Commit graph

518 commits

Author SHA1 Message Date
Ignacio Roldán Etcheverry
690199b7dd
Merge pull request #69194 from raulsntos/dotnet/begone-variant-disposer
C#: Remove VariantSpanDisposer and use constants in stackalloc
2022-11-27 03:30:59 +01:00
Raul Santos
3ff181096a
C#: Remove VariantSpanDisposer and use constants in stackalloc
- Remove `VariantSpanDisposer`, no need to dispose of the Variant Spans
since we are now borrowing the Variants instead of copying them.
- Remove `VariantSpanExtensions.Cleared` that was only used so the
Span was initialized for `VariantSpanDisposer` to know what to dispose.
- Fix stackalloc Spans to use constant VarArgsSpanThreshold
and avoid bound checks.
2022-11-27 03:04:34 +01:00
Ignacio Roldán Etcheverry
68e3f49157
Merge pull request #69191 from raulsntos/dotnet/no-throw
Fix `VariantUtils.UnsupportedType` method throwing
2022-11-26 04:38:11 +01:00
Ignacio Roldán Etcheverry
50badbd1f4
Merge pull request #69088 from raulsntos/dotnet/global
C#: Add `global::` namespace to generated source
2022-11-26 04:36:26 +01:00
Raul Santos
cfab6b0566
Fix VariantUtils.UnsupportedType method throwing
This method was not supposed to throw, just return the new constructed
exception so it can be thrown by the caller.
2022-11-26 03:05:00 +01:00
Raul Santos
b9e1ca1e86
C#: Add global:: namespace to generated source
Adds `global::` to the fully qualified types in source generators to
prevent ambiguity.
2022-11-26 01:13:16 +01:00
Rémi Verschelde
fcdded2e3d
Merge pull request #68310 from neikeq/csharp-opt-variant-generic-conv
C#: Optimize Variant conversion callbacks
2022-11-25 19:27:26 +01:00
Rémi Verschelde
c3af45791c
Merge pull request #67511 from neikeq/issue-66060
C#: Load assemblies as collectible only in the Godot editor
2022-11-25 10:00:33 +01:00
Ignacio Roldán Etcheverry
3f645f980c C#: Optimize Variant conversion callbacks
These callbacks are used for marshaling by callables and generic Godot
collections.

C# generics don't support specialization the way C++ templates do.
I knew NativeAOT could optimize away many type checks when the types
are known at compile time, but I didn't trust the JIT would do as good
a job, so I initially went with cached function pointers.

Well, it turns out the JIT is also very good at optimizing in this
scenario, so I'm changing the methods to do the conversion directly,
rather than returning a function pointer for the conversion.

The methods were moved to `VariantUtils`, and were renamed from
`GetFromVariantCallback/GetToVariantCallback` to `ConvertTo/CreateFrom`.

The new implementation looks like it goes through many `if` checks
at runtime to find the right branch for the type, but in practice it
works pretty much like template specialization. The JIT only generates
code for the relevant branch. Together with inlining, the result is
very close or the same as doing the conversion manually:

```cs
godot_variant variant;

int foo = variant.Int;
int bar = VariantUtils.ConvertTo<int>(variant);
```

If the type is a generic Godot collection, the conversion still goes
through a function pointer call.

The new code happens to be much shorter as well, with the file going
from 1057 lines to 407.

