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 "Reflection/BsRTTIType.h" |
7 | |
8 | namespace bs |
9 | { |
10 | class GameObjectDeserializationState; |
11 | |
12 | /** @addtogroup Utility-Core-Internal |
13 | * @{ |
14 | */ |
15 | |
16 | /** Contains information about a resource dependency, including the dependant resource and number of references to it. */ |
17 | struct ResourceDependency |
18 | { |
19 | ResourceDependency() = default; |
20 | |
21 | HResource resource; |
22 | UINT32 numReferences = 0; |
23 | }; |
24 | |
25 | /** Static class containing various utility methods that do not fit anywhere else. */ |
26 | class BS_CORE_EXPORT Utility |
27 | { |
28 | public: |
29 | /** |
30 | * Finds all resources referenced by the specified object. |
31 | * |
32 | * @param[in] object Object to search for resource dependencies. |
33 | * @param[in] recursive Determines whether or not child objects will also be searched (if the object has any |
34 | * children). |
35 | * @return A list of unique, non-null resources. |
36 | */ |
37 | static Vector<ResourceDependency> findResourceDependencies(IReflectable& object, bool recursive = true); |
38 | |
39 | /** |
40 | * Finds all components of a specific type on a scene object and any of its children. |
41 | * |
42 | * @param[in] object Object which to search for components. All children will be searched as well. |
43 | * @param[in] typeId RTTI type ID of the component type to search for. |
44 | * @return A list of all components of the specified type. |
45 | */ |
46 | static Vector<HComponent> findComponents(const HSceneObject& object, UINT32 typeId); |
47 | |
48 | /** Calculates how deep in the scene object hierarchy is the provided object. Zero means root. */ |
49 | static UINT32 getSceneObjectDepth(const HSceneObject& so); |
50 | }; |
51 | |
52 | /** Provides extra information and maintains state during serialization of various RTTI types in the core. */ |
53 | struct BS_CORE_EXPORT CoreSerializationContext : SerializationContext |
54 | { |
55 | SPtr<GameObjectDeserializationState> goState; |
56 | bool goDeserializationActive = false; |
57 | |
58 | static RTTITypeBase* getRTTIStatic(); |
59 | RTTITypeBase* getRTTI() const override; |
60 | }; |
61 | |
62 | /** @} */ |
63 | } |
64 | |