f6f2be7577
This would be the case when calling SetScript on an object with a C# script.
158 lines
6.4 KiB
C++
158 lines
6.4 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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 "base_object_glue.h"
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#ifdef MONO_GLUE_ENABLED
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#include "core/reference.h"
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#include "core/string_db.h"
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#include "../csharp_script.h"
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#include "../mono_gd/gd_mono_internals.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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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 == NULL);
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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(NULL);
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}
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return;
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}
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}
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void *data = p_ptr->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
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if (data) {
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Ref<MonoGCHandle> &gchandle = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get().gchandle;
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if (gchandle.is_valid()) {
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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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void godot_icall_Reference_Disposed(MonoObject *p_obj, Object *p_ptr, bool p_is_finalizer) {
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#ifdef DEBUG_ENABLED
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CRASH_COND(p_ptr == NULL);
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// This is only called with Reference derived classes
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CRASH_COND(!Object::cast_to<Reference>(p_ptr));
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#endif
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Reference *ref = static_cast<Reference *>(p_ptr);
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if (ref->get_script_instance()) {
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CSharpInstance *cs_instance = CAST_CSHARP_INSTANCE(ref->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 r_owner_deleted;
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cs_instance->mono_object_disposed_baseref(p_obj, p_is_finalizer, r_owner_deleted);
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if (!r_owner_deleted && !p_is_finalizer) {
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// If the native instance is still alive and Dispose() was called
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// (instead of the finalizer), then we remove the script instance.
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ref->set_script_instance(NULL);
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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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if (ref->unreference()) {
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memdelete(ref);
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} else {
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void *data = ref->get_script_instance_binding(CSharpLanguage::get_singleton()->get_language_index());
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if (data) {
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Ref<MonoGCHandle> &gchandle = ((Map<Object *, CSharpScriptBinding>::Element *)data)->get().gchandle;
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if (gchandle.is_valid()) {
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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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MethodBind *godot_icall_Object_ClassDB_get_method(MonoString *p_type, MonoString *p_method) {
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StringName type(GDMonoMarshal::mono_string_to_godot(p_type));
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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_obj) {
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if (!p_obj)
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return NULL;
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Ref<WeakRef> wref;
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Reference *ref = Object::cast_to<Reference>(p_obj);
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if (ref) {
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REF r = ref;
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if (!r.is_valid())
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return NULL;
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wref.instance();
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wref->set_ref(r);
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} else {
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wref.instance();
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wref->set_obj(p_obj);
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}
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return GDMonoUtils::create_managed_for_godot_object(CACHED_CLASS(WeakRef), Reference::get_class_static(), Object::cast_to<Object>(wref.ptr()));
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}
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Error godot_icall_SignalAwaiter_connect(Object *p_source, MonoString *p_signal, Object *p_target, MonoObject *p_awaiter) {
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String signal = GDMonoMarshal::mono_string_to_godot(p_signal);
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return SignalAwaiterUtils::connect_signal_awaiter(p_source, signal, p_target, p_awaiter);
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}
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void godot_register_object_icalls() {
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mono_add_internal_call("Godot.Object::godot_icall_Object_Ctor", (void *)godot_icall_Object_Ctor);
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mono_add_internal_call("Godot.Object::godot_icall_Object_Disposed", (void *)godot_icall_Object_Disposed);
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mono_add_internal_call("Godot.Object::godot_icall_Reference_Disposed", (void *)godot_icall_Reference_Disposed);
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mono_add_internal_call("Godot.Object::godot_icall_Object_ClassDB_get_method", (void *)godot_icall_Object_ClassDB_get_method);
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mono_add_internal_call("Godot.Object::godot_icall_Object_weakref", (void *)godot_icall_Object_weakref);
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mono_add_internal_call("Godot.SignalAwaiter::godot_icall_SignalAwaiter_connect", (void *)godot_icall_SignalAwaiter_connect);
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}
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#endif // MONO_GLUE_ENABLED
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