Side note: `Variant.cs` was mistakenly created in the wrong folder,
so I moved it to the `Core` folder.
2022-11-25 03:14:10 +01:00
Raul Santos
ca5c51f47e
C#: Add Projection documentation
- Add documentation to Projection type
- Reorder Projection members to be consistent with other C# types
2022-11-25 00:29:58 +01:00
Rémi Verschelde
93be29be06
Merge pull request #69125 from raulsntos/dotnet/bezier_derivative
C#: Implement BezierDerivative
2022-11-24 18:56:02 +01:00
Raul Santos
d2f7314716
C#: Implement BezierDerivative
Adds `BezierDerivative` method to Mathf, Vector2 and Vector3 (already exposed in Core).
2022-11-24 17:55:07 +01:00
Silc Renew
b217c41d36 Refactor interpolating functions in some classes to use Math class 2022-11-24 20:31:43 +09:00
Rémi Verschelde
c3132b42cb
Merge pull request #66816 from raulsntos/dotnet/readonly
Add `readonly` to C# methods and types that don't mutate
2022-11-18 16:20:29 +01:00
Raul Santos
ac8ea5c821
C#: Remove "?" from CEscape and CUnescape 2022-11-15 01:40:12 +01:00
Raul Santos
71df6d66ae
Add readonly to C# methods and types that don't mutate
Also removes a few unnecessary temp variables
2022-11-14 20:32:20 +01:00
Ignacio Roldán Etcheverry
ec521a405a
Merge pull request #68253 from dzil123/fix_array_shuffle
Fix c# Array.Shuffle incorrect mono bindings
2022-11-04 23:54:53 +01:00
dzil123
2fd2a16d92 Fix c# Array.Shuffle incorrect mono bindings 2022-11-04 06:25:31 -07:00
Ignacio Roldán Etcheverry
c0de8d32d5
Merge pull request #68092 from raulsntos/dotnet/variant-from-array
C#: Add implicit conversion from arrays to Variant
2022-11-03 14:46:26 +01:00
Aaron Franke
9e952c8386
Allow getting Quaternion rotation in different Euler orders 2022-11-02 19:20:10 -05:00
Raul Santos
99260d972f
C#: Add implicit conversion from arrays to Variant
Adds an implicit conversion from supported array types (the ones that
are equivalent to `Packed*Array` types in Godot) to Variant.
2022-11-02 21:46:32 +01:00
Aaron Franke
8556fdd4bc
Move EulerOrder enum to math_defs.h and global scope 2022-11-02 13:44:13 -05:00
Rémi Verschelde
d2e1b4b9f0
Merge pull request #68118 from aaronfranke/quat-from-euler
Replace Quaternion Euler constructor with `from_euler` method
2022-11-02 18:51:59 +01:00
Yuri Rubinsky
9487a6ea32 Add missed Quaternion constructor to C# 2022-11-02 11:41:32 +03:00
Aaron Franke
83634119d4
Replace Quaternion Euler constructor with from_euler method 2022-11-01 09:28:12 -05:00
Ignacio Roldán Etcheverry
f66a352c0f C#: Add Variant conversion callbacks for generic Godot collections
This allows using generic Godot collections as type arguments for other
generic Godot collections. This also allows generic Godot collections
as parameter or return type in dynamic Callable invocations.
2022-10-30 01:24:15 +02:00
Ignacio Roldán Etcheverry
282bd37e5c C#: Remove need for reflection to invoking callable delegates
We aim to make the C# API reflection-free, mainly for concerns about
performance, and to be able to target NativeAOT in refletion-free mode,
which reduces the binary size.

One of the main usages of reflection still left was the dynamic
invokation of callable delegates, and for some time I wasn't sure
I would find an alternative solution that I'd be happy with.

The new solution uses trampoline functions to invoke the delegates:

```
static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret)
{
    if (args.Count != 1)
        throw new ArgumentException($"Callable expected 1 arguments but received {args.Count}.");

    string res = ((Func<int, string>)delegateObj)(
        VariantConversionCallbacks.GetToManagedCallback<int>()(args[0])
    );

    ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res);
}

Callable.CreateWithUnsafeTrampoline((int num) => "Foo" + num, &Trampoline);
```

Of course, this is too much boilerplate for user code. To improve this,
the `Callable.From` methods were added. These are overloads that take
`Action` and `Func` delegates, which covers the most common use cases:
lambdas and method groups:

```
// Lambda
Callable.From((int num) => "Foo" + num);

// Method group
string AppendNum(int num) => "Foo" + num;
Callable.From(AppendNum);
```

Unfortunately, due to limitations in the C# language, implicit
conversions from delegates to `Callable` are not supported.

`Callable.From` does not support custom delegates. These should be
uncommon, but the Godot C# API actually uses them for event signals.
As such, the bindings generator was updated to generate trampoline
functions for event signals. It was also optimized to use `Action`
instead of a custom delegate for parameterless signals, which removes
the need for the trampoline functions for those signals.

The change to reflection-free invokation removes one of the last needs
for `ConvertVariantToManagedObjectOfType`. The only remaining usage is
from calling script constructors with parameters from the engine
(`CreateManagedForGodotObjectScriptInstance`). Once that one is made
reflection-free, `ConvertVariantToManagedObjectOfType` can be removed.
2022-10-30 01:24:15 +02:00
Ignacio Roldán Etcheverry
2303c26783 C#: Load assemblies as collectible only in the Godot editor
We use collectible AssemblyLoadContexts as that's the only way to allow
reloading assemblies after building. However, collectible assemblies
have some restrictions:

- https://learn.microsoft.com/en-us/dotnet/framework/reflection-and-codedom/collectible-assemblies#restrictions-on-collectible-assemblies

Those restrictions can cause issues with third-party code, such as some
mocking libraries.

