2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* gd_mono_cache.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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2019-11-22 07:37:09 +00:00
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2019-11-10 16:10:38 +00:00
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#ifndef GD_MONO_CACHE_H
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#define GD_MONO_CACHE_H
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2021-09-12 18:23:05 +00:00
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#include <stdint.h>
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#include "../csharp_script.h"
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2022-02-27 20:57:30 +00:00
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#include "../interop_types.h"
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2021-09-12 18:23:05 +00:00
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#include "../mono_gc_handle.h"
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#include "core/object/object.h"
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#include "core/string/string_name.h"
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#include "core/string/ustring.h"
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#include "core/variant/callable.h"
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#include "core/variant/dictionary.h"
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#include "core/variant/variant.h"
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2019-11-10 16:10:38 +00:00
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2021-09-12 18:21:15 +00:00
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class CSharpScript;
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2019-11-10 16:10:38 +00:00
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namespace GDMonoCache {
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2022-09-08 18:13:49 +00:00
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#ifndef GD_CLR_STDCALL
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2021-09-12 18:23:05 +00:00
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#ifdef WIN32
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#define GD_CLR_STDCALL __stdcall
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#else
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#define GD_CLR_STDCALL
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#endif
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#endif
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2022-02-27 20:57:30 +00:00
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struct godotsharp_property_info {
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godot_string_name name; // Not owned
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godot_string hint_string;
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Variant::Type type;
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PropertyHint hint;
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PropertyUsageFlags usage;
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bool exported;
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};
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struct godotsharp_property_def_val_pair {
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godot_string_name name; // Not owned
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godot_variant value;
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};
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struct ManagedCallbacks {
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using Callback_ScriptManagerBridge_GetPropertyInfoList_Add = void(GD_CLR_STDCALL *)(CSharpScript *p_script, const String *, void *p_props, int32_t p_count);
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using Callback_ScriptManagerBridge_GetPropertyDefaultValues_Add = void(GD_CLR_STDCALL *)(CSharpScript *p_script, void *p_def_vals, int32_t p_count);
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2021-09-12 18:23:05 +00:00
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using FuncSignalAwaiter_SignalCallback = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const Variant **, int32_t, bool *);
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C#: Remove need for reflection to invoking callable delegates
We aim to make the C# API reflection-free, mainly for concerns about
performance, and to be able to target NativeAOT in refletion-free mode,
which reduces the binary size.
One of the main usages of reflection still left was the dynamic
invokation of callable delegates, and for some time I wasn't sure
I would find an alternative solution that I'd be happy with.
The new solution uses trampoline functions to invoke the delegates:
```
static void Trampoline(object delegateObj, NativeVariantPtrArgs args, out godot_variant ret)
{
if (args.Count != 1)
throw new ArgumentException($"Callable expected 1 arguments but received {args.Count}.");
string res = ((Func<int, string>)delegateObj)(
VariantConversionCallbacks.GetToManagedCallback<int>()(args[0])
);
ret = VariantConversionCallbacks.GetToVariantCallback<string>()(res);
}
Callable.CreateWithUnsafeTrampoline((int num) => "Foo" + num, &Trampoline);
```
Of course, this is too much boilerplate for user code. To improve this,
the `Callable.From` methods were added. These are overloads that take
`Action` and `Func` delegates, which covers the most common use cases:
lambdas and method groups:
```
// Lambda
Callable.From((int num) => "Foo" + num);
// Method group
string AppendNum(int num) => "Foo" + num;
Callable.From(AppendNum);
```
Unfortunately, due to limitations in the C# language, implicit
conversions from delegates to `Callable` are not supported.
`Callable.From` does not support custom delegates. These should be
uncommon, but the Godot C# API actually uses them for event signals.
As such, the bindings generator was updated to generate trampoline
functions for event signals. It was also optimized to use `Action`
instead of a custom delegate for parameterless signals, which removes
the need for the trampoline functions for those signals.
