d28763a4c1
Fixes #12973.
186 lines
7.3 KiB
C++
186 lines
7.3 KiB
C++
/*************************************************************************/
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/* gd_mono_utils.h */
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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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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#ifndef GD_MONOUTILS_H
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#define GD_MONOUTILS_H
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#include <mono/metadata/threads.h>
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#include "../mono_gc_handle.h"
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#include "gd_mono_header.h"
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#include "object.h"
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#include "reference.h"
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namespace GDMonoUtils {
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typedef MonoObject *(*MarshalUtils_DictToArrays)(MonoObject *, MonoArray **, MonoArray **, MonoObject **);
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typedef MonoObject *(*MarshalUtils_ArraysToDict)(MonoArray *, MonoArray *, MonoObject **);
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typedef MonoObject *(*SignalAwaiter_SignalCallback)(MonoObject *, MonoArray **, MonoObject **);
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typedef MonoObject *(*SignalAwaiter_FailureCallback)(MonoObject *, MonoObject **);
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typedef MonoObject *(*GodotTaskScheduler_Activate)(MonoObject *, MonoObject **);
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struct MonoCache {
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// Format for cached classes in the Godot namespace: class_<Class>
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// Macro: CACHED_CLASS(<Class>)
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// Format for cached classes in a different namespace: class_<Namespace>_<Class>
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// Macro: CACHED_NS_CLASS(<Namespace>, <Class>)
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// -----------------------------------------------
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// corlib classes
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// Let's use the no-namespace format for these too
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GDMonoClass *class_MonoObject;
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GDMonoClass *class_bool;
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GDMonoClass *class_int8_t;
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GDMonoClass *class_int16_t;
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GDMonoClass *class_int32_t;
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GDMonoClass *class_int64_t;
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GDMonoClass *class_uint8_t;
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GDMonoClass *class_uint16_t;
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GDMonoClass *class_uint32_t;
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GDMonoClass *class_uint64_t;
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GDMonoClass *class_float;
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GDMonoClass *class_double;
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GDMonoClass *class_String;
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GDMonoClass *class_IntPtr;
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MonoClass *rawclass_Dictionary;
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// -----------------------------------------------
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GDMonoClass *class_Vector2;
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GDMonoClass *class_Rect2;
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GDMonoClass *class_Transform2D;
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GDMonoClass *class_Vector3;
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GDMonoClass *class_Basis;
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GDMonoClass *class_Quat;
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GDMonoClass *class_Transform;
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GDMonoClass *class_AABB;
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GDMonoClass *class_Color;
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GDMonoClass *class_Plane;
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GDMonoClass *class_NodePath;
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GDMonoClass *class_RID;
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GDMonoClass *class_GodotObject;
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GDMonoClass *class_GodotReference;
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GDMonoClass *class_Node;
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GDMonoClass *class_Control;
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GDMonoClass *class_Spatial;
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GDMonoClass *class_WeakRef;
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GDMonoClass *class_MarshalUtils;
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GDMonoClass *class_ExportAttribute;
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GDMonoField *field_ExportAttribute_hint;
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GDMonoField *field_ExportAttribute_hint_string;
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GDMonoClass *class_ToolAttribute;
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GDMonoClass *class_RemoteAttribute;
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GDMonoClass *class_SyncAttribute;
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GDMonoClass *class_MasterAttribute;
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GDMonoClass *class_SlaveAttribute;
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GDMonoClass *class_GodotMethodAttribute;
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GDMonoField *field_GodotMethodAttribute_methodName;
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GDMonoField *field_GodotObject_ptr;
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GDMonoField *field_NodePath_ptr;
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GDMonoField *field_Image_ptr;
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GDMonoField *field_RID_ptr;
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MarshalUtils_DictToArrays methodthunk_MarshalUtils_DictionaryToArrays;
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MarshalUtils_ArraysToDict methodthunk_MarshalUtils_ArraysToDictionary;
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SignalAwaiter_SignalCallback methodthunk_SignalAwaiter_SignalCallback;
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SignalAwaiter_FailureCallback methodthunk_SignalAwaiter_FailureCallback;
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GodotTaskScheduler_Activate methodthunk_GodotTaskScheduler_Activate;
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Ref<MonoGCHandle> task_scheduler_handle;
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void clear_members();
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void cleanup() {}
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MonoCache() {
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clear_members();
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}
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};
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extern MonoCache mono_cache;
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void update_corlib_cache();
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void update_godot_api_cache();
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void clear_cache();
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_FORCE_INLINE_ void hash_combine(uint32_t &p_hash, const uint32_t &p_with_hash) {
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p_hash ^= p_with_hash + 0x9e3779b9 + (p_hash << 6) + (p_hash >> 2);
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}
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/**
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* If the object has a csharp script, returns the target of the gchandle stored in the script instance
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* Otherwise returns a newly constructed MonoObject* which is attached to the object
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* Returns NULL on error
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*/
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MonoObject *unmanaged_get_managed(Object *unmanaged);
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void set_main_thread(MonoThread *p_thread);
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void attach_current_thread();
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void detach_current_thread();
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MonoThread *get_current_thread();
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_FORCE_INLINE_ bool is_main_thread() {
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return mono_domain_get() != NULL && mono_thread_get_main() == mono_thread_current();
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}
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GDMonoClass *get_object_class(MonoObject *p_object);
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GDMonoClass *type_get_proxy_class(const StringName &p_type);
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GDMonoClass *get_class_native_base(GDMonoClass *p_class);
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MonoObject *create_managed_for_godot_object(GDMonoClass *p_class, const StringName &p_native, Object *p_object);
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MonoObject *create_managed_from(const NodePath &p_from);
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MonoObject *create_managed_from(const RID &p_from);
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MonoDomain *create_domain(const String &p_friendly_name);
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String get_exception_name_and_message(MonoObject *p_ex);
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} // namespace GDMonoUtils
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#define NATIVE_GDMONOCLASS_NAME(m_class) (GDMonoMarshal::mono_string_to_godot((MonoString *)m_class->get_field(BINDINGS_NATIVE_NAME_FIELD)->get_value(NULL)))
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#define CACHED_CLASS(m_class) (GDMonoUtils::mono_cache.class_##m_class)
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#define CACHED_CLASS_RAW(m_class) (GDMonoUtils::mono_cache.class_##m_class->get_raw())
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#define CACHED_NS_CLASS(m_ns, m_class) (GDMonoUtils::mono_cache.class_##m_ns##_##m_class)
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#define CACHED_RAW_MONO_CLASS(m_class) (GDMonoUtils::mono_cache.rawclass_##m_class)
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#define CACHED_FIELD(m_class, m_field) (GDMonoUtils::mono_cache.field_##m_class##_##m_field)
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#define CACHED_METHOD_THUNK(m_class, m_method) (GDMonoUtils::mono_cache.methodthunk_##m_class##_##m_method)
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#ifdef REAL_T_IS_DOUBLE
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#define REAL_T_MONOCLASS CACHED_CLASS_RAW(double)
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#else
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#define REAL_T_MONOCLASS CACHED_CLASS_RAW(float)
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#endif
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#endif // GD_MONOUTILS_H
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