21637dfc25
* Very old macros from the time Godot was created. * Limited arguments to 5 (then later changed to 8) in many places. * They were replaced by C++11 Variadic Templates. * Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard. * Also added a dereference check for Variant*. Helped catch a couple of bugs.
257 lines
9.9 KiB
C++
257 lines
9.9 KiB
C++
/*************************************************************************/
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/* base_object_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 "core/object/class_db.h"
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#include "core/object/ref_counted.h"
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#include "core/string/string_name.h"
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#include "../csharp_script.h"
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#include "../mono_gd/gd_mono_cache.h"
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#include "../mono_gd/gd_mono_class.h"
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#include "../mono_gd/gd_mono_internals.h"
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#include "../mono_gd/gd_mono_marshal.h"
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#include "../mono_gd/gd_mono_utils.h"
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#include "../signal_awaiter_utils.h"
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#include "arguments_vector.h"
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Object *godot_icall_Object_Ctor(MonoObject *p_obj) {
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Object *instance = memnew(Object);
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GDMonoInternals::tie_managed_to_unmanaged(p_obj, instance);
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return instance;
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}
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void godot_icall_Object_Disposed(MonoObject *p_obj, Object *p_ptr) {
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#ifdef DEBUG_ENABLED
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CRASH_COND(p_ptr == nullptr);
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#endif
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if (p_ptr->get_script_instance()) {
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CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(p_ptr->get_script_instance());
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if (cs_instance) {
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if (!cs_instance->is_destructing_script_instance()) {
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cs_instance->mono_object_disposed(p_obj);
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p_ptr->set_script_instance(nullptr);
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}
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return;
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}
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}
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void *data = CSharpLanguage::get_existing_instance_binding(p_ptr);
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if (data) {
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CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
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if (script_binding.inited) {
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MonoGCHandleData &gchandle = script_binding.gchandle;
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if (!gchandle.is_released()) {
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CSharpLanguage::release_script_gchandle(p_obj, gchandle);
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}
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}
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}
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}
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void godot_icall_RefCounted_Disposed(MonoObject *p_obj, Object *p_ptr, MonoBoolean p_is_finalizer) {
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#ifdef DEBUG_ENABLED
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CRASH_COND(p_ptr == nullptr);
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// This is only called with RefCounted derived classes
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CRASH_COND(!Object::cast_to<RefCounted>(p_ptr));
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#endif
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RefCounted *rc = static_cast<RefCounted *>(p_ptr);
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if (rc->get_script_instance()) {
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CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(rc->get_script_instance());
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if (cs_instance) {
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if (!cs_instance->is_destructing_script_instance()) {
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bool delete_owner;
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bool remove_script_instance;
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cs_instance->mono_object_disposed_baseref(p_obj, p_is_finalizer, delete_owner, remove_script_instance);
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if (delete_owner) {
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memdelete(rc);
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} else if (remove_script_instance) {
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rc->set_script_instance(nullptr);
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}
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}
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return;
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}
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}
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// Unsafe refcount decrement. The managed instance also counts as a reference.
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// See: CSharpLanguage::alloc_instance_binding_data(Object *p_object)
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CSharpLanguage::get_singleton()->pre_unsafe_unreference(rc);
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if (rc->unreference()) {
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memdelete(rc);
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} else {
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void *data = CSharpLanguage::get_existing_instance_binding(rc);
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if (data) {
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CSharpScriptBinding &script_binding = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get();
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if (script_binding.inited) {
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MonoGCHandleData &gchandle = script_binding.gchandle;
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if (!gchandle.is_released()) {
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CSharpLanguage::release_script_gchandle(p_obj, gchandle);
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}
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}
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}
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}
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}
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void godot_icall_Object_ConnectEventSignals(Object *p_ptr) {
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CSharpInstance *csharp_instance = CAST_CSHARP_INSTANCE(p_ptr->get_script_instance());
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if (csharp_instance) {
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csharp_instance->connect_event_signals();
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}
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}
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MethodBind *godot_icall_Object_ClassDB_get_method(StringName *p_type, MonoString *p_method) {
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StringName type = p_type ? *p_type : StringName();
