Add script runtime lifecycle skeleton
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88
engine/include/XCEngine/Scripting/ScriptEngine.h
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88
engine/include/XCEngine/Scripting/ScriptEngine.h
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#pragma once
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#include <XCEngine/Scripting/IScriptRuntime.h>
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#include <XCEngine/Scripting/NullScriptRuntime.h>
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#include <cstddef>
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#include <cstdint>
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#include <unordered_map>
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#include <vector>
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namespace XCEngine {
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namespace Scripting {
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class ScriptComponent;
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class ScriptEngine {
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public:
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static ScriptEngine& Get();
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void SetRuntime(IScriptRuntime* runtime);
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IScriptRuntime* GetRuntime() const { return m_runtime; }
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void OnRuntimeStart(Components::Scene* scene);
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void OnRuntimeStop();
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void OnFixedUpdate(float fixedDeltaTime);
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void OnUpdate(float deltaTime);
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void OnLateUpdate(float deltaTime);
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void OnScriptComponentEnabled(ScriptComponent* component);
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void OnScriptComponentDisabled(ScriptComponent* component);
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void OnScriptComponentDestroyed(ScriptComponent* component);
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bool IsRuntimeRunning() const { return m_runtimeRunning; }
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Components::Scene* GetRuntimeScene() const { return m_runtimeScene; }
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bool HasTrackedScriptComponent(const ScriptComponent* component) const;
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bool HasRuntimeInstance(const ScriptComponent* component) const;
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size_t GetTrackedScriptCount() const { return m_scriptOrder.size(); }
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private:
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struct ScriptInstanceKey {
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uint64_t gameObjectUUID = 0;
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uint64_t scriptComponentUUID = 0;
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bool operator==(const ScriptInstanceKey& other) const {
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return gameObjectUUID == other.gameObjectUUID
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&& scriptComponentUUID == other.scriptComponentUUID;
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}
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};
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struct ScriptInstanceKeyHasher {
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size_t operator()(const ScriptInstanceKey& key) const;
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};
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struct ScriptInstanceState {
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ScriptRuntimeContext context;
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bool instanceCreated = false;
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bool awakeCalled = false;
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bool enabled = false;
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bool startCalled = false;
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bool startPending = false;
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};
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ScriptEngine() = default;
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void CollectScriptComponents(Components::GameObject* gameObject);
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ScriptInstanceState* TrackScriptComponent(ScriptComponent* component);
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ScriptInstanceState* FindState(const ScriptComponent* component);
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const ScriptInstanceState* FindState(const ScriptComponent* component) const;
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void RemoveTrackedScriptComponent(const ScriptComponent* component);
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bool ShouldScriptRun(const ScriptInstanceState& state) const;
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bool EnsureScriptReady(ScriptInstanceState& state, bool invokeEnableIfNeeded);
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void InvokeLifecycleMethod(ScriptInstanceState& state, ScriptLifecycleMethod method, float deltaTime = 0.0f);
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void StopTrackingScript(ScriptInstanceState& state, bool runtimeStopping);
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NullScriptRuntime m_nullRuntime;
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IScriptRuntime* m_runtime = &m_nullRuntime;
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Components::Scene* m_runtimeScene = nullptr;
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bool m_runtimeRunning = false;
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std::unordered_map<ScriptInstanceKey, ScriptInstanceState, ScriptInstanceKeyHasher> m_scriptStates;
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std::vector<ScriptInstanceKey> m_scriptOrder;
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};
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} // namespace Scripting
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} // namespace XCEngine
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