2017-10-02 23:24:00 +02:00
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/*************************************************************************/
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/* gd_mono_marshal.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GDMONOMARSHAL_H
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#define GDMONOMARSHAL_H
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#include "gd_mono.h"
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#include "gd_mono_utils.h"
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#include "variant.h"
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namespace GDMonoMarshal {
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2017-10-09 00:10:54 +02:00
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template <typename T>
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T unbox(MonoObject *p_obj) {
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return *(T *)mono_object_unbox(p_obj);
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}
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2017-10-02 23:24:00 +02:00
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#define BOX_DOUBLE(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(double), &x)
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#define BOX_FLOAT(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(float), &x)
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#define BOX_INT64(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int64_t), &x)
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#define BOX_INT32(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int32_t), &x)
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#define BOX_INT16(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int16_t), &x)
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#define BOX_INT8(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int8_t), &x)
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#define BOX_UINT64(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint64_t), &x)
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#define BOX_UINT32(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint32_t), &x)
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#define BOX_UINT16(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint16_t), &x)
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#define BOX_UINT8(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint8_t), &x)
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#define BOX_BOOLEAN(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(bool), &x)
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#define BOX_PTR(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(IntPtr), x)
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2017-10-17 14:02:19 +02:00
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#define BOX_ENUM(m_enum_class, x) mono_value_box(mono_domain_get(), m_enum_class, &x)
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2017-10-02 23:24:00 +02:00
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Variant::Type managed_to_variant_type(const ManagedType &p_type);
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// String
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String mono_to_utf8_string(MonoString *p_mono_string);
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String mono_to_utf16_string(MonoString *p_mono_string);
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_FORCE_INLINE_ String mono_string_to_godot(MonoString *p_mono_string) {
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if (sizeof(CharType) == 2)
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return mono_to_utf16_string(p_mono_string);
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return mono_to_utf8_string(p_mono_string);
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}
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_FORCE_INLINE_ MonoString *mono_from_utf8_string(const String &p_string) {
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return mono_string_new(mono_domain_get(), p_string.utf8().get_data());
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}
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_FORCE_INLINE_ MonoString *mono_from_utf16_string(const String &p_string) {
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return mono_string_from_utf16((mono_unichar2 *)p_string.c_str());
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}
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_FORCE_INLINE_ MonoString *mono_string_from_godot(const String &p_string) {
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if (sizeof(CharType) == 2)
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return mono_from_utf16_string(p_string);
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return mono_from_utf8_string(p_string);
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}
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// Variant
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MonoObject *variant_to_mono_object(const Variant *p_var, const ManagedType &p_type);
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MonoObject *variant_to_mono_object(const Variant *p_var);
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_FORCE_INLINE_ MonoObject *variant_to_mono_object(Variant p_var) {
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return variant_to_mono_object(&p_var);
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}
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Variant mono_object_to_variant(MonoObject *p_obj);
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Variant mono_object_to_variant(MonoObject *p_obj, const ManagedType &p_type);
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// Array
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MonoArray *Array_to_mono_array(const Array &p_array);
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Array mono_array_to_Array(MonoArray *p_array);
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// PoolIntArray
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MonoArray *PoolIntArray_to_mono_array(const PoolIntArray &p_array);
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PoolIntArray mono_array_to_PoolIntArray(MonoArray *p_array);
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// PoolByteArray
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MonoArray *PoolByteArray_to_mono_array(const PoolByteArray &p_array);
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PoolByteArray mono_array_to_PoolByteArray(MonoArray *p_array);
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// PoolRealArray
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MonoArray *PoolRealArray_to_mono_array(const PoolRealArray &p_array);
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PoolRealArray mono_array_to_PoolRealArray(MonoArray *p_array);
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// PoolStringArray
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MonoArray *PoolStringArray_to_mono_array(const PoolStringArray &p_array);
