17b2838f39
This change aims to reduce the number of places that need to be changed when adding or editing a Godot type to the bindings. Since the addition of `Variant.From<T>/As<T>` and `VariantUtils.CreateFrom<T>/ConvertTo<T>`, we can now replace a lot of the previous code in the bindings generator and the source generators that specify these conversions for each type manually. The only exceptions are the generic Godot collections (`Array<T>` and `Dictionary<TKey, TValue>`) which still use the old version, as that one cannot be matched by our new conversion methods (limitation in the language with generics, forcing us to use delegate pointers). The cleanup applies to: - Bindings generator: - `TypeInterface.cs_variant_to_managed` - `TypeInterface.cs_managed_to_variant` - Source generators: - `MarshalUtils.AppendNativeVariantToManagedExpr` - `MarshalUtils.AppendManagedToNativeVariantExpr` - `MarshalUtils.AppendVariantToManagedExpr` - `MarshalUtils.AppendManagedToVariantExpr` |
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.. | ||
build_scripts | ||
doc_classes | ||
editor | ||
glue | ||
icons | ||
mono_gd | ||
thirdparty | ||
utils | ||
.editorconfig | ||
.gitignore | ||
__init__.py | ||
class_db_api_json.cpp | ||
class_db_api_json.h | ||
config.py | ||
csharp_script.cpp | ||
csharp_script.h | ||
Directory.Build.props | ||
Directory.Build.targets | ||
godotsharp_defs.h | ||
godotsharp_dirs.cpp | ||
godotsharp_dirs.h | ||
interop_types.h | ||
managed_callable.cpp | ||
managed_callable.h | ||
mono_gc_handle.cpp | ||
mono_gc_handle.h | ||
README.md | ||
register_types.cpp | ||
register_types.h | ||
SCsub | ||
signal_awaiter_utils.cpp | ||
signal_awaiter_utils.h |
How to build and run
- Build Godot with the module enabled:
module_mono_enabled=yes
. - After building Godot, use it to generate the C# glue code:
<godot_binary> --generate-mono-glue ./modules/mono/glue
- Build the C# solutions:
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin
The paths specified in these examples assume the command is being run from the Godot source root.
How to deal with NuGet packages
We distribute the API assemblies, our source generators, and our custom MSBuild project SDK as NuGet packages. This is all transparent to the user, but it can make things complicated during development.
In order to use Godot with a development of those packages, we must create a local NuGet source where MSBuild can find them. This can be done with the .NET CLI:
dotnet nuget add source ~/MyLocalNugetSource --name MyLocalNugetSource
The Godot NuGet packages must be added to that local source. Additionally, we must make sure there are no other versions of the package in the NuGet cache, as MSBuild may pick one of those instead.
In order to simplify this process, the build_assemblies.py
script provides
the following --push-nupkgs-local
option:
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
--push-nupkgs-local ~/MyLocalNugetSource
This option ensures the packages will be added to the specified local NuGet source and that conflicting versions of the package are removed from the NuGet cache. It's recommended to always use this option when building the C# solutions during development to avoid mistakes.
Double Precision Support (REAL_T_IS_DOUBLE)
Follow the above instructions but build Godot with the float=64 argument to scons
When building the NuGet packages, specify --float=64
- for example:
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir ./bin \
--push-nupkgs-local ~/MyLocalNugetSource --float=64