BsGameObjectHandle.cpp 1.8 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsCorePrerequisites.h"
  4. #include "Scene/BsGameObject.h"
  5. #include "Scene/BsGameObjectHandle.h"
  6. #include "Error/BsException.h"
  7. #include "Scene/BsGameObject.h"
  8. #include "RTTI/BsGameObjectHandleRTTI.h"
  9. namespace bs
  10. {
  11. GameObjectHandleBase::GameObjectHandleBase(const SPtr<GameObjectHandleData>& data)
  12. :mData(data)
  13. { }
  14. GameObjectHandleBase::GameObjectHandleBase(const SPtr<GameObject> ptr)
  15. {
  16. mData = bs_shared_ptr_new<GameObjectHandleData>(ptr->mInstanceData);
  17. }
  18. GameObjectHandleBase::GameObjectHandleBase(std::nullptr_t ptr)
  19. {
  20. mData = bs_shared_ptr_new<GameObjectHandleData>(nullptr);
  21. }
  22. GameObjectHandleBase::GameObjectHandleBase()
  23. {
  24. mData = bs_shared_ptr_new<GameObjectHandleData>(nullptr);
  25. }
  26. bool GameObjectHandleBase::isDestroyed(bool checkQueued) const
  27. {
  28. return mData->mPtr == nullptr || mData->mPtr->object == nullptr
  29. || (checkQueued && mData->mPtr->object->_getIsDestroyed());
  30. }
  31. void GameObjectHandleBase::_resolve(const GameObjectHandleBase& object)
  32. {
  33. mData->mPtr = object.mData->mPtr;
  34. }
  35. void GameObjectHandleBase::_setHandleData(const SPtr<GameObject>& object)
  36. {
  37. mData->mPtr = object->mInstanceData;
  38. }
  39. void GameObjectHandleBase::throwIfDestroyed() const
  40. {
  41. if(isDestroyed())
  42. {
  43. BS_EXCEPT(InternalErrorException, "Trying to access an object that has been destroyed.");
  44. }
  45. }
  46. RTTITypeBase* GameObjectHandleBase::getRTTIStatic()
  47. {
  48. return GameObjectHandleRTTI::instance();
  49. }
  50. RTTITypeBase* GameObjectHandleBase::getRTTI() const
  51. {
  52. return GameObjectHandleBase::getRTTIStatic();
  53. }
  54. }