66 lines
3.1 KiB
C++
66 lines
3.1 KiB
C++
/*************************************************************************/
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/* godotsharp_internals.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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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#include "gd_mono_internals.h"
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#include "../csharp_script.h"
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#include "../mono_gc_handle.h"
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#include "gd_mono_utils.h"
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namespace GDMonoInternals {
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void tie_managed_to_unmanaged(MonoObject *managed, Object *unmanaged) {
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// This method should not fail
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CRASH_COND(!unmanaged);
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// All mono objects created from the managed world (e.g.: `new Player()`)
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// need to have a CSharpScript in order for their methods to be callable from the unmanaged side
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Reference *ref = Object::cast_to<Reference>(unmanaged);
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GDMonoClass *klass = GDMonoUtils::get_object_class(managed);
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CRASH_COND(!klass);
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Ref<MonoGCHandle> gchandle = ref ? MonoGCHandle::create_weak(managed) :
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MonoGCHandle::create_strong(managed);
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Ref<CSharpScript> script = CSharpScript::create_for_managed_type(klass);
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CRASH_COND(script.is_null());
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ScriptInstance *si = CSharpInstance::create_for_managed_type(unmanaged, script.ptr(), gchandle);
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unmanaged->set_script_and_instance(script.get_ref_ptr(), si);
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return;
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}
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}
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