BsGameObject.h 4.0 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "Reflection/BsIReflectable.h"
  6. namespace bs
  7. {
  8. /** @addtogroup Scene-Internal
  9. * @{
  10. */
  11. /** Flags used for notifying child scene object and components when a transform has been changed. */
  12. enum TransformChangedFlags
  13. {
  14. TCF_None = 0x00, /**< Component will not be notified about any events relating to the transform. */
  15. TCF_Transform = 0x01, /**< Component will be notified when the its position, rotation or scale has changed. */
  16. TCF_Parent = 0x02, /**< Component will be notified when its parent changes. */
  17. TCF_Mobility = 0x04 /**< Component will be notified when mobility state changes. */
  18. };
  19. /** @} */
  20. /** @addtogroup Scene
  21. * @{
  22. */
  23. /**
  24. * Type of object that can be referenced by a GameObject handle. Each object has an unique ID and is registered with
  25. * the GameObjectManager.
  26. */
  27. class BS_CORE_EXPORT GameObject : public IReflectable
  28. {
  29. public:
  30. GameObject();
  31. virtual ~GameObject();
  32. /** Returns the unique instance ID of the GameObject. */
  33. UINT64 getInstanceId() const { return mInstanceData->mInstanceId; }
  34. /**
  35. * Returns an ID that identifies a link between this object and its equivalent in the linked prefab. This will be
  36. * -1 if the object has no prefab link, or if the object is specific to the instance and has no prefab equivalent.
  37. */
  38. UINT32 getLinkId() const { return mLinkId; }
  39. /** Gets the name of the object. */
  40. const String& getName() const { return mName; }
  41. /** Sets the name of the object. */
  42. void setName(const String& name) { mName = name; }
  43. public: // ***** INTERNAL ******
  44. /** @name Internal
  45. * @{
  46. */
  47. /**
  48. * Marks the object as destroyed. Generally this means the object has been queued for destruction but it hasn't
  49. * occurred yet.
  50. */
  51. void _setIsDestroyed() { mIsDestroyed = true; }
  52. /** Checks if the object has been destroyed. */
  53. bool _getIsDestroyed() const { return mIsDestroyed; }
  54. /** Changes the prefab link ID for this object. See getLinkId(). */
  55. void _setLinkId(UINT32 id) { mLinkId = id; }
  56. /**
  57. * Replaces the instance data with another objects instance data. This object will basically become the original
  58. * owner of the provided instance data as far as all game object handles referencing it are concerned.
  59. *
  60. * @note
  61. * No alive objects should ever be sharing the same instance data. This can be used for restoring dead handles.
  62. */
  63. virtual void _setInstanceData(GameObjectInstanceDataPtr& other);
  64. /** Returns instance data that identifies this GameObject and is used for referencing by game object handles. */
  65. virtual GameObjectInstanceDataPtr _getInstanceData() const { return mInstanceData; }
  66. /** @} */
  67. protected:
  68. friend class GameObjectHandleBase;
  69. friend class GameObjectManager;
  70. friend class PrefabDiff;
  71. friend class PrefabUtility;
  72. /** Initializes the GameObject after construction. */
  73. void initialize(const SPtr<GameObject>& object, UINT64 instanceId);
  74. /**
  75. * Destroys this object.
  76. *
  77. * @param[in] handle Game object handle to this object.
  78. * @param[in] immediate If true, the object will be deallocated and become unusable right away. Otherwise the
  79. * deallocation will be delayed to the end of frame (preferred method).
  80. */
  81. virtual void destroyInternal(GameObjectHandleBase& handle, bool immediate = false) = 0;
  82. protected:
  83. String mName;
  84. UINT32 mLinkId;
  85. private:
  86. friend class Prefab;
  87. GameObjectInstanceDataPtr mInstanceData;
  88. bool mIsDestroyed;
  89. /************************************************************************/
  90. /* RTTI */
  91. /************************************************************************/
  92. public:
  93. friend class GameObjectRTTI;
  94. static RTTITypeBase* getRTTIStatic();
  95. virtual RTTITypeBase* getRTTI() const override;
  96. };
  97. /** @} */
  98. }