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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsIReflectable.h"
- namespace BansheeEngine
- {
- /**
- * @brief Contains instance data that is held by all GameObject handles.
- */
- struct GameObjectInstanceData
- {
- GameObjectInstanceData()
- :mInstanceId(0), object(nullptr)
- { }
- std::shared_ptr<GameObject> object;
- UINT64 mInstanceId;
- };
- typedef std::shared_ptr<GameObjectInstanceData> GameObjectInstanceDataPtr;
- /**
- * @brief 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();
- /**
- * @brief Returns the unique instance ID of the GameObject.
- */
- UINT64 getInstanceId() const { return mInstanceData->mInstanceId; }
- /**
- * @brief 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.
- */
- INT32 getLinkId() const { return mLinkId; }
- /**
- * @brief Gets the name of the object.
- */
- const String& getName() const { return mName; }
- /**
- * @brief Sets the name of the object.
- */
- void setName(const String& name) { mName = name; }
- /**
- * @brief Marks the object as destroyed. Generally this means the object
- * has been queued for destruction but it hasn't occurred yet.
- *
- * @note Internal method.
- */
- void _setIsDestroyed() { mIsDestroyed = true; }
- /**
- * @brief Checks if the object has been destroyed.
- */
- bool _getIsDestroyed() const { return mIsDestroyed; }
- /**
- * @brief 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 Internal method.
- * No alive objects should ever be sharing the same instance data. This can be used
- * for restoring dead handles.
- */
- virtual void _setInstanceData(GameObjectInstanceDataPtr& other);
- /**
- * @brief Returns instance data that identifies this GameObject and is used for referencing
- * by game object handles.
- *
- * @note Internal method.
- */
- virtual GameObjectInstanceDataPtr _getInstanceData() const { return mInstanceData; }
- protected:
- friend class GameObjectHandleBase;
- friend class GameObjectManager;
- friend class PrefabDiff;
- friend class PrefabUtility;
- /**
- * @brief Initializes the GameObject after construction.
- */
- void initialize(const std::shared_ptr<GameObject>& object, UINT64 instanceId);
- /**
- * @brief 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;
- INT32 mLinkId;
- private:
- friend class Prefab;
- GameObjectInstanceDataPtr mInstanceData;
- bool mIsDestroyed;
- /************************************************************************/
- /* RTTI */
- /************************************************************************/
- public:
- friend class GameObjectRTTI;
- static RTTITypeBase* getRTTIStatic();
- virtual RTTITypeBase* getRTTI() const override;
- };
- }
- #include "BsGameObjectHandle.h"
- namespace BansheeEngine
- {
- // Game object handles
- typedef GameObjectHandle<GameObject> HGameObject;
- typedef GameObjectHandle<SceneObject> HSceneObject;
- typedef GameObjectHandle<Component> HComponent;
- }
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