bb6814aef0
Expands to Object.call, Object.set and Object.get for accessing members. This means it can also access members from scripts written in other languages, like GDScript.
122 lines
3.5 KiB
C#
122 lines
3.5 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Godot
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{
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public partial class Object : IDisposable
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{
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private bool disposed = false;
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private const string nativeName = "Object";
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internal IntPtr ptr;
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internal bool memoryOwn;
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public Object() : this(false)
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{
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if (ptr == IntPtr.Zero)
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ptr = godot_icall_Object_Ctor(this);
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}
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internal Object(bool memoryOwn)
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{
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this.memoryOwn = memoryOwn;
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}
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public IntPtr NativeInstance
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{
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get { return ptr; }
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}
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internal static IntPtr GetPtr(Object instance)
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{
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if (instance == null)
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return IntPtr.Zero;
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if (instance.disposed)
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throw new ObjectDisposedException(instance.GetType().FullName);
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return instance.ptr;
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}
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~Object()
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{
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Dispose(false);
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposed)
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return;
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if (ptr != IntPtr.Zero)
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{
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if (memoryOwn)
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{
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memoryOwn = false;
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godot_icall_Reference_Disposed(this, ptr, !disposing);
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}
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else
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{
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godot_icall_Object_Disposed(this, ptr);
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}
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this.ptr = IntPtr.Zero;
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}
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disposed = true;
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}
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/// <summary>
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/// Returns a new <see cref="Godot.SignalAwaiter"/> awaiter configured to complete when the instance
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/// <paramref name="source"/> emits the signal specified by the <paramref name="signal"/> parameter.
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/// </summary>
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/// <param name="source">
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/// The instance the awaiter will be listening to.
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/// </param>
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/// <param name="signal">
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/// The signal the awaiter will be waiting for.
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/// </param>
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/// <example>
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/// This sample prints a message once every frame up to 100 times.
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/// <code>
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/// public override void _Ready()
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/// {
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/// for (int i = 0; i < 100; i++)
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/// {
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/// await ToSignal(GetTree(), "idle_frame");
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/// GD.Print($"Frame {i}");
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/// }
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/// }
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/// </code>
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/// </example>
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public SignalAwaiter ToSignal(Object source, string signal)
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{
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return new SignalAwaiter(source, signal, this);
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}
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/// <summary>
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/// Gets a new <see cref="Godot.DynamicGodotObject"/> associated with this instance.
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/// </summary>
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public dynamic DynamicObject => new DynamicGodotObject(this);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static IntPtr godot_icall_Object_Ctor(Object obj);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static void godot_icall_Object_Disposed(Object obj, IntPtr ptr);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static void godot_icall_Reference_Disposed(Object obj, IntPtr ptr, bool isFinalizer);
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// Used by the generated API
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static IntPtr godot_icall_Object_ClassDB_get_method(string type, string method);
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}
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}
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