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- #pragma once
- #include "BsScriptEnginePrerequisites.h"
- #include "BsRTTIType.h"
- #include "BsRuntimeScriptObjects.h"
- #include "BsManagedSerializableObject.h"
- #include "BsManagedSerializableField.h"
- #include "BsGameObjectManager.h"
- #include "BsMonoClass.h"
- namespace BansheeEngine
- {
- class BS_SCR_BE_EXPORT ManagedSerializableObjectRTTI : public RTTIType<ManagedSerializableObject, IReflectable, ManagedSerializableObjectRTTI>
- {
- private:
- ManagedSerializableObjectInfoPtr getInfo(ManagedSerializableObject* obj)
- {
- return obj->mObjInfo;
- }
- void setInfo(ManagedSerializableObject* obj, ManagedSerializableObjectInfoPtr val)
- {
- obj->mObjInfo = val;
- }
- ManagedSerializableFieldDataEntryPtr getFieldEntry(ManagedSerializableObject* obj, UINT32 arrayIdx)
- {
- return obj->mFieldEntries[arrayIdx];
- }
- void setFieldsEntry(ManagedSerializableObject* obj, UINT32 arrayIdx, ManagedSerializableFieldDataEntryPtr val)
- {
- obj->mFieldEntries[arrayIdx] = val;
- }
- UINT32 getNumFieldEntries(ManagedSerializableObject* obj)
- {
- return (UINT32)obj->mFieldEntries.size();
- }
- void setNumFieldEntries(ManagedSerializableObject* obj, UINT32 numEntries)
- {
- obj->mFieldEntries.resize(numEntries);
- }
- public:
- ManagedSerializableObjectRTTI()
- {
- addReflectablePtrField("mObjInfo", 0, &ManagedSerializableObjectRTTI::getInfo, &ManagedSerializableObjectRTTI::setInfo);
- addReflectablePtrArrayField("mFieldEntries", 1, &ManagedSerializableObjectRTTI::getFieldEntry, &ManagedSerializableObjectRTTI::getNumFieldEntries,
- &ManagedSerializableObjectRTTI::setFieldsEntry, &ManagedSerializableObjectRTTI::setNumFieldEntries);
- }
- virtual void onSerializationStarted(IReflectable* obj)
- {
- ManagedSerializableObject* serializableObject = static_cast<ManagedSerializableObject*>(obj);
- serializableObject->serializeManagedInstance();
- }
- virtual void onDeserializationStarted(IReflectable* obj)
- {
- ManagedSerializableObject* serializableObject = static_cast<ManagedSerializableObject*>(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(GameObjectManager::instance().isGameObjectDeserializationActive())
- GameObjectManager::instance().registerOnDeserializationEndCallback([=] () { serializableObject->deserializeManagedInstance(); });
- else
- serializableObject->deserializeManagedInstance();
- }
- virtual const String& getRTTIName()
- {
- static String name = "ScriptSerializableObject";
- return name;
- }
- virtual UINT32 getRTTIId()
- {
- return TID_ScriptSerializableObject;
- }
- virtual std::shared_ptr<IReflectable> newRTTIObject()
- {
- return ManagedSerializableObject::createEmpty();
- }
- };
- }
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