BsScriptSelection.cpp 8.5 KB

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  1. #include "BsScriptSelection.h"
  2. #include "BsScriptMeta.h"
  3. #include "BsMonoClass.h"
  4. #include "BsMonoMethod.h"
  5. #include "BsSelection.h"
  6. #include "BsScriptSceneObject.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsScriptGameObjectManager.h"
  9. namespace BansheeEngine
  10. {
  11. ScriptSelection::OnSelectionChangedThunkDef ScriptSelection::OnSelectionChangedThunk;
  12. ScriptSelection::OnPingResourceThunkDef ScriptSelection::OnPingResourceThunk;
  13. ScriptSelection::OnPingSceneObjectThunkDef ScriptSelection::OnPingSceneObjectThunk;
  14. HEvent ScriptSelection::OnSelectionChangedConn;
  15. HEvent ScriptSelection::OnPingResourceConn;
  16. HEvent ScriptSelection::OnPingSceneObjectConn;
  17. ScriptSelection::ScriptSelection(MonoObject* instance)
  18. :ScriptObject(instance)
  19. {
  20. }
  21. void ScriptSelection::initRuntimeData()
  22. {
  23. metaData.scriptClass->addInternalCall("Internal_GetSceneObjectSelection", &ScriptSelection::internal_GetSceneObjectSelection);
  24. metaData.scriptClass->addInternalCall("Internal_SetSceneObjectSelection", &ScriptSelection::internal_SetSceneObjectSelection);
  25. metaData.scriptClass->addInternalCall("Internal_GetResourceUUIDSelection", &ScriptSelection::internal_GetResourceUUIDSelection);
  26. metaData.scriptClass->addInternalCall("Internal_SetResourceUUIDSelection", &ScriptSelection::internal_SetResourceUUIDSelection);
  27. metaData.scriptClass->addInternalCall("Internal_GetResourcePathSelection", &ScriptSelection::internal_GetResourcePathSelection);
  28. metaData.scriptClass->addInternalCall("Internal_SetResourcePathSelection", &ScriptSelection::internal_SetResourcePathSelection);
  29. metaData.scriptClass->addInternalCall("Internal_PingResource", &ScriptSelection::internal_PingResource);
  30. metaData.scriptClass->addInternalCall("Internal_PingSceneObject", &ScriptSelection::internal_PingSceneObject);
  31. OnSelectionChangedThunk = (OnSelectionChangedThunkDef)metaData.scriptClass->getMethod("Internal_TriggerSelectionChanged", 2)->getThunk();
  32. OnPingResourceThunk = (OnPingResourceThunkDef)metaData.scriptClass->getMethod("Internal_TriggerResourcePing", 1)->getThunk();
  33. OnPingSceneObjectThunk = (OnPingSceneObjectThunkDef)metaData.scriptClass->getMethod("Internal_TriggerSceneObjectPing", 1)->getThunk();
  34. }
  35. void ScriptSelection::internal_GetSceneObjectSelection(MonoArray** selection)
  36. {
  37. Vector<HSceneObject> sceneObjects = Selection::instance().getSceneObjects();
  38. ::MonoClass* sceneObjectMonoClass = ScriptSceneObject::getMetaData()->scriptClass->_getInternalClass();
  39. MonoArray* sceneObjectArray = mono_array_new(MonoManager::instance().getDomain(),
  40. sceneObjectMonoClass, (UINT32)sceneObjects.size());
  41. for (UINT32 i = 0; i < (UINT32)sceneObjects.size(); i++)
  42. {
  43. // TODO - This bit is commonly used, I should add a method in ScriptGameObjectManager
  44. ScriptSceneObject* scriptSceneObject = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObjects[i]);
  45. if (scriptSceneObject == nullptr)
  46. scriptSceneObject = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObjects[i]);
  47. MonoObject* sceneMonoObject = scriptSceneObject->getManagedInstance();
  48. void* elemAddr = mono_array_addr_with_size(sceneObjectArray, sizeof(MonoObject*), i);
  49. memcpy(elemAddr, &sceneMonoObject, sizeof(MonoObject*));
  50. }
  51. *selection = sceneObjectArray;
  52. }
  53. void ScriptSelection::internal_SetSceneObjectSelection(MonoArray* selection)
  54. {
  55. Vector<HSceneObject> sceneObjects;
  56. UINT32 arrayLen = (UINT32)mono_array_length(selection);
  57. for (UINT32 i = 0; i < arrayLen; i++)
  58. {
  59. MonoObject* monoSO = mono_array_get(selection, MonoObject*, i);
  60. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(monoSO);
  61. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  62. sceneObjects.push_back(so);
  63. }
  64. Selection::instance().setSceneObjects(sceneObjects);
  65. }
  66. void ScriptSelection::internal_GetResourceUUIDSelection(MonoArray** selection)
  67. {
  68. Vector<String> uuids = Selection::instance().getResourceUUIDs();
  69. MonoArray* uuidArray = mono_array_new(MonoManager::instance().getDomain(),
  70. mono_get_string_class(), (UINT32)uuids.size());
  71. for (UINT32 i = 0; i < (UINT32)uuids.size(); i++)
  72. {
  73. MonoString* monoString = MonoUtil::stringToMono(MonoManager::instance().getDomain(), uuids[i]);
  74. void* elemAddr = mono_array_addr_with_size(uuidArray, sizeof(MonoString*), i);
  75. memcpy(elemAddr, &monoString, sizeof(MonoString*));
