Support marshaling generic Godot.Object
Allows using generic C# types in signals as long as they inherit from `Godot.Object`.
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2 changed files with 30 additions and 0 deletions
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@ -493,6 +493,13 @@ void GDMonoField::set_value_from_variant(MonoObject *p_object, const Variant &p_
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mono_field_set_value(p_object, mono_field, managed);
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break;
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}
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// GodotObject
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GDMonoClass *type_class = type.type_class;
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if (CACHED_CLASS(GodotObject)->is_assignable_from(type_class)) {
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MonoObject *managed = GDMonoUtils::unmanaged_get_managed(p_value.operator Object *());
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mono_field_set_value(p_object, mono_field, managed);
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}
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} break;
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default: {
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@ -206,6 +206,12 @@ Variant::Type managed_to_variant_type(const ManagedType &p_type) {
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if (GDMonoUtils::Marshal::type_is_generic_icollection(reftype) || GDMonoUtils::Marshal::type_is_generic_ienumerable(reftype)) {
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return Variant::ARRAY;
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}
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// GodotObject
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GDMonoClass *type_class = p_type.type_class;
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if (CACHED_CLASS(GodotObject)->is_assignable_from(type_class)) {
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return Variant::OBJECT;
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}
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} break;
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default: {
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@ -682,6 +688,12 @@ MonoObject *variant_to_mono_object(const Variant *p_var, const ManagedType &p_ty
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return GDMonoUtils::create_managed_from(p_var->operator Array(), godot_array_class);
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}
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// GodotObject
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GDMonoClass *type_class = p_type.type_class;
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if (CACHED_CLASS(GodotObject)->is_assignable_from(type_class)) {
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return GDMonoUtils::unmanaged_get_managed(p_var->operator Object *());
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}
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} break;
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} break;
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}
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@ -878,6 +890,17 @@ Variant mono_object_to_variant_impl(MonoObject *p_obj, const ManagedType &p_type
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GDMonoUtils::Marshal::array_get_element_type(reftype, &elem_reftype);
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return system_generic_list_to_Array_variant(p_obj, p_type.type_class, elem_reftype);
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}
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// GodotObject
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GDMonoClass *type_class = p_type.type_class;
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if (CACHED_CLASS(GodotObject)->is_assignable_from(type_class)) {
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Object *ptr = unbox<Object *>(CACHED_FIELD(GodotObject, ptr)->get_value(p_obj));
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if (ptr != NULL) {
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Reference *ref = Object::cast_to<Reference>(ptr);
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return ref ? Variant(Ref<Reference>(ref)) : Variant(ptr);
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}
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return Variant();
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}
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} break;
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}
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