New: Add interface-filtered object references
Add native hard and soft reference types for scene objects that implement a scripting interface: - ScriptingObjectInterfaceReference<T> - SoftObjectInterfaceReference<T>
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// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Scripting/ScriptingObjectInterfaceReferenceUtils.h"
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/// <summary>
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/// The scene object interface reference.
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/// </summary>
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/// <typeparam name="T">The type of the scripting interface.</typeparam>
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template<typename T>
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API_CLASS(InBuild) class ScriptingObjectInterfaceReference : public ScriptingObjectReferenceBase
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{
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typedef ScriptingObjectInterfaceReferenceHelper<T> Helper;
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public:
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typedef ScriptingObjectInterfaceReference<T> Type;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="ScriptingObjectInterfaceReference"/> class.
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/// </summary>
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ScriptingObjectInterfaceReference()
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="ScriptingObjectInterfaceReference"/> class.
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/// </summary>
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/// <param name="obj">The object to link.</param>
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ScriptingObjectInterfaceReference(SceneObject* obj)
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: ScriptingObjectReferenceBase(Helper::IsValidObject(obj) ? obj : nullptr)
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="ScriptingObjectInterfaceReference"/> class.
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/// </summary>
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/// <param name="interfaceObj">The interface object to link.</param>
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ScriptingObjectInterfaceReference(T* interfaceObj)
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: ScriptingObjectReferenceBase(Helper::GetSceneObject(interfaceObj))
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="ScriptingObjectInterfaceReference"/> class.
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/// </summary>
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/// <param name="other">The other property.</param>
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ScriptingObjectInterfaceReference(const ScriptingObjectInterfaceReference& other)
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: ScriptingObjectReferenceBase(other._object)
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{
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}
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ScriptingObjectInterfaceReference(ScriptingObjectInterfaceReference&& other) noexcept
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: ScriptingObjectReferenceBase(MoveTemp(other))
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{
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}
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/// <summary>
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/// Finalizes an instance of the <see cref="ScriptingObjectInterfaceReference"/> class.
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/// </summary>
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~ScriptingObjectInterfaceReference()
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{
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}
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public:
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FORCE_INLINE bool operator==(SceneObject* other) const
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{
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return _object == other;
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}
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FORCE_INLINE bool operator!=(SceneObject* other) const
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{
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return _object != other;
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}
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FORCE_INLINE bool operator==(T* other) const
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{
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return Get() == other;
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}
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FORCE_INLINE bool operator!=(T* other) const
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{
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return Get() != other;
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}
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FORCE_INLINE bool operator==(const ScriptingObjectInterfaceReference& other) const
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{
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return _object == other._object;
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}
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FORCE_INLINE bool operator!=(const ScriptingObjectInterfaceReference& other) const
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{
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return _object != other._object;
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}
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FORCE_INLINE ScriptingObjectInterfaceReference& operator=(SceneObject* other)
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{
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OnSet(Helper::IsValidObject(other) ? other : nullptr);
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return *this;
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}
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FORCE_INLINE ScriptingObjectInterfaceReference& operator=(T* other)
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{
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OnSet(Helper::GetSceneObject(other));
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return *this;
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}
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ScriptingObjectInterfaceReference& operator=(const ScriptingObjectInterfaceReference& other)
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{
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OnSet(other._object);
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return *this;
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}
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ScriptingObjectInterfaceReference& operator=(ScriptingObjectInterfaceReference&& other) noexcept
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{
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ScriptingObjectReferenceBase::operator=(MoveTemp(other));
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return *this;
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}
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FORCE_INLINE ScriptingObjectInterfaceReference& operator=(const Guid& id)
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{
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OnSet(Helper::FindSceneObject(id));
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return *this;
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}
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/// <summary>
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/// Implicit conversion to the interface.
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/// </summary>
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FORCE_INLINE operator T*() const
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{
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return Get();
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}
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/// <summary>
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/// Implicit conversion to boolean value.
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/// </summary>
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FORCE_INLINE operator bool() const
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{
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return _object != nullptr;
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}
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/// <summary>
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/// Interface accessor.
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/// </summary>
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FORCE_INLINE T* operator->() const
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{
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return Get();
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}
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/// <summary>
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/// Gets the interface pointer.
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/// </summary>
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FORCE_INLINE T* Get() const
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{
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return ScriptingObject::ToInterface<T>(_object);
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}
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/// <summary>
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/// Gets the referenced object.
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/// </summary>
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FORCE_INLINE SceneObject* GetObject() const
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{
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return static_cast<SceneObject*>(_object);
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}
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/// <summary>
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/// Copies the object ID into the raw storage.
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/// </summary>
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FORCE_INLINE void CopyID(uint32 id[4]) const
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{
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memset(id, 0, sizeof(uint32) * 4);
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if (_object)
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{
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const Guid value = GetID();
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memcpy(id, &value, sizeof(uint32) * 4);
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}
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}
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/// <summary>
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/// Gets the object as a given type (static cast).
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/// </summary>
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template<typename U>
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FORCE_INLINE U* As() const
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{
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return static_cast<U*>(_object);
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}
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};
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template<typename T>
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uint32 GetHash(const ScriptingObjectInterfaceReference<T>& key)
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{
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return GetHash(key.GetID());
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}
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