BsScriptComponent.cpp 1.5 KB

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  1. #include "BsScriptComponent.h"
  2. #include "BsScriptMeta.h"
  3. #include "BsMonoField.h"
  4. #include "BsMonoClass.h"
  5. #include "BsMonoManager.h"
  6. #include "BsManagedComponent.h"
  7. using namespace CamelotFramework;
  8. namespace BansheeEngine
  9. {
  10. ScriptComponent::ScriptComponent(const CM::GameObjectHandle<ManagedComponent>& managedComponent)
  11. :mManagedComponent(managedComponent)
  12. {
  13. }
  14. void ScriptComponent::initMetaData()
  15. {
  16. metaData = ScriptMeta(BansheeEngineAssemblyName, "BansheeEngine", "Component", &ScriptComponent::initRuntimeData);
  17. MonoManager::registerScriptType(&metaData);
  18. }
  19. void ScriptComponent::initRuntimeData()
  20. {
  21. metaData.scriptClass->addInternalCall("Internal_CreateInstance", &ScriptComponent::internal_destroyInstance);
  22. metaData.scriptClass->addInternalCall("Internal_DestroyInstance", &ScriptComponent::internal_destroyInstance);
  23. }
  24. void ScriptComponent::internal_createInstance(MonoObject* instance, MonoString* ns, MonoString* typeName)
  25. {
  26. // TODO - Just a placeholder
  27. ScriptComponent* nativeInstance = new (cm_alloc<ScriptComponent>()) ScriptComponent(GameObjectHandle<ManagedComponent>());
  28. nativeInstance->createInstance(instance);
  29. metaData.thisPtrField->setValue(instance, nativeInstance);
  30. }
  31. void ScriptComponent::internal_destroyInstance(ScriptComponent* nativeInstance)
  32. {
  33. cm_delete(nativeInstance);
  34. }
  35. void ScriptComponent::setNativeHandle(const CM::HGameObject& gameObject)
  36. {
  37. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  38. }
  39. }