BsScriptComponent.cpp 5.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151
  1. #include "BsScriptComponent.h"
  2. #include "BsScriptGameObjectManager.h"
  3. #include "BsScriptMeta.h"
  4. #include "BsMonoField.h"
  5. #include "BsMonoClass.h"
  6. #include "BsMonoManager.h"
  7. #include "BsMonoUtil.h"
  8. #include "BsScriptSceneObject.h"
  9. #include "BsManagedComponent.h"
  10. #include "BsSceneObject.h"
  11. namespace BansheeEngine
  12. {
  13. ScriptComponent::ScriptComponent(MonoObject* instance, const GameObjectHandle<ManagedComponent>& managedComponent)
  14. :ScriptObject(instance), mManagedComponent(managedComponent)
  15. { }
  16. void ScriptComponent::initRuntimeData()
  17. {
  18. metaData.scriptClass->addInternalCall("Internal_AddComponent", &ScriptComponent::internal_addComponent);
  19. metaData.scriptClass->addInternalCall("Internal_GetComponent", &ScriptComponent::internal_getComponent);
  20. metaData.scriptClass->addInternalCall("Internal_GetComponents", &ScriptComponent::internal_getComponents);
  21. metaData.scriptClass->addInternalCall("Internal_RemoveComponent", &ScriptComponent::internal_removeComponent);
  22. metaData.scriptClass->addInternalCall("Internal_GetSceneObject", &ScriptComponent::internal_getSceneObject);
  23. }
  24. MonoObject* ScriptComponent::internal_addComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  25. {
  26. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  27. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  28. // We only allow single component per type
  29. const Vector<HComponent>& mComponents = so->getComponents();
  30. for(auto& component : mComponents)
  31. {
  32. if(component->getTypeId() == TID_ManagedComponent)
  33. {
  34. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  35. if(managedComponent->getRuntimeType() == type)
  36. {
  37. LOGWRN("Attempting to add a component that already exists on SceneObject \"" + so->getName() + "\"");
  38. return managedComponent->getManagedInstance();
  39. }
  40. }
  41. }
  42. GameObjectHandle<ManagedComponent> mc = so->addComponent<ManagedComponent>(type);
  43. ScriptComponent* nativeInstance = ScriptGameObjectManager::instance().createScriptComponent(mc);
  44. return nativeInstance->getManagedInstance();
  45. }
  46. MonoObject* ScriptComponent::internal_getComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  47. {
  48. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  49. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  50. const Vector<HComponent>& mComponents = so->getComponents();
  51. for(auto& component : mComponents)
  52. {
  53. if(component->getTypeId() == TID_ManagedComponent)
  54. {
  55. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  56. if(managedComponent->getRuntimeType() == type)
  57. {
  58. return managedComponent->getManagedInstance();
  59. }
  60. }
  61. }
  62. return nullptr;
  63. }
  64. MonoArray* ScriptComponent::internal_getComponents(MonoObject* parentSceneObject)
  65. {
  66. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  67. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  68. const Vector<HComponent>& mComponents = so->getComponents();
  69. Vector<MonoObject*> managedComponents;
  70. for(auto& component : mComponents)
  71. {
  72. if(component->getTypeId() == TID_ManagedComponent)
  73. {
  74. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  75. managedComponents.push_back(managedComponent->getManagedInstance());
  76. }
  77. }
  78. MonoArray* componentArray = mono_array_new(MonoManager::instance().getDomain(),
  79. metaData.scriptClass->_getInternalClass(), (UINT32)managedComponents.size());
  80. for(UINT32 i = 0; i < (UINT32)managedComponents.size(); i++)
  81. {
  82. void* elemAddr = mono_array_addr_with_size(componentArray, sizeof(MonoObject*), i);
  83. memcpy(elemAddr, &managedComponents[i], sizeof(MonoObject*));
  84. }
  85. return componentArray;
  86. }
  87. void ScriptComponent::internal_removeComponent(MonoObject* parentSceneObject, MonoReflectionType* type)
  88. {
  89. ScriptSceneObject* scriptSO = ScriptSceneObject::toNative(parentSceneObject);
  90. HSceneObject so = static_object_cast<SceneObject>(scriptSO->getNativeHandle());
  91. // We only allow single component per type
  92. const Vector<HComponent>& mComponents = so->getComponents();
  93. for(auto& component : mComponents)
  94. {
  95. if(component->getTypeId() == TID_ManagedComponent)
  96. {
  97. GameObjectHandle<ManagedComponent> managedComponent = static_object_cast<ManagedComponent>(component);
  98. if(managedComponent->getRuntimeType() == type)
  99. {
  100. managedComponent->destroy();
  101. return;
  102. }
  103. }
  104. }
  105. LOGWRN("Attempting to remove a component that doesn't exists on SceneObject \"" + so->getName() + "\"");
  106. }
  107. MonoObject* ScriptComponent::internal_getSceneObject(ScriptComponent* nativeInstance)
  108. {
  109. HSceneObject sceneObject = nativeInstance->mManagedComponent->sceneObject();
  110. ScriptSceneObject* scriptSO = ScriptGameObjectManager::instance().getScriptSceneObject(sceneObject);
  111. if (scriptSO == nullptr)
  112. scriptSO = ScriptGameObjectManager::instance().createScriptSceneObject(sceneObject);
  113. return scriptSO->getManagedInstance();
  114. }
  115. void ScriptComponent::_onManagedInstanceDeleted()
  116. {
  117. mManagedInstance = nullptr;
  118. ScriptGameObjectManager::instance().destroyScriptGameObject(this);
  119. }
  120. void ScriptComponent::setNativeHandle(const HGameObject& gameObject)
  121. {
  122. mManagedComponent = static_object_cast<ManagedComponent>(gameObject);
  123. }
  124. }