The change to reflection-free invokation removes one of the last needs
for `ConvertVariantToManagedObjectOfType`. The only remaining usage is
from calling script constructors with parameters from the engine
(`CreateManagedForGodotObjectScriptInstance`). Once that one is made
reflection-free, `ConvertVariantToManagedObjectOfType` can be removed.
2022-10-28 20:59:13 +00:00
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using FuncDelegateUtils_InvokeWithVariantArgs = void(GD_CLR_STDCALL *)(GCHandleIntPtr, void *, const Variant **, int32_t, const Variant *);
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using FuncDelegateUtils_DelegateEquals = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, GCHandleIntPtr);
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2022-05-28 02:56:46 +00:00
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using FuncDelegateUtils_TrySerializeDelegateWithGCHandle = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, const Array *);
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using FuncDelegateUtils_TryDeserializeDelegateWithGCHandle = bool(GD_CLR_STDCALL *)(const Array *, GCHandleIntPtr *);
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using FuncScriptManagerBridge_FrameCallback = void(GD_CLR_STDCALL *)();
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using FuncScriptManagerBridge_CreateManagedForGodotObjectBinding = GCHandleIntPtr(GD_CLR_STDCALL *)(const StringName *, Object *);
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using FuncScriptManagerBridge_CreateManagedForGodotObjectScriptInstance = bool(GD_CLR_STDCALL *)(const CSharpScript *, Object *, const Variant **, int32_t);
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using FuncScriptManagerBridge_GetScriptNativeName = void(GD_CLR_STDCALL *)(const CSharpScript *, StringName *);
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using FuncScriptManagerBridge_SetGodotObjectPtr = void(GD_CLR_STDCALL *)(GCHandleIntPtr, Object *);
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2022-02-27 20:57:30 +00:00
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using FuncScriptManagerBridge_RaiseEventSignal = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const StringName *, const Variant **, int32_t, bool *);
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using FuncScriptManagerBridge_ScriptIsOrInherits = bool(GD_CLR_STDCALL *)(const CSharpScript *, const CSharpScript *);
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using FuncScriptManagerBridge_AddScriptBridge = bool(GD_CLR_STDCALL *)(const CSharpScript *, const String *);
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2022-02-27 20:57:36 +00:00
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using FuncScriptManagerBridge_GetOrCreateScriptBridgeForPath = void(GD_CLR_STDCALL *)(const String *, Ref<CSharpScript> *);
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using FuncScriptManagerBridge_RemoveScriptBridge = void(GD_CLR_STDCALL *)(const CSharpScript *);
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using FuncScriptManagerBridge_TryReloadRegisteredScriptWithClass = bool(GD_CLR_STDCALL *)(const CSharpScript *);
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2022-07-28 15:41:48 +00:00
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using FuncScriptManagerBridge_UpdateScriptClassInfo = void(GD_CLR_STDCALL *)(const CSharpScript *, bool *, Array *, Dictionary *, Dictionary *, Ref<CSharpScript> *);
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using FuncScriptManagerBridge_SwapGCHandleForType = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, GCHandleIntPtr *, bool);
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using FuncScriptManagerBridge_GetPropertyInfoList = void(GD_CLR_STDCALL *)(CSharpScript *, Callback_ScriptManagerBridge_GetPropertyInfoList_Add);
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using FuncScriptManagerBridge_GetPropertyDefaultValues = void(GD_CLR_STDCALL *)(CSharpScript *, Callback_ScriptManagerBridge_GetPropertyDefaultValues_Add);
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using FuncCSharpInstanceBridge_Call = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, const StringName *, const Variant **, int32_t, Callable::CallError *, Variant *);
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using FuncCSharpInstanceBridge_Set = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, const StringName *, const Variant *);
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using FuncCSharpInstanceBridge_Get = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, const StringName *, Variant *);
