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| Author | SHA1 | Date | |
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| 7e7454278d | |||
| 346779060e | |||
| 175fe61e5c |
2
dependencies/cimgui
vendored
2
dependencies/cimgui
vendored
Submodule dependencies/cimgui updated: bcb179376b...d94ad1b162
@@ -14,6 +14,14 @@ public class ExampleComponent : Component
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Console.WriteLine($"C# deltaTime {deltaTime} object id {Owner.Id}");
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ImGui.Begin("C# WINDOW");
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ImGui.Text("Hello from ExampleComponent!");
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if (ImGui.Button("create GameObject"))
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{
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GameObject.Create();
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}
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if (ImGui.Button("GC Collect"))
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{
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GC.Collect();
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}
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ImGui.End();
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}
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}
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@@ -39,8 +39,9 @@ public class GameObject
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static public GameObject Create()
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{
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NativeMethods.createGameObject(out ulong id, out uint index);
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NativeFunctions.createGameObject(out ulong id, out uint index);
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var o = new GameObject(id, index);
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Console.WriteLine($"C# created object with id {id}, index {index}");
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return o;
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}
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@@ -49,20 +50,26 @@ public class GameObject
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if(_isDestroyed)
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return;
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_isDestroyed = NativeMethods.destroyGameObject(_index);
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_isDestroyed = NativeFunctions.freeGameObject(_index);
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if(!_isDestroyed)
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throw new Exception($"Can't destroy GameObject({_id})");
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}
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~GameObject()
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{
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// destroys object native part when managed part is garbage-collected
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Destroy();
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}
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/// <param name="t">type derived from Component</param>
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/// <returns>true if new component instance was created, false if component of the same tipe is already added to GameObject</returns>
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/// <exception cref="Exception"></exception>
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public bool TryCreateComponent(Type t)
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{
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if(!t.IsSubclassOf(typeof(Component)))
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if (!t.IsSubclassOf(typeof(Component)))
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throw new Exception($"type {t.FullName} is not a derived class of {typeof(Component).FullName}");
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if(Components.ContainsKey(t))
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if (Components.ContainsKey(t))
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return false;
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Component component = (Component?)Activator.CreateInstance(t, this)
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@@ -78,7 +85,9 @@ public class GameObject
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private void InvokeUpdate(double deltaTime)
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{
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foreach(var p in Components)
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Console.WriteLine("C# InvokeUpdate");
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Console.WriteLine($"id {_id}, index {_index}, destroyed {_isDestroyed}");
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foreach (var p in Components)
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{
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p.Value.Update(deltaTime);
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}
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12
src-csharp/NativeFunctions.cs
Normal file
12
src-csharp/NativeFunctions.cs
Normal file
@@ -0,0 +1,12 @@
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using System.Runtime.CompilerServices;
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namespace Ougge;
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internal static class NativeFunctions
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{
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static void createGameObject(out ulong id, out uint index);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static bool freeGameObject(uint index);
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}
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@@ -1,13 +0,0 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Ougge;
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internal static class NativeMethods
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{
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[DllImport("__Internal")]
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internal extern static bool destroyGameObject(uint index);
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[DllImport("__Internal")]
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internal extern static void createGameObject(out ulong id, out uint index);
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}
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@@ -48,7 +48,7 @@ void Engine::stopLoop(){
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void Engine::handleModuleError(IEngineModule& module, const char* type, const char* method, const char* error){
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std::string error_message = ougge_format(
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"Catched %s at %s.%s(): %s",
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type, module.getName(), method, error);
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type, module.getName().c_str(), method, error);
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std::cerr<<error_message<<std::endl;
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error_messages.push_back(error_message);
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}
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@@ -94,17 +94,20 @@ std::pair<u32, GameObject&> GameObjectPool::emplace(GameObject&& new_obj)
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return std::pair<u32, GameObject&>(i, r);
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}
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void GameObjectPool::erase(u32 index)
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bool GameObjectPool::erase(u32 index)
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{
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if(index >= size)
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throw UsefulException(ougge_format("index %i is out of size %i", index, size));
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if(!isIndexUsed(index))
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throw UsefulException(ougge_format("there is no object at index %i", index));
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if(!isIndexUsed(index)){