  76. }
  77. *selection = uuidArray;
  78. }
  79. void ScriptSelection::internal_SetResourceUUIDSelection(MonoArray* selection)
  80. {
  81. Vector<String> uuids;
  82. UINT32 arrayLen = (UINT32)mono_array_length(selection);
  83. for (UINT32 i = 0; i < arrayLen; i++)
  84. {
  85. MonoString* monoString = mono_array_get(selection, MonoString*, i);
  86. String uuid = MonoUtil::monoToString(monoString);
  87. uuids.push_back(uuid);
  88. }
  89. Selection::instance().setResourceUUIDs(uuids);
  90. }
  91. void ScriptSelection::internal_GetResourcePathSelection(MonoArray** selection)
  92. {
  93. Vector<Path> paths = Selection::instance().getResourcePaths();
  94. MonoArray* pathArray = mono_array_new(MonoManager::instance().getDomain(),
  95. mono_get_string_class(), (UINT32)paths.size());
  96. for (UINT32 i = 0; i < (UINT32)paths.size(); i++)
  97. {
  98. MonoString* monoString = MonoUtil::stringToMono(MonoManager::instance().getDomain(), paths[i].toString());
  99. void* elemAddr = mono_array_addr_with_size(pathArray, sizeof(MonoString*), i);
  100. memcpy(elemAddr, &monoString, sizeof(MonoString*));
  101. }
  102. *selection = pathArray;
  103. }
  104. void ScriptSelection::internal_SetResourcePathSelection(MonoArray* selection)
  105. {
  106. Vector<Path> paths;
  107. UINT32 arrayLen = (UINT32)mono_array_length(selection);
  108. for (UINT32 i = 0; i < arrayLen; i++)
  109. {
  110. MonoString* monoString = mono_array_get(selection, MonoString*, i);
  111. Path path = MonoUtil::monoToString(monoString);
  112. paths.push_back(path);
  113. }
  114. Selection::instance().setResourcePaths(paths);
  115. }
  116. void ScriptSelection::internal_PingResource(MonoString* resourcePath)
  117. {
  118. Path path = MonoUtil::monoToString(resourcePath);
  119. Selection::instance().ping(path);
  120. }
  121. void ScriptSelection::internal_PingSceneObject(MonoObject* so)
  122. {
  123. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(so);
  124. HSceneObject soHandle = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  125. Selection::instance().ping(soHandle);
  126. }
  127. void ScriptSelection::startUp()
  128. {
  129. OnSelectionChangedConn = Selection::instance().onSelectionChanged.connect(&ScriptSelection::onSelectionChanged);
  130. OnPingResourceConn = Selection::instance().onResourcePing.connect(&ScriptSelection::onResourcePing);
  131. OnPingSceneObjectConn = Selection::instance().onSceneObjectPing.connect(&ScriptSelection::onSceneObjectPing);
  132. }
  133. void ScriptSelection::shutDown()
  134. {
  135. OnSelectionChangedConn.disconnect();
  136. OnPingResourceConn.disconnect();
  137. OnPingSceneObjectConn.disconnect();
  138. }
  139. void ScriptSelection::onSelectionChanged(const Vector<HSceneObject>& sceneObjects, const Vector<Path>& resPaths)
  140. {
  141. UINT32 numObjects = (UINT32)sceneObjects.size();
  142. ScriptArray scriptObjects = ScriptArray::create<ScriptSceneObject>(numObjects);
  143. for (UINT32 i = 0; i < numObjects; i++)
  144. {
  145. // TODO - This bit is commonly used, I should add a method in ScriptGameObjectManager
  146. ScriptSceneObject* scriptSceneObject = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObjects[i]);
  147. if (scriptSceneObject == nullptr)
  148. scriptSceneObject = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObjects[i]);
  149. scriptObjects.set(i, scriptSceneObject->getManagedInstance());
  150. }
  151. UINT32 numPaths = (UINT32)resPaths.size();
  152. ScriptArray scriptPaths = ScriptArray::create<String>(numPaths);
  153. for (UINT32 i = 0; i < numPaths; i++)
  154. scriptPaths.set(i, resPaths[i].toString());
  155. MonoArray* monoObjects = scriptObjects.getInternal();
  156. MonoArray* monoPaths = scriptPaths.getInternal();
  157. MonoUtil::invokeThunk(OnSelectionChangedThunk, monoObjects, monoPaths);
  158. }
  159. void ScriptSelection::onResourcePing(const Path& resPath)
  160. {
  161. MonoString* monoResPath = MonoUtil::wstringToMono(MonoManager::instance().getDomain(), resPath.toWString());
  162. MonoUtil::invokeThunk(OnPingResourceThunk, monoResPath);
  163. }
  164. void ScriptSelection::onSceneObjectPing(const HSceneObject& sceneObject)
  165. {
  166. // TODO - This bit is commonly used, I should add a method in ScriptGameObjectManager
  167. ScriptSceneObject* scriptSceneObject = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObject);
  168. if (scriptSceneObject == nullptr)
  169. scriptSceneObject = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObject);
  170. MonoUtil::invokeThunk(OnPingSceneObjectThunk, scriptSceneObject->getManagedInstance());
  171. }
  172. }