88e367a406
This base implementation is still very barebones but it defines the path for how exporting will work (at least when embedding the .NET runtime). Many manual steps are still needed, which should be automatized in the future. For example, in addition to the API assemblies, now you also need to copy the GodotPlugins assembly to each game project.
77 lines
4.5 KiB
C++
77 lines
4.5 KiB
C++
/*************************************************************************/
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/* gd_mono_cache.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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#include "gd_mono_cache.h"
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#include "core/error/error_macros.h"
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namespace GDMonoCache {
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ManagedCallbacks managed_callbacks;
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bool godot_api_cache_updated = false;
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void update_godot_api_cache(const ManagedCallbacks &p_managed_callbacks) {
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#define CHECK_CALLBACK_NOT_NULL_IMPL(m_var, m_class, m_method) ERR_FAIL_COND_MSG(m_var == nullptr, \
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"Mono Cache: Managed callback for '" #m_class "_" #m_method "' is null.")
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#define CHECK_CALLBACK_NOT_NULL(m_class, m_method) CHECK_CALLBACK_NOT_NULL_IMPL(p_managed_callbacks.m_class##_##m_method, m_class, m_method)
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CHECK_CALLBACK_NOT_NULL(SignalAwaiter, SignalCallback);
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CHECK_CALLBACK_NOT_NULL(DelegateUtils, InvokeWithVariantArgs);
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CHECK_CALLBACK_NOT_NULL(DelegateUtils, DelegateEquals);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, FrameCallback);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, CreateManagedForGodotObjectBinding);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, CreateManagedForGodotObjectScriptInstance);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetScriptNativeName);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, SetGodotObjectPtr);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, RaiseEventSignal);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, GetScriptSignalList);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, HasScriptSignal);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, ScriptIsOrInherits);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, AddScriptBridge);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, RemoveScriptBridge);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, UpdateScriptClassInfo);
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CHECK_CALLBACK_NOT_NULL(ScriptManagerBridge, SwapGCHandleForType);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Call);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Set);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, Get);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, CallDispose);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, CallToString);
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CHECK_CALLBACK_NOT_NULL(CSharpInstanceBridge, HasMethodUnknownParams);
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CHECK_CALLBACK_NOT_NULL(GCHandleBridge, FreeGCHandle);
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CHECK_CALLBACK_NOT_NULL(DebuggingUtils, InstallTraceListener);
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CHECK_CALLBACK_NOT_NULL(Dispatcher, InitializeDefaultGodotTaskScheduler);
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CHECK_CALLBACK_NOT_NULL(DisposablesTracker, OnGodotShuttingDown);
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managed_callbacks = p_managed_callbacks;
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godot_api_cache_updated = true;
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}
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} // namespace GDMonoCache
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