virtualx-engine/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptPropertyDefValGenerator.cs

294 lines
11 KiB
C#
Raw Normal View History

using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.CSharp.Syntax;
using Microsoft.CodeAnalysis.Text;
namespace Godot.SourceGenerators
{
[Generator]
public class ScriptPropertyDefValGenerator : ISourceGenerator
{
public void Initialize(GeneratorInitializationContext context)
{
}
public void Execute(GeneratorExecutionContext context)
{
if (context.AreGodotSourceGeneratorsDisabled())
return;
INamedTypeSymbol[] godotClasses = context
.Compilation.SyntaxTrees
.SelectMany(tree =>
tree.GetRoot().DescendantNodes()
.OfType<ClassDeclarationSyntax>()
.SelectGodotScriptClasses(context.Compilation)
// Report and skip non-partial classes
.Where(x =>
{
if (x.cds.IsPartial())
{
if (x.cds.IsNested() && !x.cds.AreAllOuterTypesPartial(out var typeMissingPartial))
{
Common.ReportNonPartialGodotScriptOuterClass(context, typeMissingPartial!);
return false;
}
return true;
}
Common.ReportNonPartialGodotScriptClass(context, x.cds, x.symbol);
return false;
})
.Select(x => x.symbol)
)
.Distinct<INamedTypeSymbol>(SymbolEqualityComparer.Default)
.ToArray();
if (godotClasses.Length > 0)
{
var typeCache = new MarshalUtils.TypeCache(context);
foreach (var godotClass in godotClasses)
{
VisitGodotScriptClass(context, typeCache, godotClass);
}
}
}
private static void VisitGodotScriptClass(
GeneratorExecutionContext context,
MarshalUtils.TypeCache typeCache,
INamedTypeSymbol symbol
)
{
INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace;
string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ?
namespaceSymbol.FullQualifiedName() :
string.Empty;
bool hasNamespace = classNs.Length != 0;
bool isInnerClass = symbol.ContainingType != null;
string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
+ "_ScriptPropertyDefVal_Generated";
var source = new StringBuilder();
source.Append("using Godot;\n");
source.Append("using Godot.NativeInterop;\n");
source.Append("\n");
if (hasNamespace)
{
source.Append("namespace ");
source.Append(classNs);
source.Append(" {\n\n");
}
if (isInnerClass)
{
var containingType = symbol.ContainingType;
while (containingType != null)
{
source.Append("partial ");
source.Append(containingType.GetDeclarationKeyword());
source.Append(" ");
source.Append(containingType.NameWithTypeParameters());
source.Append("\n{\n");
containingType = containingType.ContainingType;
}
}
source.Append("partial class ");
source.Append(symbol.NameWithTypeParameters());
source.Append("\n{\n");
var exportedMembers = new List<ExportedPropertyMetadata>();
var members = symbol.GetMembers();
var exportedProperties = members
.Where(s => !s.IsStatic && s.Kind == SymbolKind.Property)
.Cast<IPropertySymbol>()
.Where(s => s.GetAttributes()
.Any(a => a.AttributeClass?.IsGodotExportAttribute() ?? false))
.ToArray();
var exportedFields = members
.Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared)
.Cast<IFieldSymbol>()
.Where(s => s.GetAttributes()
.Any(a => a.AttributeClass?.IsGodotExportAttribute() ?? false))
.ToArray();
foreach (var property in exportedProperties)
{
if (property.IsStatic)
{
Common.ReportExportedMemberIsStatic(context, property);
continue;
}
// TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
// Ignore properties without a getter or without a setter. Godot properties must be both readable and writable.
if (property.IsWriteOnly)
{
Common.ReportExportedMemberIsWriteOnly(context, property);
continue;
}
if (property.IsReadOnly)
{
Common.ReportExportedMemberIsReadOnly(context, property);
continue;
}
var propertyType = property.Type;
var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(propertyType, typeCache);
if (marshalType == null)
{
Common.ReportExportedMemberTypeNotSupported(context, property);
continue;
}
// TODO: Detect default value from simple property getters (currently we only detect from initializers)
EqualsValueClauseSyntax? initializer = property.DeclaringSyntaxReferences
.Select(r => r.GetSyntax() as PropertyDeclarationSyntax)
.Select(s => s?.Initializer ?? null)
.FirstOrDefault();
string? value = initializer?.Value.ToString();
exportedMembers.Add(new ExportedPropertyMetadata(
property.Name, marshalType.Value, propertyType, value));
}
foreach (var field in exportedFields)
{
if (field.IsStatic)
{
Common.ReportExportedMemberIsStatic(context, field);
continue;
}
// TODO: We should still restore read-only fields after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
// Ignore properties without a getter or without a setter. Godot properties must be both readable and writable.
if (field.IsReadOnly)
{
Common.ReportExportedMemberIsReadOnly(context, field);
continue;
}
var fieldType = field.Type;
var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(fieldType, typeCache);
if (marshalType == null)
{
Common.ReportExportedMemberTypeNotSupported(context, field);
continue;
}
EqualsValueClauseSyntax? initializer = field.DeclaringSyntaxReferences
.Select(r => r.GetSyntax())
.OfType<VariableDeclaratorSyntax>()
.Select(s => s.Initializer)
.FirstOrDefault(i => i != null);
string? value = initializer?.Value.ToString();
exportedMembers.Add(new ExportedPropertyMetadata(
field.Name, marshalType.Value, fieldType, value));
}
// Generate GetGodotExportedProperties
if (exportedMembers.Count > 0)
{
source.Append("#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword\n");
string dictionaryType = "System.Collections.Generic.Dictionary<StringName, object>";
source.Append("#if TOOLS\n");
source.Append(" internal new static ");
source.Append(dictionaryType);
source.Append(" GetGodotPropertyDefaultValues()\n {\n");
source.Append(" var values = new ");
source.Append(dictionaryType);
source.Append("(");
source.Append(exportedMembers.Count);
source.Append(");\n");
foreach (var exportedMember in exportedMembers)
{
string defaultValueLocalName = string.Concat("__", exportedMember.Name, "_default_value");
source.Append(" ");
source.Append(exportedMember.TypeSymbol.FullQualifiedName());
source.Append(" ");
source.Append(defaultValueLocalName);
source.Append(" = ");
source.Append(exportedMember.Value ?? "default");
source.Append(";\n");
source.Append(" values.Add(GodotInternal.PropName_");
source.Append(exportedMember.Name);
source.Append(", ");
source.Append(defaultValueLocalName);
source.Append(");\n");
}
source.Append(" return values;\n");
source.Append(" }\n");
source.Append("#endif\n");
source.Append("#pragma warning restore CS0109\n");
}
source.Append("}\n"); // partial class
if (isInnerClass)
{
var containingType = symbol.ContainingType;
while (containingType != null)
{
source.Append("}\n"); // outer class
containingType = containingType.ContainingType;
}
}
if (hasNamespace)
{
source.Append("\n}\n");
}
context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8));
}
private struct ExportedPropertyMetadata
{
public ExportedPropertyMetadata(string name, MarshalType type, ITypeSymbol typeSymbol, string? value)
{
Name = name;
Type = type;
TypeSymbol = typeSymbol;
Value = value;
}
public string Name { get; }
public MarshalType Type { get; }
public ITypeSymbol TypeSymbol { get; }
public string? Value { get; }
}
}
}