| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsCorePrerequisites.h" |
| 6 | #include "Scene/BsGameObject.h" |
| 7 | #include "Math/BsBounds.h" |
| 8 | |
| 9 | namespace bs |
| 10 | { |
| 11 | /** @addtogroup Scene |
| 12 | * @{ |
| 13 | */ |
| 14 | |
| 15 | /** Flags that control behavior of a Component. */ |
| 16 | enum class ComponentFlag |
| 17 | { |
| 18 | /** |
| 19 | * Ensures that scene manager cannot pause or stop component callbacks from executing. Off by default. |
| 20 | * Note that this flag must be specified on component creation, in its constructor and any later changes |
| 21 | * to the flag could be ignored. |
| 22 | */ |
| 23 | AlwaysRun = 1 |
| 24 | }; |
| 25 | |
| 26 | typedef Flags<ComponentFlag> ComponentFlags; |
| 27 | BS_FLAGS_OPERATORS(ComponentFlag) |
| 28 | |
| 29 | /** |
| 30 | * Components represent primary logic elements in the scene. They are attached to scene objects. |
| 31 | * |
| 32 | * You should implement some or all of update/fixedUpdate/onCreated/onInitialized/onEnabled/onDisabled/ |
| 33 | * onTransformChanged/onDestroyed methods to implement the relevant component logic. Avoid putting logic in constructors |
| 34 | * or destructors. |
| 35 | * |
| 36 | * Components can be in different states. These states control which of the events listed above trigger: |
| 37 | * - Running - Scene manager is sending out events. |
| 38 | * - Paused - Scene manager is sending out all events except per-frame update(). |
| 39 | * - Stopped - Scene manager is not sending out events except for onCreated/onDestroyed. |
| 40 | * |
| 41 | * These states can be changed globally though SceneManager and affect all components. Individual components can |
| 42 | * override these states in two ways: |
| 43 | * - Set the ComponentFlag::AlwaysRun to true and the component will always stay in Running state, regardless of |
| 44 | * state set in SceneManager. This flag should be set in constructor and not change during component lifetime. |
| 45 | * - If the component's parent SceneObject is inactive (SceneObject::setActive(false)), or any of his parents are |
| 46 | * inactive, then the component is considered to be in Stopped state, regardless whether the ComponentFlag::AlwaysRun |
| 47 | * flag is set or not. |
| 48 | **/ |
| 49 | class BS_CORE_EXPORT Component : public GameObject |
| 50 | { |
| 51 | public: |
| 52 | /** Returns the SceneObject this Component is assigned to. */ |
| 53 | const HSceneObject& sceneObject() const { return mParent; } |
| 54 | |
| 55 | /** @copydoc sceneObject */ |
| 56 | const HSceneObject& SO() const { return sceneObject(); } |
| 57 | |
| 58 | /** Returns a handle to this object. */ |
| 59 | const HComponent& getHandle() const { return mThisHandle; } |
| 60 | |
| 61 | /** Called once per frame. Only called if the component is in Running state. */ |
| 62 | virtual void update() { } |
| 63 | |
| 64 | /** |
| 65 | * Called at fixed time intervals (e.g. 60 times per frame). Generally any physics-related functionality should |
| 66 | * go in this method in order to ensure stability of calculations. Only called if the component is in Running |
| 67 | * state. |
| 68 | */ |
| 69 | virtual void fixedUpdate() { } |
| 70 | |
| 71 | /** |
| 72 | * Calculates bounds of the visible contents represented by this component (for example a mesh for Renderable). |
| 73 | * |
| 74 | * @param[in] bounds Bounds of the contents in world space coordinates. |
| 75 | * @return True if the component has bounds with non-zero volume, otherwise false. |
| 76 | */ |
| 77 | virtual bool calculateBounds(Bounds& bounds); |
| 78 | |
| 79 | /** |
| 80 | * Checks if this and the provided component represent the same type. |
| 81 | * |
| 82 | * @note |
| 83 | * RTTI type cannot be checked directly since components can be further specialized internally for scripting |
| 84 | * purposes. |
| 85 | */ |
| 86 | virtual bool typeEquals(const Component& other); |
| 87 | |
| 88 | /** |
| 89 | * Removes the component from parent SceneObject and deletes it. All the references to this component will be |
| 90 | * marked as destroyed and you will get an exception if you try to use them. |
| 91 | * |
| 92 | * @param[in] immediate If true the destruction will be performed immediately, otherwise it will be delayed |
| 93 | * until the end of the current frame (preferred option). |
| 94 | */ |
| 95 | void destroy(bool immediate = false); |
| 96 | |
| 97 | /** @name Internal |
| 98 | * @{ |
| 99 | */ |
| 100 | |
| 101 | /** |
| 102 | * Construct any resources the component needs before use. Called when the parent scene object is instantiated. |
