using System; using System.Runtime.CompilerServices; namespace Godot { public partial class Object : IDisposable { private bool disposed = false; private const string nativeName = "Object"; internal IntPtr ptr; internal bool memoryOwn; public Object() : this(false) { if (ptr == IntPtr.Zero) ptr = godot_icall_Object_Ctor(this); } internal Object(bool memoryOwn) { this.memoryOwn = memoryOwn; } public IntPtr NativeInstance { get { return ptr; } } internal static IntPtr GetPtr(Object instance) { return instance == null ? IntPtr.Zero : instance.ptr; } ~Object() { Dispose(false); } public void Dispose() { Dispose(true); GC.SuppressFinalize(this); } protected virtual void Dispose(bool disposing) { if (disposed) return; if (ptr != IntPtr.Zero) { if (memoryOwn) { memoryOwn = false; godot_icall_Object_Dtor(this, ptr); } this.ptr = IntPtr.Zero; } disposed = true; } public SignalAwaiter ToSignal(Object source, string signal) { return new SignalAwaiter(source, signal, this); } [MethodImpl(MethodImplOptions.InternalCall)] internal extern static IntPtr godot_icall_Object_Ctor(Object obj); [MethodImpl(MethodImplOptions.InternalCall)] internal extern static void godot_icall_Object_Dtor(object obj, IntPtr ptr); // Used by the generated API [MethodImpl(MethodImplOptions.InternalCall)] internal extern static IntPtr godot_icall_Object_ClassDB_get_method(string type, string method); } }