In order to work around this problem, we're going to load assemblies
as collectible only in Godot editor, and not when running games.
These issues will still exist in the editor, but this will be enough
for some users.
2022-10-17 00:22:48 +02:00
Yuri Rubinsky
04f7207009 Add a Plane(Vector3, Vector3) constructor for C# 2022-10-16 14:10:58 +03:00
Alexander Schill
5f47873f10 Adding null check to prevent null reference exception when serializing delegates in C# 2022-10-13 00:19:46 +02:00
Raul Santos
fbea89d4f1
C#: Generate symbols packages 2022-10-08 13:59:06 +02:00
Raul Santos
67d058da30
C#: Use Span in Color to avoid string allocations 2022-10-03 12:11:37 +02:00
Rémi Verschelde
9c2894180d Merge pull request #66387 from aaronfranke/cs-basis-euler
C#: Update Basis Euler angle code to match core
2022-10-03 09:26:16 +02:00
Patrick Dawson
161f295f52 ManagedCallable: use delegate target instead of middleman when possible
If the delegate target is an Object, the connected signal will be registered in that object instead of the middleman. So when that object is destroyed, the signal will be properly disconnected.
2022-10-01 02:09:58 +02:00
Aaron Franke
fe7135344b
C#: Update Basis Euler angle code to match core 2022-09-25 22:28:52 -05:00
Raul Santos
5be5f167a1
C#: Rename PlusFile to PathJoin 2022-09-19 18:25:29 +02:00
Rémi Verschelde
5062aafc2d Merge pull request #64417 from aaronfranke/has-space
Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
2022-09-06 17:00:44 +02:00
Micky
b6daad8d4b Rename range_lerp to remap 2022-09-06 07:19:20 +02:00
Rémi Verschelde
785ce4208d Merge pull request #65266 from raulsntos/dotnet/reload-non-tool-scripts
Create script instance of reloaded scripts even if they're not tools
2022-09-05 08:27:16 +02:00
Aaron Franke
7c2f0a82f0
Replace AABB/Rect2(i) HasNo* methods in C# 2022-09-04 23:03:36 -05:00
Aaron Franke
39521f9c8e
Fix some bugs with Vector4 in C# 2022-09-04 19:55:30 -05:00
Raul Santos
a91a3d01f8
C#: Create script instance of reloaded scripts even if they're not tools
Scripts that are instantiated at some point will always be recreated
if they ever become placeholders to prevent non-tool scripts
instantiated manually by users to become placeholders, if they
do become placeholders due to errors that prevent instantiation
(such as a missing parameterless constructor) these scripts
will also be recreated replacing the temporary placeholder.

If a script is marked as a tool but becomes a non-tool script
in a rebuild, the script will become a placeholder and will
no longer be considered applicable to be replaced by an instance
since the user explicitly removed the Tool attribute.
2022-09-04 20:39:37 +02:00
Almighty Laxz
c71b78bbb8 Add float arg to build_assemblies.py 2022-09-04 04:02:39 +09:30
Almighty Laxz
2c1593f7e4 Fixed build failing when REAL_T double and dotnet enabled 2022-09-03 00:24:14 +09:30
Ignacio Roldán Etcheverry
0e63185651 C#: Fix Vector4 in godot_variant and missing marshaling
Vector4 and Vector4i were implemented incorrectly in godot_variant.
They were also missing their respective Variant conversion callbacks
(used for generic collections).

Took the chance to remove unnecessary native calls for creating
Variant from Vector4, as now it can be done from C# (which is faster).
2022-08-31 23:43:28 +02:00
Hugo Locurcio
291d3aaabe
Improve null and object printing to avoid confusion with arrays
- Use different syntax for object printing to avoid confusion with arrays.
- Print null as `<null>` to avoid confusion with a string `"null"`.
- Display `<empty>` in editor resource pickers to avoid confusion
  with array-based properties.
2022-08-31 15:31:49 +02:00
Ignacio Roldán Etcheverry
706d988baa
Merge pull request #65061 from paulloz/dotnet/fix-godot_variants-with-empty-type-field
C#: Populate `Type` field on `godot_variant` created in managed
2022-08-30 18:01:00 +02:00
Danil Alexeev
d4555ef5fb
Add String.to_{camel,pascal,snake}_case methods 2022-08-30 12:36:24 +03:00
Paul Joannon
b783be59a2
C#: godot_variant should always have a valid type 2022-08-30 00:32:53 +02:00
Rémi Verschelde
4333f785f6
Merge pull request #64956 from raulsntos/dotnet/format-ci
Add `dotnet format` to CI to check C# style
2022-08-29 07:03:20 +02:00