// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Types/Guid.h"
#include "Engine/Core/ISerializable.h"
#include "Engine/Scripting/ScriptingType.h"
///
/// Represents the reference to the scene asset. Stores the unique ID of the scene to reference. Can be used to load the selected scene.
///
API_STRUCT(NoDefault) struct FLAXENGINE_API SceneReference
{
DECLARE_SCRIPTING_TYPE_STRUCTURE(SceneReference);
///
/// The identifier of the scene asset (and the scene object).
///
API_FIELD() Guid ID;
FORCE_INLINE bool operator==(const SceneReference& other) const
{
return ID == other.ID;
}
FORCE_INLINE bool operator!=(const SceneReference& other) const
{
return ID != other.ID;
}
};
template<>
struct TIsPODType
{
enum { Value = true };
};
inline uint32 GetHash(const SceneReference& key)
{
return GetHash(key.ID);
}
// @formatter:off
namespace Serialization
{
inline bool ShouldSerialize(const SceneReference& v, const void* otherObj)
{
return !otherObj || v != *(SceneReference*)otherObj;
}
void FLAXENGINE_API Serialize(ISerializable::SerializeStream& stream, const SceneReference& v, const void* otherObj);
void FLAXENGINE_API Deserialize(ISerializable::DeserializeStream& stream, SceneReference& v, ISerializeModifier* modifier);
}
// @formatter:on