Support marshaling generic Godot.Object
Allows using generic C# types in signals as long as they inherit from `Godot.Object`.
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1 changed files with 11 additions and 0 deletions
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@ -266,6 +266,12 @@ Variant::Type managed_to_variant_type(const ManagedType &p_type, bool *r_nil_is_
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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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@ -450,6 +456,11 @@ MonoObject *variant_to_mono_object_of_genericinst(const Variant &p_var, GDMonoCl
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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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if (CACHED_CLASS(GodotObject)->is_assignable_from(p_type_class)) {
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return GDMonoUtils::unmanaged_get_managed(p_var.operator Object *());
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}
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ERR_FAIL_V_MSG(nullptr, "Attempted to convert Variant to unsupported generic type: '" +
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p_type_class->get_full_name() + "'.");
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}
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