b1356a3590
- We no longer generate RID and NodePath C# classes. Both will be maintained manually. - We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base). - We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class. This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code). - Added missing 'RID(Object from)' constructor to the RID C# class. - Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED. - Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.
60 lines
1.4 KiB
C#
60 lines
1.4 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 class SignalAwaiter : IAwaiter<object[]>, IAwaitable<object[]>
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{
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private bool completed;
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private object[] result;
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private Action action;
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public SignalAwaiter(Object source, string signal, Object target)
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{
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godot_icall_SignalAwaiter_connect(Object.GetPtr(source), signal, Object.GetPtr(target), this);
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}
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static Error godot_icall_SignalAwaiter_connect(IntPtr source, string signal, IntPtr target, SignalAwaiter awaiter);
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public bool IsCompleted
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{
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get
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{
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return completed;
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}
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}
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public void OnCompleted(Action action)
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{
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this.action = action;
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}
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public object[] GetResult()
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{
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return result;
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}
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public IAwaiter<object[]> GetAwaiter()
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{
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return this;
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}
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internal void SignalCallback(object[] args)
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{
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completed = true;
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result = args;
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if (action != null)
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{
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action();
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}
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}
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internal void FailureCallback()
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{
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action = null;
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completed = true;
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}
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}
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}
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