[C#] Enable nullability for variant classes
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parent
b94eb58d35
commit
08e44123cb
8 changed files with 62 additions and 43 deletions
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@ -6,6 +6,8 @@ using System.Linq;
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using System.Runtime.CompilerServices;
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using Godot.NativeInterop;
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#nullable enable
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namespace Godot.Collections
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{
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/// <summary>
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@ -22,7 +24,7 @@ namespace Godot.Collections
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{
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internal godot_array.movable NativeValue;
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private WeakReference<IDisposable> _weakReferenceToSelf;
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private WeakReference<IDisposable>? _weakReferenceToSelf;
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/// <summary>
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/// Constructs a new empty <see cref="Array"/>.
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@ -1140,7 +1142,8 @@ namespace Godot.Collections
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/// </summary>
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/// <param name="from">The typed array to convert.</param>
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/// <returns>A new Godot Array, or <see langword="null"/> if <see paramref="from"/> was null.</returns>
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public static explicit operator Array(Array<T> from)
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[return: NotNullIfNotNull(nameof(from))]
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public static explicit operator Array?(Array<T>? from)
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{
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return from?._underlyingArray;
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}
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@ -194,7 +194,7 @@ namespace Godot.Bridge
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var native = GodotObject.InternalGetClassNativeBase(scriptType);
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var field = native?.GetField("NativeName", BindingFlags.DeclaredOnly | BindingFlags.Static |
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var field = native.GetField("NativeName", BindingFlags.DeclaredOnly | BindingFlags.Static |
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BindingFlags.Public | BindingFlags.NonPublic);
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if (field == null)
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@ -253,11 +253,15 @@ namespace Godot.Bridge
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{
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var editorAssembly = AppDomain.CurrentDomain.GetAssemblies()
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.FirstOrDefault(a => a.GetName().Name == "GodotSharpEditor");
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wrapperType = editorAssembly?.GetType("Godot." + nativeTypeNameStr);
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if (wrapperType == null)
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if (editorAssembly != null)
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{
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wrapperType = GetTypeByGodotClassAttr(editorAssembly, nativeTypeNameStr);
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wrapperType = editorAssembly.GetType("Godot." + nativeTypeNameStr);
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if (wrapperType == null)
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{
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wrapperType = GetTypeByGodotClassAttr(editorAssembly, nativeTypeNameStr);
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}
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}
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}
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@ -414,7 +414,7 @@ namespace Godot
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{
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ulong objectId = reader.ReadUInt64();
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// ReSharper disable once RedundantNameQualifier
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GodotObject godotObject = GodotObject.InstanceFromId(objectId);
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GodotObject? godotObject = GodotObject.InstanceFromId(objectId);
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if (godotObject == null)
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return false;
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@ -5,6 +5,8 @@ using System.Diagnostics.CodeAnalysis;
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using System.Runtime.CompilerServices;
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using Godot.NativeInterop;
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#nullable enable
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namespace Godot.Collections
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{
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/// <summary>
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@ -19,7 +21,7 @@ namespace Godot.Collections
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{
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internal godot_dictionary.movable NativeValue;
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private WeakReference<IDisposable> _weakReferenceToSelf;
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private WeakReference<IDisposable>? _weakReferenceToSelf;
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/// <summary>
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/// Constructs a new empty <see cref="Dictionary"/>.
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@ -559,7 +561,8 @@ namespace Godot.Collections
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/// </summary>
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/// <param name="from">The typed dictionary to convert.</param>
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/// <returns>A new Godot Dictionary, or <see langword="null"/> if <see paramref="from"/> was null.</returns>
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public static explicit operator Dictionary(Dictionary<TKey, TValue> from)
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[return: NotNullIfNotNull(nameof(from))]
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public static explicit operator Dictionary?(Dictionary<TKey, TValue>? from)
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{
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return from?._underlyingDict;
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}
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@ -1,6 +1,8 @@
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using System;
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using Godot.NativeInterop;
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#nullable enable
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namespace Godot
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{
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public partial class GodotObject
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@ -26,7 +28,7 @@ namespace Godot
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/// </example>
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/// <param name="instanceId">Instance ID of the Object to retrieve.</param>
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/// <returns>The <see cref="GodotObject"/> instance.</returns>
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public static GodotObject InstanceFromId(ulong instanceId)
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public static GodotObject? InstanceFromId(ulong instanceId)
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{
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return InteropUtils.UnmanagedGetManaged(NativeFuncs.godotsharp_instance_from_id(instanceId));
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}
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@ -49,7 +51,7 @@ namespace Godot
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/// </summary>
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/// <param name="instance">The instance to check.</param>
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/// <returns>If the instance is a valid object.</returns>
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public static bool IsInstanceValid(GodotObject instance)
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public static bool IsInstanceValid(GodotObject? instance)
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{
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return instance != null && instance.NativeInstance != IntPtr.Zero;
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}
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@ -66,9 +68,9 @@ namespace Godot
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/// </summary>
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/// <param name="obj">The object.</param>
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/// <returns>
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/// The <see cref="WeakRef"/> reference to the object or <see langword="null"/>.