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PoolStringArray mono_array_to_PoolStringArray(MonoArray *p_array);
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// PoolColorArray
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MonoArray *PoolColorArray_to_mono_array(const PoolColorArray &p_array);
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PoolColorArray mono_array_to_PoolColorArray(MonoArray *p_array);
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// PoolVector2Array
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MonoArray *PoolVector2Array_to_mono_array(const PoolVector2Array &p_array);
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PoolVector2Array mono_array_to_PoolVector2Array(MonoArray *p_array);
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// PoolVector3Array
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MonoArray *PoolVector3Array_to_mono_array(const PoolVector3Array &p_array);
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PoolVector3Array mono_array_to_PoolVector3Array(MonoArray *p_array);
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// Dictionary
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MonoObject *Dictionary_to_mono_object(const Dictionary &p_dict);
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Dictionary mono_object_to_Dictionary(MonoObject *p_dict);
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#ifdef YOLO_COPY
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#define MARSHALLED_OUT(m_t, m_in, m_out) m_t *m_out = (m_t *)&m_in;
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#define MARSHALLED_IN(m_t, m_in, m_out) m_t m_out = *reinterpret_cast<m_t *>(m_in);
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#else
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// Expects m_in to be of type float*
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#define MARSHALLED_OUT(m_t, m_in, m_out) MARSHALLED_OUT_##m_t(m_in, m_out)
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#define MARSHALLED_IN(m_t, m_in, m_out) MARSHALLED_IN_##m_t(m_in, m_out)
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// Vector2
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#define MARSHALLED_OUT_Vector2(m_in, m_out) real_t m_out[2] = { m_in.x, m_in.y };
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#define MARSHALLED_IN_Vector2(m_in, m_out) Vector2 m_out(m_in[0], m_in[1]);
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// Rect2
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#define MARSHALLED_OUT_Rect2(m_in, m_out) real_t m_out[4] = { m_in.position.x, m_in.position.y, m_in.size.width, m_in.size.height };
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#define MARSHALLED_IN_Rect2(m_in, m_out) Rect2 m_out(m_in[0], m_in[1], m_in[2], m_in[3]);
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// Transform2D
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#define MARSHALLED_OUT_Transform2D(m_in, m_out) real_t m_out[6] = { m_in[0].x, m_in[0].y, m_in[1].x, m_in[1].y, m_in[2].x, m_in[2].y };
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#define MARSHALLED_IN_Transform2D(m_in, m_out) Transform2D m_out(m_in[0], m_in[1], m_in[2], m_in[3], m_in[4], m_in[5]);
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// Vector3
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#define MARSHALLED_OUT_Vector3(m_in, m_out) real_t m_out[3] = { m_in.x, m_in.y, m_in.z };
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#define MARSHALLED_IN_Vector3(m_in, m_out) Vector3 m_out(m_in[0], m_in[1], m_in[2]);
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// Basis
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#define MARSHALLED_OUT_Basis(m_in, m_out) real_t m_out[9] = { \
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m_in[0].x, m_in[0].y, m_in[0].z, \
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m_in[1].x, m_in[1].y, m_in[1].z, \
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m_in[2].x, m_in[2].y, m_in[2].z \
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};
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#define MARSHALLED_IN_Basis(m_in, m_out) Basis m_out(m_in[0], m_in[1], m_in[2], m_in[3], m_in[4], m_in[5], m_in[6], m_in[7], m_in[8]);
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// Quat
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#define MARSHALLED_OUT_Quat(m_in, m_out) real_t m_out[4] = { m_in.x, m_in.y, m_in.z, m_in.w };
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#define MARSHALLED_IN_Quat(m_in, m_out) Quat m_out(m_in[0], m_in[1], m_in[2], m_in[3]);
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// Transform
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#define MARSHALLED_OUT_Transform(m_in, m_out) real_t m_out[12] = { \
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m_in.basis[0].x, m_in.basis[0].y, m_in.basis[0].z, \
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m_in.basis[1].x, m_in.basis[1].y, m_in.basis[1].z, \
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m_in.basis[2].x, m_in.basis[2].y, m_in.basis[2].z, \
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m_in.origin.x, m_in.origin.y, m_in.origin.z \
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};
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#define MARSHALLED_IN_Transform(m_in, m_out) Transform m_out( \
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Basis(m_in[0], m_in[1], m_in[2], m_in[3], m_in[4], m_in[5], m_in[6], m_in[7], m_in[8]), \
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Vector3(m_in[9], m_in[10], m_in[11]));
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// Rect3
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#define MARSHALLED_OUT_Rect3(m_in, m_out) real_t m_out[6] = { m_in.position.x, m_in.position.y, m_in.position.z, m_in.size.x, m_in.size.y, m_in.size.z };
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#define MARSHALLED_IN_Rect3(m_in, m_out) Rect3 m_out(Vector3(m_in[0], m_in[1], m_in[2]), Vector3(m_in[3], m_in[4], m_in[5]));
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// Color
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#define MARSHALLED_OUT_Color(m_in, m_out) real_t m_out[4] = { m_in.r, m_in.g, m_in.b, m_in.a };
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#define MARSHALLED_IN_Color(m_in, m_out) Color m_out(m_in[0], m_in[1], m_in[2], m_in[3]);
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// Plane
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#define MARSHALLED_OUT_Plane(m_in, m_out) real_t m_out[4] = { m_in.normal.x, m_in.normal.y, m_in.normal.z, m_in.d };
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#define MARSHALLED_IN_Plane(m_in, m_out) Plane m_out(m_in[0], m_in[1], m_in[2], m_in[3]);
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#endif
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} // GDMonoMarshal
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#endif // GDMONOMARSHAL_H
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