BsScriptComponent.cpp 5.3 KB

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  1. #include "BsScriptComponent.h"
  2. #include "BsScriptGameObjectManager.h"
  3. #include "BsScriptMeta.h"
  4. #include "BsMonoField.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoManager.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsScriptSceneObject.h"
  9. #include "BsManagedComponent.h"
  10. #include "CmSceneObject.h"
  11. using namespace CamelotFramework;
  12. namespace BansheeEngine
  13. {
  14. ScriptComponent::ScriptComponent(const CM::GameObjectHandle<ManagedComponent>& managedComponent)
  15. :mManagedComponent(managedComponent)
  16. {
  17. }
  18. void ScriptComponent::initMetaData()
  19. {
  20. metaData = ScriptMeta(BansheeEngineAssemblyName, "BansheeEngine", "Component", &ScriptComponent::initRuntimeData);
  21. MonoManager::registerScriptType(&metaData);
  22. }
  23. void ScriptComponent::initRuntimeData()
  24. {
  25. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  26. metaData.scriptClass->addInternalCall("Internal_GetComponent", &ScriptComponent::internal_getComponent);
  27. metaData.scriptClass->addInternalCall("Internal_GetComponents", &ScriptComponent::internal_getComponents);
  28. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  29. metaData.scriptClass->addInternalCall("Internal_DestroyInstance", &ScriptComponent::internal_destroyInstance);
  30. }
  31. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  32. {
  33. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  34. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  35. // We only allow single component per type
  36. const Vector<HComponent>::type& mComponents = so->getComponents();
  37. for(auto& component : mComponents)
  38. {
  39. if(component->getTypeId() == TID_ManagedComponent)
  40. {
  41. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  42. if(managedComponent->getRuntimeType() == type)
  43. {
  44. LOGWRN("Attempting to add a component that already exists on SceneObject \"" + so->getName() + "\"");
  45. return managedComponent->getManagedInstance();
  46. }
  47. }
  48. }
  49. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  50. ScriptComponent* nativeInstance = ScriptGameObjectManager::instance().createScriptComponent(mc);
  51. return nativeInstance->getManagedInstance();
  52. }
  53. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  54. {
  55. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  56. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  57. const Vector<HComponent>::type& mComponents = so->getComponents();
  58. for(auto& component : mComponents)
  59. {
  60. if(component->getTypeId() == TID_ManagedComponent)
  61. {
  62. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  63. if(managedComponent->getRuntimeType() == type)
  64. {
  65. return managedComponent->getManagedInstance();
  66. }
  67. }
  68. }
  69. return nullptr;
  70. }
  71. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  72. {
  73. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  74. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  75. const Vector<HComponent>::type& mComponents = so->getComponents();
  76. Vector<MonoObject*>::type managedComponents;
  77. for(auto& component : mComponents)
  78. {
  79. if(component->getTypeId() == TID_ManagedComponent)
  80. {
  81. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  82. managedComponents.push_back(managedComponent->getManagedInstance());
  83. }
  84. }
  85. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  86. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  87. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  88. {
  89. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  90. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  91. }
  92. return componentArray;
  93. }
  94. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  95. {
  96. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  97. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  98. // We only allow single component per type
  99. const Vector<HComponent>::type& mComponents = so->getComponents();
  100. for(auto& component : mComponents)
  101. {
  102. if(component->getTypeId() == TID_ManagedComponent)
  103. {
  104. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  105. if(managedComponent->getRuntimeType() == type)
  106. {
  107. managedComponent->destroy();
  108. return;
  109. }
  110. }
  111. }
  112. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  113. }
  114. void ScriptComponent::internal_destroyInstance(ScriptComponent* nativeInstance)
  115. {
  116. ScriptGameObjectManager::instance().destroyScriptGameObject(nativeInstance);
  117. }
  118. void ScriptComponent::setNativeHandle(const CM::HGameObject& gameObject)
  119. {
  120. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  121. }
  122. }