2019-03-28 19:01:54 +00:00
using System ;
using System.Collections.Generic ;
using System.Dynamic ;
using System.Linq.Expressions ;
using System.Runtime.CompilerServices ;
namespace Godot
{
/// <summary>
/// Represents an <see cref="Godot.Object"/> whose members can be dynamically accessed at runtime through the Variant API.
/// </summary>
/// <remarks>
/// <para>
/// The <see cref="Godot.DynamicGodotObject"/> class enables access to the Variant
/// members of a <see cref="Godot.Object"/> instance at runtime.
/// </para>
/// <para>
/// This allows accessing the class members using their original names in the engine as well as the members from the
/// script attached to the <see cref="Godot.Object"/>, regardless of the scripting language it was written in.
/// </para>
/// </remarks>
/// <example>
/// This sample shows how to use <see cref="Godot.DynamicGodotObject"/> to dynamically access the engine members of a <see cref="Godot.Object"/>.
/// <code>
/// dynamic sprite = GetNode("Sprite").DynamicGodotObject;
/// sprite.add_child(this);
///
2019-04-18 12:48:10 +00:00
/// if ((sprite.hframes * sprite.vframes) > 0)
2019-03-28 19:01:54 +00:00
/// sprite.frame = 0;
/// </code>
/// </example>
/// <example>
/// This sample shows how to use <see cref="Godot.DynamicGodotObject"/> to dynamically access the members of the script attached to a <see cref="Godot.Object"/>.
/// <code>
/// dynamic childNode = GetNode("ChildNode").DynamicGodotObject;
///
/// if (childNode.print_allowed)
/// {
/// childNode.message = "Hello from C#";
/// childNode.print_message(3);
/// }
/// </code>
/// The <c>ChildNode</c> node has the following GDScript script attached:
/// <code>
/// // # ChildNode.gd
/// // var print_allowed = true
/// // var message = ""
/// //
/// // func print_message(times):
/// // for i in times:
/// // print(message)
/// </code>
/// </example>
public class DynamicGodotObject : DynamicObject
{
/// <summary>
/// Gets the <see cref="Godot.Object"/> associated with this <see cref="Godot.DynamicGodotObject"/>.
/// </summary>
public Object Value { get ; }
/// <summary>
/// Initializes a new instance of the <see cref="Godot.DynamicGodotObject"/> class.
/// </summary>
/// <param name="godotObject">
/// The <see cref="Godot.Object"/> that will be associated with this <see cref="Godot.DynamicGodotObject"/>.
/// </param>
/// <exception cref="System.ArgumentNullException">
/// Thrown when the <paramref name="godotObject"/> parameter is null.
/// </exception>
public DynamicGodotObject ( Object godotObject )
{
if ( godotObject = = null )
throw new ArgumentNullException ( nameof ( godotObject ) ) ;
this . Value = godotObject ;
}
public override IEnumerable < string > GetDynamicMemberNames ( )
{
return godot_icall_DynamicGodotObject_SetMemberList ( Object . GetPtr ( Value ) ) ;
}
public override bool TryBinaryOperation ( BinaryOperationBinder binder , object arg , out object result )
{
switch ( binder . Operation )
{
case ExpressionType . Equal :
case ExpressionType . NotEqual :
if ( binder . ReturnType = = typeof ( bool ) | | binder . ReturnType . IsAssignableFrom ( typeof ( bool ) ) )
{
if ( arg = = null )
{
bool boolResult = Object . IsInstanceValid ( Value ) ;
if ( binder . Operation = = ExpressionType . Equal )
boolResult = ! boolResult ;
result = boolResult ;
return true ;
}
if ( arg is Object other )
{
bool boolResult = ( Value = = other ) ;
if ( binder . Operation = = ExpressionType . NotEqual )
boolResult = ! boolResult ;
result = boolResult ;
return true ;
}
}
break ;
default :
// We're not implementing operators <, <=, >, and >= (LessThan, LessThanOrEqual, GreaterThan, GreaterThanOrEqual).
// These are used on the actual pointers in variant_op.cpp. It's better to let the user do that explicitly.
break ;
}
return base . TryBinaryOperation ( binder , arg , out result ) ;
}
public override bool TryConvert ( ConvertBinder binder , out object result )
{
if ( binder . Type = = typeof ( Object ) )
{
result = Value ;
return true ;
}
if ( typeof ( Object ) . IsAssignableFrom ( binder . Type ) )
{
// Throws InvalidCastException when the cast fails
result = Convert . ChangeType ( Value , binder . Type ) ;
return true ;
}
return base . TryConvert ( binder , out result ) ;
}
public override bool TryGetIndex ( GetIndexBinder binder , object [ ] indexes , out object result )
{
if ( indexes . Length = = 1 )
{
if ( indexes [ 0 ] is string name )
{
return godot_icall_DynamicGodotObject_GetMember ( Object . GetPtr ( Value ) , name , out result ) ;
}
}
return base . TryGetIndex ( binder , indexes , out result ) ;
}
public override bool TryGetMember ( GetMemberBinder binder , out object result )
{
return godot_icall_DynamicGodotObject_GetMember ( Object . GetPtr ( Value ) , binder . Name , out result ) ;
}
public override bool TryInvokeMember ( InvokeMemberBinder binder , object [ ] args , out object result )
{
return godot_icall_DynamicGodotObject_InvokeMember ( Object . GetPtr ( Value ) , binder . Name , args , out result ) ;
}
public override bool TrySetIndex ( SetIndexBinder binder , object [ ] indexes , object value )
{
if ( indexes . Length = = 1 )
{
if ( indexes [ 0 ] is string name )
{
return godot_icall_DynamicGodotObject_SetMember ( Object . GetPtr ( Value ) , name , value ) ;
}
}
return base . TrySetIndex ( binder , indexes , value ) ;
}
public override bool TrySetMember ( SetMemberBinder binder , object value )
{
return godot_icall_DynamicGodotObject_SetMember ( Object . GetPtr ( Value ) , binder . Name , value ) ;
}
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string [ ] godot_icall_DynamicGodotObject_SetMemberList ( IntPtr godotObject ) ;
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_DynamicGodotObject_InvokeMember ( IntPtr godotObject , string name , object [ ] args , out object result ) ;
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_DynamicGodotObject_GetMember ( IntPtr godotObject , string name , out object result ) ;
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_DynamicGodotObject_SetMember ( IntPtr godotObject , string name , object value ) ;
#region We don ' t override these methods
// Looks like this is not usable from C#
//public override bool TryCreateInstance(CreateInstanceBinder binder, object[] args, out object result);
// Object members cannot be deleted
//public override bool TryDeleteIndex(DeleteIndexBinder binder, object[] indexes);
//public override bool TryDeleteMember(DeleteMemberBinder binder);
// Invokation on the object itself, e.g.: obj(param)
//public override bool TryInvoke(InvokeBinder binder, object[] args, out object result);
// No unnary operations to handle
//public override bool TryUnaryOperation(UnaryOperationBinder binder, out object result);
#endregion
}
}