  203. }
  204. return false;
  205. }
  206. MonoObject* ScriptComponent::_createManagedInstance(bool construct)
  207. {
  208. SPtr<ManagedSerializableObjectInfo> currentObjInfo = nullptr;
  209. // See if this type even still exists
  210. if (!ScriptAssemblyManager::instance().getSerializableObjectInfo(mNamespace, mType, currentObjInfo))
  211. {
  212. mTypeMissing = true;
  213. return ScriptAssemblyManager::instance().getMissingComponentClass()->createInstance(true);
  214. }
  215. mTypeMissing = false;
  216. return currentObjInfo->mMonoClass->createInstance(construct);
  217. }
  218. ScriptObjectBackup ScriptComponent::beginRefresh()
  219. {
  220. ScriptGameObjectBase::beginRefresh();
  221. ScriptObjectBackup backupData;
  222. // It's possible that managed component is destroyed but a reference to it
  223. // is still kept. Don't backup such components.
  224. if (!mManagedComponent.isDestroyed(true))
  225. backupData.data = mManagedComponent->backup(true);
  226. return backupData;
  227. }
  228. void ScriptComponent::endRefresh(const ScriptObjectBackup& backupData)
  229. {
  230. ComponentBackupData componentBackup = any_cast<ComponentBackupData>(backupData.data);
  231. mManagedComponent->restore(mManagedInstance, componentBackup, mTypeMissing);
  232. ScriptGameObjectBase::endRefresh(backupData);
  233. }
  234. void ScriptComponent::_onManagedInstanceDeleted()
  235. {
  236. mManagedInstance = nullptr;
  237. // It's possible that managed component is destroyed but a reference to it
  238. // is still kept during assembly refresh. Such components shouldn't be restored
  239. // so we delete them.
  240. if (!mRefreshInProgress || mManagedComponent.isDestroyed(true))
  241. ScriptGameObjectManager::instance().destroyScriptComponent(this);
  242. }
  243. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  244. {
  245. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  246. }
  247. }