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- #pragma once
- #include "BsScriptEnginePrerequisites.h"
- #include "CmRTTIType.h"
- #include "BsRuntimeScriptObjects.h"
- #include "BsScriptSerializableObject.h"
- #include "BsScriptSerializableField.h"
- #include "CmGameObjectManager.h"
- #include "BsMonoClass.h"
- namespace BansheeEngine
- {
- class BS_SCR_BE_EXPORT ScriptSerializableObjectRTTI : public CM::RTTIType<ScriptSerializableObject, CM::IReflectable, ScriptSerializableObjectRTTI>
- {
- private:
- ScriptSerializableObjectInfoPtr getInfo(ScriptSerializableObject* obj)
- {
- return obj->mObjInfo;
- }
- void setInfo(ScriptSerializableObject* obj, ScriptSerializableObjectInfoPtr val)
- {
- obj->mObjInfo = val;
- }
- ScriptSerializableFieldDataEntryPtr getFieldEntry(ScriptSerializableObject* obj, CM::UINT32 arrayIdx)
- {
- return obj->mFieldEntries[arrayIdx];
- }
- void setFieldsEntry(ScriptSerializableObject* obj, CM::UINT32 arrayIdx, ScriptSerializableFieldDataEntryPtr val)
- {
- obj->mFieldEntries[arrayIdx] = val;
- }
- CM::UINT32 getNumFieldEntries(ScriptSerializableObject* obj)
- {
- return (CM::UINT32)obj->mFieldEntries.size();
- }
- void setNumFieldEntries(ScriptSerializableObject* obj, CM::UINT32 numEntries)
- {
- obj->mFieldEntries.resize(numEntries);
- }
- public:
- ScriptSerializableObjectRTTI()
- {
- addReflectablePtrField("mObjInfo", 0, &ScriptSerializableObjectRTTI::getInfo, &ScriptSerializableObjectRTTI::setInfo);
- addReflectablePtrArrayField("mFieldEntries", 1, &ScriptSerializableObjectRTTI::getFieldEntry, &ScriptSerializableObjectRTTI::getNumFieldEntries,
- &ScriptSerializableObjectRTTI::setFieldsEntry, &ScriptSerializableObjectRTTI::setNumFieldEntries);
- }
- virtual void onSerializationStarted(CM::IReflectable* obj)
- {
- ScriptSerializableObject* serializableObject = static_cast<ScriptSerializableObject*>(obj);
- serializableObject->serializeManagedInstance();
- }
- virtual void onDeserializationStarted(CM::IReflectable* obj)
- {
- ScriptSerializableObject* serializableObject = static_cast<ScriptSerializableObject*>(obj);
- // If we are deserializing a GameObject we need to defer deserializing actual field values
- // to ensure GameObject handles instances have been fixed up (which only happens after deserialization is done)
- if(CM::GameObjectManager::instance().isGameObjectDeserializationActive())
- CM::GameObjectManager::instance().registerOnDeserializationEndCallback([=] () { serializableObject->deserializeManagedInstance(); });
- else
- serializableObject->deserializeManagedInstance();
- }
- virtual const CM::String& getRTTIName()
- {
- static CM::String name = "ScriptSerializableObject";
- return name;
- }
- virtual CM::UINT32 getRTTIId()
- {
- return TID_ScriptSerializableObject;
- }
- virtual std::shared_ptr<CM::IReflectable> newRTTIObject()
- {
- return ScriptSerializableObject::createEmpty();
- }
- };
- }
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