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StringName method(GDMonoMarshal::mono_string_to_godot(p_method));
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return ClassDB::get_method(type, method);
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}
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MonoObject *godot_icall_Object_weakref(Object *p_ptr) {
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if (!p_ptr) {
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return nullptr;
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}
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Ref<WeakRef> wref;
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RefCounted *rc = Object::cast_to<RefCounted>(p_ptr);
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if (rc) {
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REF r = rc;
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if (!r.is_valid()) {
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return nullptr;
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}
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wref.instantiate();
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wref->set_ref(r);
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} else {
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wref.instantiate();
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wref->set_obj(p_ptr);
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}
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return GDMonoUtils::unmanaged_get_managed(wref.ptr());
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}
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int32_t godot_icall_SignalAwaiter_connect(Object *p_source, StringName *p_signal, Object *p_target, MonoObject *p_awaiter) {
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StringName signal = p_signal ? *p_signal : StringName();
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return (int32_t)gd_mono_connect_signal_awaiter(p_source, signal, p_target, p_awaiter);
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}
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MonoArray *godot_icall_DynamicGodotObject_SetMemberList(Object *p_ptr) {
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List<PropertyInfo> property_list;
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p_ptr->get_property_list(&property_list);
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MonoArray *result = mono_array_new(mono_domain_get(), CACHED_CLASS_RAW(String), property_list.size());
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int i = 0;
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for (const PropertyInfo &E : property_list) {
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MonoString *boxed = GDMonoMarshal::mono_string_from_godot(E.name);
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mono_array_setref(result, i, boxed);
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i++;
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}
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return result;
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}
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MonoBoolean godot_icall_DynamicGodotObject_InvokeMember(Object *p_ptr, MonoString *p_name, MonoArray *p_args, MonoObject **r_result) {
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String name = GDMonoMarshal::mono_string_to_godot(p_name);
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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::CallError error;
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Variant result = p_ptr->callp(StringName(name), args.ptr(), argc, error);
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*r_result = GDMonoMarshal::variant_to_mono_object(result);
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return error.error == Callable::CallError::CALL_OK;
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}
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MonoBoolean godot_icall_DynamicGodotObject_GetMember(Object *p_ptr, MonoString *p_name, MonoObject **r_result) {
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String name = GDMonoMarshal::mono_string_to_godot(p_name);
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bool valid;
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Variant value = p_ptr->get(StringName(name), &valid);
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if (valid) {
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*r_result = GDMonoMarshal::variant_to_mono_object(value);
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}
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return valid;
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}
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MonoBoolean godot_icall_DynamicGodotObject_SetMember(Object *p_ptr, MonoString *p_name, MonoObject *p_value) {
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String name = GDMonoMarshal::mono_string_to_godot(p_name);
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Variant value = GDMonoMarshal::mono_object_to_variant(p_value);
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bool valid;
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p_ptr->set(StringName(name), value, &valid);
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return valid;
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}
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MonoString *godot_icall_Object_ToString(Object *p_ptr) {
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#ifdef DEBUG_ENABLED
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// Cannot happen in C#; would get an ObjectDisposedException instead.
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CRASH_COND(p_ptr == nullptr);
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#endif
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// Can't call 'Object::to_string()' here, as that can end up calling 'ToString' again resulting in an endless circular loop.
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String result = "[" + p_ptr->get_class() + ":" + itos(p_ptr->get_instance_id()) + "]";
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return GDMonoMarshal::mono_string_from_godot(result);
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}
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void godot_register_object_icalls() {
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_Ctor", godot_icall_Object_Ctor);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_Disposed", godot_icall_Object_Disposed);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_RefCounted_Disposed", godot_icall_RefCounted_Disposed);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ConnectEventSignals", godot_icall_Object_ConnectEventSignals);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ClassDB_get_method", godot_icall_Object_ClassDB_get_method);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_ToString", godot_icall_Object_ToString);
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GDMonoUtils::add_internal_call("Godot.Object::godot_icall_Object_weakref", godot_icall_Object_weakref);
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GDMonoUtils::add_internal_call("Godot.SignalAwaiter::godot_icall_SignalAwaiter_connect", godot_icall_SignalAwaiter_connect);
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GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMemberList", godot_icall_DynamicGodotObject_SetMemberList);
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GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_InvokeMember", godot_icall_DynamicGodotObject_InvokeMember);
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GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_GetMember", godot_icall_DynamicGodotObject_GetMember);
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GDMonoUtils::add_internal_call("Godot.DynamicGodotObject::godot_icall_DynamicGodotObject_SetMember", godot_icall_DynamicGodotObject_SetMember);
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}
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#endif // MONO_GLUE_ENABLED
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