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BsScriptComponent.cpp 6.3 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 "BsMonoMethod.h"
  7. #include "BsMonoManager.h"
  8. #include "BsMonoUtil.h"
  9. #include "BsScriptSceneObject.h"
  10. #include "BsManagedComponent.h"
  11. #include "BsSceneObject.h"
  12. namespace BansheeEngine
  13. {
  14. ScriptComponent::ScriptComponent(MonoObject* instance)
  15. :ScriptObject(instance)
  16. { }
  17. void ScriptComponent::initRuntimeData()
  18. {
  19. metaData.scriptClass->addInternalCall("Internal_CreateInstance", &ScriptComponent::internal_createInstance);
  20. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  21. metaData.scriptClass->addInternalCall("Internal_GetComponent", &ScriptComponent::internal_getComponent);
  22. metaData.scriptClass->addInternalCall("Internal_GetComponents", &ScriptComponent::internal_getComponents);
  23. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  24. metaData.scriptClass->addInternalCall("Internal_GetSceneObject", &ScriptComponent::internal_getSceneObject);
  25. }
  26. void ScriptComponent::setManagedComponent(const GameObjectHandle<ManagedComponent>& managedComponent)
  27. {
  28. mManagedComponent = managedComponent;
  29. }
  30. void ScriptComponent::internal_createInstance(MonoObject* instance)
  31. {
  32. ScriptComponent* nativeInstance = new (bs_alloc<ScriptComponent>()) ScriptComponent(instance);
  33. }
  34. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  35. {
  36. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  37. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  38. if (checkIfDestroyed(so))
  39. return nullptr;
  40. // We only allow single component per type
  41. const Vector<HComponent>& mComponents = so->getComponents();
  42. for(auto& component : mComponents)
  43. {
  44. if(component->getTypeId() == TID_ManagedComponent)
  45. {
  46. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  47. if(managedComponent->getRuntimeType() == type)
  48. {
  49. LOGWRN("Attempting to add a component that already exists on SceneObject \"" + so->getName() + "\"");
  50. return managedComponent->getManagedInstance();
  51. }
  52. }
  53. }
  54. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  55. return mc->getManagedInstance();
  56. }
  57. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  58. {
  59. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  60. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  61. if (checkIfDestroyed(so))
  62. return nullptr;
  63. const Vector<HComponent>& mComponents = so->getComponents();
  64. for(auto& component : mComponents)
  65. {
  66. if(component->getTypeId() == TID_ManagedComponent)
  67. {
  68. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  69. if(managedComponent->getRuntimeType() == type)
  70. {
  71. return managedComponent->getManagedInstance();
  72. }
  73. }
  74. }
  75. return nullptr;
  76. }
  77. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  78. {
  79. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  80. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  81. Vector<MonoObject*> managedComponents;
  82. if (!checkIfDestroyed(so))
  83. {
  84. const Vector<HComponent>& mComponents = so->getComponents();
  85. for (auto& component : mComponents)
  86. {
  87. if (component->getTypeId() == TID_ManagedComponent)
  88. {
  89. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  90. managedComponents.push_back(managedComponent->getManagedInstance());
  91. }
  92. }
  93. }
  94. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  95. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  96. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  97. {
  98. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  99. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  100. }
  101. return componentArray;
  102. }
  103. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  104. {
  105. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  106. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  107. if (checkIfDestroyed(so))
  108. return;
  109. // We only allow single component per type
  110. const Vector<HComponent>& mComponents = so->getComponents();
  111. for(auto& component : mComponents)
  112. {
  113. if(component->getTypeId() == TID_ManagedComponent)
  114. {
  115. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  116. if(managedComponent->getRuntimeType() == type)
  117. {
  118. managedComponent->destroy();
  119. return;
  120. }
  121. }
  122. }
  123. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  124. }
  125. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  126. {
  127. if (checkIfDestroyed(nativeInstance->mManagedComponent))
  128. return nullptr;
  129. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  130. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObject);
  131. if (scriptSO == nullptr)
  132. scriptSO = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObject);
  133. return scriptSO->getManagedInstance();
  134. }
  135. bool ScriptComponent::checkIfDestroyed(const GameObjectHandleBase& handle)
  136. {
  137. if (handle.isDestroyed())
  138. {
  139. LOGWRN("Trying to access a destroyed GameObject with instance ID: " + handle.getInstanceId());
  140. return true;
  141. }
  142. return false;
  143. }
  144. void ScriptComponent::_onManagedInstanceDeleted()
  145. {
  146. mManagedInstance = nullptr;
  147. ScriptGameObjectManager::instance().destroyScriptGameObject(this);
  148. }
  149. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  150. {
  151. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  152. }
  153. }