| 103 | * A non-instantiated component shouldn't be used for any other purpose than serialization. |
| 104 | */ |
| 105 | virtual void _instantiate() {} |
| 106 | |
| 107 | /** Sets new flags that determine when is onTransformChanged called. */ |
| 108 | void setNotifyFlags(TransformChangedFlags flags) { mNotifyFlags = flags; } |
| 109 | |
| 110 | /** Gets the currently assigned notify flags. See _setNotifyFlags(). */ |
| 111 | TransformChangedFlags _getNotifyFlags() const { return mNotifyFlags; } |
| 112 | |
| 113 | /** @} */ |
| 114 | protected: |
| 115 | friend class SceneManager; |
| 116 | friend class SceneObject; |
| 117 | friend class SceneObjectRTTI; |
| 118 | |
| 119 | Component(HSceneObject parent); |
| 120 | virtual ~Component() = default; |
| 121 | |
| 122 | /** Called once when the component has been created. Called regardless of the state the component is in. */ |
| 123 | virtual void onCreated() {} |
| 124 | |
| 125 | /** |
| 126 | * Called once when the component first leaves the Stopped state. This includes component creation if requirements |
| 127 | * for leaving Stopped state are met, in which case it is called after onCreated. |
| 128 | */ |
| 129 | virtual void onInitialized() {} |
| 130 | |
| 131 | /** Called once just before the component is destroyed. Called regardless of the state the component is in. */ |
| 132 | virtual void onDestroyed() {} |
| 133 | |
| 134 | /** |
| 135 | * Called every time a component is placed into the Stopped state. This includes component destruction if component |
| 136 | * wasn't already in Stopped state during destruction. When called during destruction it is called before |
| 137 | * onDestroyed. |
| 138 | */ |
| 139 | virtual void onDisabled() {} |
| 140 | |
| 141 | /** |
| 142 | * Called every time a component leaves the Stopped state. This includes component creation if requirements |
| 143 | * for leaving the Stopped state are met. When called during creation it is called after onInitialized. |
| 144 | */ |
| 145 | virtual void onEnabled() {} |
| 146 | |
| 147 | /** |
| 148 | * Called when the component's parent scene object has changed. Not called if the component is in Stopped state. |
| 149 | * Also only called if necessary notify flags are set via _setNotifyFlags(). |
| 150 | */ |
| 151 | virtual void onTransformChanged(TransformChangedFlags flags) { } |
| 152 | |
| 153 | /** Checks whether the component wants to received the specified transform changed message. */ |
| 154 | bool supportsNotify(TransformChangedFlags flags) const { return (mNotifyFlags & flags) != 0; } |
| 155 | |
| 156 | /** Enables or disabled a flag controlling component's behaviour. */ |
| 157 | void setFlag(ComponentFlag flag, bool enabled) { if (enabled) mFlags.set(flag); else mFlags.unset(flag); } |
| 158 | |
| 159 | /** Checks if the component has a certain flag enabled. */ |
| 160 | bool hasFlag(ComponentFlag flag) const { return mFlags.isSet(flag); } |
| 161 | |
| 162 | /** Sets an index that uniquely identifies a component with the SceneManager. */ |
| 163 | void setSceneManagerId(UINT32 id) { mSceneManagerId = id; } |
| 164 | |
| 165 | /** Returns an index that unique identifies a component with the SceneManager. */ |
| 166 | UINT32 getSceneManagerId() const { return mSceneManagerId; } |
| 167 | |
| 168 | /** |
| 169 | * Destroys this component. |
| 170 | * |
| 171 | * @param[in] handle Game object handle this this object. |
| 172 | * @param[in] immediate If true, the object will be deallocated and become unusable right away. Otherwise the |
| 173 | * deallocation will be delayed to the end of frame (preferred method). |
| 174 | * |
| 175 | * @note Unlike destroy(), does not remove the component from its parent. |
| 176 | */ |
| 177 | void destroyInternal(GameObjectHandleBase& handle, bool immediate) override; |
| 178 | private: |
| 179 | Component(const Component& other) { } |
| 180 | |
| 181 | protected: |
| 182 | HComponent mThisHandle; |
| 183 | TransformChangedFlags mNotifyFlags = TCF_None; |
| 184 | ComponentFlags mFlags; |
| 185 | UINT32 mSceneManagerId = 0; |
| 186 | |
| 187 | private: |
| 188 | HSceneObject mParent; |
| 189 | |
| 190 | /************************************************************************/ |
| 191 | /* RTTI */ |
| 192 | /************************************************************************/ |
| 193 | public: |
| 194 | friend class ComponentRTTI; |
| 195 | static RTTITypeBase* getRTTIStatic(); |
| 196 | RTTITypeBase* getRTTI() const override; |
| 197 | |
| 198 | protected: |
| 199 | Component() = default; // Serialization only |
| 200 | }; |
| 201 | |
| 202 | /** @} */ |
| 203 | } |