virtualx-engine/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/GodotPluginsInitializerGenerator.cs
Raul Santos 687633e5bd
Use .generated suffix for generated C# code
Use the `.generated` suffix instead of `_Generated` so .NET marks C#
file generated by Godot source generators as generated code.
2022-10-22 23:13:52 +02:00

63 lines
1.8 KiB
C#

using System.Text;
using Microsoft.CodeAnalysis;
using Microsoft.CodeAnalysis.Text;
namespace Godot.SourceGenerators
{
[Generator]
public class GodotPluginsInitializerGenerator : ISourceGenerator
{
public void Initialize(GeneratorInitializationContext context)
{
}
public void Execute(GeneratorExecutionContext context)
{
if (context.IsGodotToolsProject())
return;
string source =
@"using System;
using System.Runtime.InteropServices;
using Godot.Bridge;
using Godot.NativeInterop;
namespace GodotPlugins.Game
{
internal static partial class Main
{
[UnmanagedCallersOnly(EntryPoint = ""godotsharp_game_main_init"")]
private static godot_bool InitializeFromGameProject(IntPtr godotDllHandle, IntPtr outManagedCallbacks,
IntPtr unmanagedCallbacks, int unmanagedCallbacksSize)
{
try
{
DllImportResolver dllImportResolver = new GodotDllImportResolver(godotDllHandle).OnResolveDllImport;
var coreApiAssembly = typeof(Godot.Object).Assembly;
NativeLibrary.SetDllImportResolver(coreApiAssembly, dllImportResolver);
NativeFuncs.Initialize(unmanagedCallbacks, unmanagedCallbacksSize);
ManagedCallbacks.Create(outManagedCallbacks);
ScriptManagerBridge.LookupScriptsInAssembly(typeof(GodotPlugins.Game.Main).Assembly);
return godot_bool.True;
}
catch (Exception e)
{
Console.Error.WriteLine(e);
return false.ToGodotBool();
}
}
}
}
";
context.AddSource("GodotPlugins.Game.generated",
SourceText.From(source, Encoding.UTF8));
}
}
}