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/// The <see cref="Godot.WeakRef"/> reference to the object or <see langword="null"/>.
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/// </returns>
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public static WeakRef WeakRef(GodotObject obj)
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public static WeakRef? WeakRef(GodotObject? obj)
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{
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if (!IsInstanceValid(obj))
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return null;
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@ -1,8 +1,11 @@
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using Godot.Bridge;
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using Godot.NativeInterop;
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#nullable enable
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namespace Godot
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{
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public partial class GodotObject : IDisposable
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@ -13,7 +16,7 @@ namespace Godot
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internal IntPtr NativePtr;
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private bool _memoryOwn;
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private WeakReference<GodotObject> _weakReferenceToSelf;
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private WeakReference<GodotObject>? _weakReferenceToSelf;
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/// <summary>
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/// Constructs a new <see cref="GodotObject"/>.
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@ -59,7 +62,7 @@ namespace Godot
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/// </summary>
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public IntPtr NativeInstance => NativePtr;
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internal static IntPtr GetPtr(GodotObject instance)
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internal static IntPtr GetPtr(GodotObject? instance)
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{
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if (instance == null)
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return IntPtr.Zero;
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@ -105,7 +108,7 @@ namespace Godot
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if (gcHandleToFree != IntPtr.Zero)
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{
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object target = GCHandle.FromIntPtr(gcHandleToFree).Target;
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object? target = GCHandle.FromIntPtr(gcHandleToFree).Target;
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// The GC handle may have been replaced in another thread. Release it only if
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// it's associated to this managed instance, or if the target is no longer alive.
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if (target != this && target != null)
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@ -176,18 +179,14 @@ namespace Godot
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internal static Type InternalGetClassNativeBase(Type t)
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{
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do
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{
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var assemblyName = t.Assembly.GetName();
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var name = t.Assembly.GetName().Name;
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if (assemblyName.Name == "GodotSharp")
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return t;
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if (name == "GodotSharp" || name == "GodotSharpEditor")
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return t;
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if (assemblyName.Name == "GodotSharpEditor")
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return t;
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} while ((t = t.BaseType) != null);
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Debug.Assert(t.BaseType is not null, "Script types must derive from a native Godot type.");
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return null;
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return InternalGetClassNativeBase(t.BaseType);
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}
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// ReSharper disable once VirtualMemberNeverOverridden.Global
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@ -1,6 +1,9 @@
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Godot.NativeInterop;
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#nullable enable
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namespace Godot
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{
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/// <summary>
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@ -39,11 +42,11 @@ namespace Godot
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/// new NodePath("/root/MyAutoload"); // If you have an autoloaded node or scene.
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/// </code>
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/// </example>
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public sealed class NodePath : IDisposable, IEquatable<NodePath>
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public sealed class NodePath : IDisposable, IEquatable<NodePath?>
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{
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internal godot_node_path.movable NativeValue;
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private WeakReference<IDisposable> _weakReferenceToSelf;
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private WeakReference<IDisposable>? _weakReferenceToSelf;
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~NodePath()
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{
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@ -135,7 +138,8 @@ namespace Godot
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/// Converts this <see cref="NodePath"/> to a string.
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/// </summary>
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/// <param name="from">The <see cref="NodePath"/> to convert.</param>
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public static implicit operator string(NodePath from) => from?.ToString();
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[return: NotNullIfNotNull(nameof(from))]
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public static implicit operator string?(NodePath? from) => from?.ToString();
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/// <summary>
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/// Converts this <see cref="NodePath"/> to a string.