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// throw UsefulException(ougge_format("there is no object at index %i", index));
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return false;
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}
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buffer[index] = GameObject();
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used_indices[index/64] &= ~(u64(1)<<(index%64)); // mark index bit as unused
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if(index < first_unused_index)
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first_unused_index = index;
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return true;
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}
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GameObjectPool::iterator::iterator(GameObjectPool* pool, u32 index)
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@@ -45,7 +45,7 @@ public:
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~GameObjectPool();
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GameObject& get(u32 index);
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std::pair<u32, GameObject&> emplace(GameObject&& new_obj);
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void erase(u32 index);
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bool erase(u32 index);
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#pragma region iterator class
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class iterator {
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@@ -40,7 +40,7 @@ public:
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void createExampleObject(Engine& engine){
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std::cout<<"creating ExampleObject"<<std::endl;
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auto& monoSystem = engine.getModule<modules::MonoGameObjectSystem>();
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game::GameObject& exampleObj = monoSystem.createGameObject();
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game::GameObject& exampleObj = monoSystem.createAndConstructGameObject();
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std::string componentClassName = "Ougge.ExampleComponent";
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if(!monoSystem.tryCreateComponent(exampleObj, componentClassName))
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throw UsefulException(ougge_format("couldn't create component '%s'", componentClassName.c_str()));
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@@ -15,18 +15,55 @@ MonoGameObjectSystem::MonoGameObjectSystem(Engine& engine, u32 max_game_objects)
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gameObjectCtor = Mono::Method<void(u64, u32)>(gameObjectClass, ".ctor");
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gameObjectInvokeUpdate = Mono::Method<void(f64)>(gameObjectClass, "InvokeUpdate");
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gameObjectTryCreateComponent = Mono::Method<Mono::Bool(Mono::String)>(gameObjectClass, "TryCreateComponent_internal");
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registerNativeCallbacks();
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}
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// sets implementations for extern functions from src-csharp/NativeFunctions.cs
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void MonoGameObjectSystem::registerNativeCallbacks(){
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static MonoGameObjectSystem* this_static = this;
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if(this_static != this)
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throw new UsefulException("creation of more than one instance of MonoGameObjectSystem is not allowed");
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auto createGameObject_callback = static_cast<void(*)(u64*, u32*)> (
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[](u64* id_out, u32* index_out) -> void {
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std::cout<<"createGameObject_callback"<<std::endl;
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this_static->createGameObjectInPool(id_out, index_out);
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}
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);
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mono_add_internal_call("Ougge.NativeFunctions::createGameObject", (void*)createGameObject_callback);
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auto freeGameObject_callback = static_cast<bool(*)(u32)>(
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[](u32 index) -> bool {
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std::cout<<"freeGameObject_callback"<<std::endl;
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return this_static->gameObjectPool.erase(index);
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}
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);
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mono_add_internal_call("Ougge.NativeFunctions::freeGameObject", (void*)freeGameObject_callback);
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}
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void MonoGameObjectSystem::beginFrame(){
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for(auto pair : gameObjectPool){
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gameObjectInvokeUpdate(pair.second.getObjectHandle().getObject(), engine.deltaTime);
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auto obj = pair.second.getObjectHandle().getObject();
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std::cout<<"updating obj: "<<obj<<std::endl;
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gameObjectInvokeUpdate(obj, engine.deltaTime);
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}
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}
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game::GameObject& MonoGameObjectSystem::createGameObject(){
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// is used in NativeFunctions.cs
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game::GameObject& MonoGameObjectSystem::createGameObjectInPool(u64* id_out, u32* index_out){
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auto pair = gameObjectPool.emplace(game::GameObject(mono.createObject(gameObjectClass)));
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*id_out = ++obj_id;
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*index_out = pair.first;
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game::GameObject& obj = pair.second;
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gameObjectCtor(obj.getObjectHandle().getObject(), ++obj_id, pair.first);
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return obj;
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}
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game::GameObject& MonoGameObjectSystem::createAndConstructGameObject(){
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u64 obj_id;
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u32 obj_index;
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game::GameObject& obj = createGameObjectInPool(&obj_id, &obj_index);
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gameObjectCtor(obj.getObjectHandle().getObject(), obj_id, obj_index);
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return obj;
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}
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@@ -24,8 +24,12 @@ public:
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const std::string& getName() override;
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void beginFrame() override;
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game::GameObject& createGameObject();
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game::GameObject& createAndConstructGameObject();
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bool tryCreateComponent(game::GameObject& obj, const std::string& componentClassName);
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private:
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void registerNativeCallbacks();
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game::GameObject& createGameObjectInPool(u64* id_out, u32* index_out);
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};
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}
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