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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsIReflectable.h"
- namespace bs
- {
- /** @addtogroup Scene-Internal
- * @{
- */
- /** Flags used for notifying child scene object and components when a transform has been changed. */
- enum TransformChangedFlags
- {
- TCF_None = 0x00, /**< Component will not be notified about any events relating to the transform. */
- TCF_Transform = 0x01, /**< Component will be notified when the its position, rotation or scale has changed. */
- TCF_Parent = 0x02 /**< Component will be notified when its parent changes. */
- };
- /** @} */
- /** @addtogroup Scene
- * @{
- */
- /**
- * Type of object that can be referenced by a GameObject handle. Each object has an unique ID and is registered with
- * the GameObjectManager.
- */
- class BS_CORE_EXPORT GameObject : public IReflectable
- {
- public:
- GameObject();
- virtual ~GameObject();
- /** Returns the unique instance ID of the GameObject. */
- UINT64 getInstanceId() const { return mInstanceData->mInstanceId; }
- /**
- * Returns an ID that identifies a link between this object and its equivalent in the linked prefab. This will be
- * -1 if the object has no prefab link, or if the object is specific to the instance and has no prefab equivalent.
- */
- UINT32 getLinkId() const { return mLinkId; }
- /** Gets the name of the object. */
- const String& getName() const { return mName; }
- /** Sets the name of the object. */
- void setName(const String& name) { mName = name; }
- public: // ***** INTERNAL ******
- /** @name Internal
- * @{
- */
- /**
- * Marks the object as destroyed. Generally this means the object has been queued for destruction but it hasn't
- * occurred yet.
- */
- void _setIsDestroyed() { mIsDestroyed = true; }
- /** Checks if the object has been destroyed. */
- bool _getIsDestroyed() const { return mIsDestroyed; }
- /** Changes the prefab link ID for this object. See getLinkId(). */
- void _setLinkId(UINT32 id) { mLinkId = id; }
- /**
- * Replaces the instance data with another objects instance data. This object will basically become the original
- * owner of the provided instance data as far as all game object handles referencing it are concerned.
- *
- * @note
- * No alive objects should ever be sharing the same instance data. This can be used for restoring dead handles.
- */
- virtual void _setInstanceData(GameObjectInstanceDataPtr& other);
- /** Returns instance data that identifies this GameObject and is used for referencing by game object handles. */
- virtual GameObjectInstanceDataPtr _getInstanceData() const { return mInstanceData; }
- /** @} */
- protected:
- friend class GameObjectHandleBase;
- friend class GameObjectManager;
- friend class PrefabDiff;
- friend class PrefabUtility;
- /** Initializes the GameObject after construction. */
- void initialize(const SPtr<GameObject>& object, UINT64 instanceId);
- /**
- * Destroys this object.
- *
- * @param[in] handle Game object handle to this object.
- * @param[in] immediate If true, the object will be deallocated and become unusable right away. Otherwise the
- * deallocation will be delayed to the end of frame (preferred method).
- */
- virtual void destroyInternal(GameObjectHandleBase& handle, bool immediate = false) = 0;
- protected:
- String mName;
- UINT32 mLinkId;
- private:
- friend class Prefab;
- GameObjectInstanceDataPtr mInstanceData;
- bool mIsDestroyed;
- /************************************************************************/
- /* RTTI */
- /************************************************************************/
- public:
- friend class GameObjectRTTI;
- static RTTITypeBase* getRTTIStatic();
- virtual RTTITypeBase* getRTTI() const override;
- };
- /** @} */
- }
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