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@ -289,19 +293,19 @@ namespace Godot
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/// <returns>If the <see cref="NodePath"/> is empty.</returns>
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public bool IsEmpty => NativeValue.DangerousSelfRef.IsEmpty;
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public static bool operator ==(NodePath left, NodePath right)
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public static bool operator ==(NodePath? left, NodePath? right)
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{
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if (left is null)
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return right is null;
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return left.Equals(right);
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}
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public static bool operator !=(NodePath left, NodePath right)
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public static bool operator !=(NodePath? left, NodePath? right)
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{
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return !(left == right);
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}
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public bool Equals(NodePath other)
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public bool Equals([NotNullWhen(true)] NodePath? other)
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{
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if (other is null)
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return false;
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@ -310,7 +314,7 @@ namespace Godot
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return NativeFuncs.godotsharp_node_path_equals(self, otherNative).ToBool();
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}
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public override bool Equals(object obj)
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public override bool Equals([NotNullWhen(true)] object? obj)
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{
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return ReferenceEquals(this, obj) || (obj is NodePath other && Equals(other));
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}
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@ -1,6 +1,9 @@
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using System;
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using System.Diagnostics.CodeAnalysis;
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using Godot.NativeInterop;
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#nullable enable
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namespace Godot
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{
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/// <summary>
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@ -10,11 +13,11 @@ namespace Godot
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/// Comparing them is much faster than with regular strings, because only the pointers are compared,
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/// not the whole strings.
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/// </summary>
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public sealed class StringName : IDisposable, IEquatable<StringName>
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public sealed class StringName : IDisposable, IEquatable<StringName?>
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{
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internal godot_string_name.movable NativeValue;
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private WeakReference<IDisposable> _weakReferenceToSelf;
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private WeakReference<IDisposable>? _weakReferenceToSelf;
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~StringName()
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{
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@ -81,7 +84,8 @@ namespace Godot
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/// Converts a <see cref="StringName"/> to a string.
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/// </summary>
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/// <param name="from">The <see cref="StringName"/> to convert.</param>
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public static implicit operator string(StringName from) => from?.ToString();
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[return: NotNullIfNotNull(nameof(from))]
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public static implicit operator string?(StringName? from) => from?.ToString();
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/// <summary>
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/// Converts this <see cref="StringName"/> to a string.
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@ -104,43 +108,43 @@ namespace Godot
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/// <returns>If the <see cref="StringName"/> is empty.</returns>
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public bool IsEmpty => NativeValue.DangerousSelfRef.IsEmpty;
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public static bool operator ==(StringName left, StringName right)
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public static bool operator ==(StringName? left, StringName? right)
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{
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if (left is null)
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return right is null;
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return left.Equals(right);
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}
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public static bool operator !=(StringName left, StringName right)
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public static bool operator !=(StringName? left, StringName? right)
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{
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return !(left == right);
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}
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public bool Equals(StringName other)
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public bool Equals([NotNullWhen(true)] StringName? other)
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{
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if (other is null)
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return false;
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return NativeValue.DangerousSelfRef == other.NativeValue.DangerousSelfRef;
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}
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public static bool operator ==(StringName left, in godot_string_name right)
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public static bool operator ==(StringName? left, in godot_string_name right)
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{
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if (left is null)
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return right.IsEmpty;
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return left.Equals(right);
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}
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public static bool operator !=(StringName left, in godot_string_name right)
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public static bool operator !=(StringName? left, in godot_string_name right)
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{
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return !(left == right);
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}
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public static bool operator ==(in godot_string_name left, StringName right)
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public static bool operator ==(in godot_string_name left, StringName? right)
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{
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return right == left;
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}
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public static bool operator !=(in godot_string_name left, StringName right)
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public static bool operator !=(in godot_string_name left, StringName? right)
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{
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return !(right == left);
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}
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return NativeValue.DangerousSelfRef == other;
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}
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public override bool Equals(object obj)
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public override bool Equals([NotNullWhen(true)] object? obj)
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{
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return ReferenceEquals(this, obj) || (obj is StringName other && Equals(other));
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}
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