BsGameObject.h 3.9 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 "BsIReflectable.h"
  6. namespace BansheeEngine
  7. {
  8. /** @addtogroup Scene
  9. * @{
  10. */
  11. /** @cond INTERNAL */
  12. /** Flags used for notifying child scene object and components when a transform has been changed. */
  13. enum TransformChangedFlags
  14. {
  15. TCF_None = 0x00, /**< Component will not be notified about any events relating to the transform. */
  16. TCF_Transform = 0x01, /**< Component will be notified when the its position, rotation or scale has changed. */
  17. TCF_Parent = 0x02 /**< Component will be notified when its parent changes. */
  18. };
  19. /** @endcond */
  20. /**
  21. * Type of object that can be referenced by a GameObject handle. Each object has an unique ID and is registered with
  22. * the GameObjectManager.
  23. */
  24. class BS_CORE_EXPORT GameObject : public IReflectable
  25. {
  26. public:
  27. GameObject();
  28. virtual ~GameObject();
  29. /** Returns the unique instance ID of the GameObject. */
  30. UINT64 getInstanceId() const { return mInstanceData->mInstanceId; }
  31. /**
  32. * Returns an ID that identifies a link between this object and its equivalent in the linked prefab. This will be
  33. * -1 if the object has no prefab link, or if the object is specific to the instance and has no prefab equivalent.
  34. */
  35. UINT32 getLinkId() const { return mLinkId; }
  36. /** Gets the name of the object. */
  37. const String& getName() const { return mName; }
  38. /** Sets the name of the object. */
  39. void setName(const String& name) { mName = name; }
  40. public: // ***** INTERNAL ******
  41. /** @cond INTERNAL */
  42. /**
  43. * Marks the object as destroyed. Generally this means the object has been queued for destruction but it hasn't
  44. * occurred yet.
  45. */
  46. void _setIsDestroyed() { mIsDestroyed = true; }
  47. /** Checks if the object has been destroyed. */
  48. bool _getIsDestroyed() const { return mIsDestroyed; }
  49. /** Changes the prefab link ID for this object. See getLinkId(). */
  50. void _setLinkId(UINT32 id) { mLinkId = id; }
  51. /**
  52. * Replaces the instance data with another objects instance data. This object will basically become the original
  53. * owner of the provided instance data as far as all game object handles referencing it are concerned.
  54. *
  55. * @note
  56. * No alive objects should ever be sharing the same instance data. This can be used for restoring dead handles.
  57. */
  58. virtual void _setInstanceData(GameObjectInstanceDataPtr& other);
  59. /** Returns instance data that identifies this GameObject and is used for referencing by game object handles. */
  60. virtual GameObjectInstanceDataPtr _getInstanceData() const { return mInstanceData; }
  61. /** @endcond */
  62. protected:
  63. friend class GameObjectHandleBase;
  64. friend class GameObjectManager;
  65. friend class PrefabDiff;
  66. friend class PrefabUtility;
  67. /** Initializes the GameObject after construction. */
  68. void initialize(const std::shared_ptr<GameObject>& object, UINT64 instanceId);
  69. /**
  70. * Destroys this object.
  71. *
  72. * @param[in] handle Game object handle to this object.
  73. * @param[in] immediate If true, the object will be deallocated and become unusable right away. Otherwise the
  74. * deallocation will be delayed to the end of frame (preferred method).
  75. */
  76. virtual void destroyInternal(GameObjectHandleBase& handle, bool immediate = false) = 0;
  77. protected:
  78. String mName;
  79. UINT32 mLinkId;
  80. private:
  81. friend class Prefab;
  82. GameObjectInstanceDataPtr mInstanceData;
  83. bool mIsDestroyed;
  84. /************************************************************************/
  85. /* RTTI */
  86. /************************************************************************/
  87. public:
  88. friend class GameObjectRTTI;
  89. static RTTITypeBase* getRTTIStatic();
  90. virtual RTTITypeBase* getRTTI() const override;
  91. };
  92. /** @} */
  93. }