C#: Remove old Callable code left dangling after switch to .NET 6
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@ -149,11 +149,5 @@ namespace Godot
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NativeFuncs.godotsharp_callable_call_deferred(callable, (godot_variant**)argsPtr, argc);
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}
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}
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern object godot_icall_Callable_Call(ref Callable callable, object[] args);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern void godot_icall_Callable_CallDeferred(ref Callable callable, object[] args);
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}
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}
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@ -1,79 +0,0 @@
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/*************************************************************************/
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/* callable_glue.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifdef MONO_GLUE_ENABLED
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#include "../mono_gd/gd_mono_marshal.h"
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#include "arguments_vector.h"
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MonoObject *godot_icall_Callable_Call(GDMonoMarshal::M_Callable *p_callable, MonoArray *p_args) {
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Callable callable = GDMonoMarshal::managed_to_callable(*p_callable);
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int argc = mono_array_length(p_args);
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ArgumentsVector<Variant> arg_store(argc);
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ArgumentsVector<const Variant *> args(argc);
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for (int i = 0; i < argc; i++) {
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MonoObject *elem = mono_array_get(p_args, MonoObject *, i);
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arg_store.set(i, GDMonoMarshal::mono_object_to_variant(elem));
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args.set(i, &arg_store.get(i));
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}
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Variant result;
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Callable::CallError error;
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callable.callp(args.ptr(), argc, result, error);
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return GDMonoMarshal::variant_to_mono_object(result);
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}
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void godot_icall_Callable_CallDeferred(GDMonoMarshal::M_Callable *p_callable, MonoArray *p_args) {
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Callable callable = GDMonoMarshal::managed_to_callable(*p_callable);
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int argc = mono_array_length(p_args);
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ArgumentsVector<Variant> arg_store(argc);
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ArgumentsVector<const Variant *> args(argc);
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for (int i = 0; i < argc; i++) {
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MonoObject *elem = mono_array_get(p_args, MonoObject *, i);
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arg_store.set(i, GDMonoMarshal::mono_object_to_variant(elem));
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args.set(i, &arg_store.get(i));
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}
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callable.call_deferredp(args.ptr(), argc);
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}
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void godot_register_callable_icalls() {
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GDMonoUtils::add_internal_call("Godot.Callable::godot_icall_Callable_Call", godot_icall_Callable_Call);
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GDMonoUtils::add_internal_call("Godot.Callable::godot_icall_Callable_CallDeferred", godot_icall_Callable_CallDeferred);
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}
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#endif // MONO_GLUE_ENABLED
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