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using FuncCSharpInstanceBridge_CallDispose = void(GD_CLR_STDCALL *)(GCHandleIntPtr, bool);
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using FuncCSharpInstanceBridge_CallToString = void(GD_CLR_STDCALL *)(GCHandleIntPtr, String *, bool *);
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2021-12-28 22:25:16 +00:00
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using FuncCSharpInstanceBridge_HasMethodUnknownParams = bool(GD_CLR_STDCALL *)(GCHandleIntPtr, const StringName *);
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2022-05-28 02:56:46 +00:00
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using FuncCSharpInstanceBridge_SerializeState = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const Dictionary *, const Dictionary *);
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using FuncCSharpInstanceBridge_DeserializeState = void(GD_CLR_STDCALL *)(GCHandleIntPtr, const Dictionary *, const Dictionary *);
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2021-09-12 18:23:05 +00:00
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using FuncGCHandleBridge_FreeGCHandle = void(GD_CLR_STDCALL *)(GCHandleIntPtr);
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2022-02-27 20:57:39 +00:00
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using FuncDebuggingUtils_GetCurrentStackInfo = void(GD_CLR_STDCALL *)(Vector<ScriptLanguage::StackInfo> *);
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2021-12-28 22:25:16 +00:00
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using FuncDisposablesTracker_OnGodotShuttingDown = void(GD_CLR_STDCALL *)();
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2022-02-27 20:57:39 +00:00
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using FuncGD_OnCoreApiAssemblyLoaded = void(GD_CLR_STDCALL *)(bool);
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FuncSignalAwaiter_SignalCallback SignalAwaiter_SignalCallback;
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FuncDelegateUtils_InvokeWithVariantArgs DelegateUtils_InvokeWithVariantArgs;
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FuncDelegateUtils_DelegateEquals DelegateUtils_DelegateEquals;
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2022-05-28 02:56:46 +00:00
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FuncDelegateUtils_TrySerializeDelegateWithGCHandle DelegateUtils_TrySerializeDelegateWithGCHandle;
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FuncDelegateUtils_TryDeserializeDelegateWithGCHandle DelegateUtils_TryDeserializeDelegateWithGCHandle;
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2021-09-12 18:23:05 +00:00
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FuncScriptManagerBridge_FrameCallback ScriptManagerBridge_FrameCallback;
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FuncScriptManagerBridge_CreateManagedForGodotObjectBinding ScriptManagerBridge_CreateManagedForGodotObjectBinding;
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FuncScriptManagerBridge_CreateManagedForGodotObjectScriptInstance ScriptManagerBridge_CreateManagedForGodotObjectScriptInstance;
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FuncScriptManagerBridge_GetScriptNativeName ScriptManagerBridge_GetScriptNativeName;
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FuncScriptManagerBridge_SetGodotObjectPtr ScriptManagerBridge_SetGodotObjectPtr;
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FuncScriptManagerBridge_RaiseEventSignal ScriptManagerBridge_RaiseEventSignal;
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FuncScriptManagerBridge_ScriptIsOrInherits ScriptManagerBridge_ScriptIsOrInherits;
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FuncScriptManagerBridge_AddScriptBridge ScriptManagerBridge_AddScriptBridge;
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2022-02-27 20:57:36 +00:00
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FuncScriptManagerBridge_GetOrCreateScriptBridgeForPath ScriptManagerBridge_GetOrCreateScriptBridgeForPath;
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FuncScriptManagerBridge_RemoveScriptBridge ScriptManagerBridge_RemoveScriptBridge;
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2022-05-28 02:56:46 +00:00
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FuncScriptManagerBridge_TryReloadRegisteredScriptWithClass ScriptManagerBridge_TryReloadRegisteredScriptWithClass;
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2021-09-12 18:23:05 +00:00
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FuncScriptManagerBridge_UpdateScriptClassInfo ScriptManagerBridge_UpdateScriptClassInfo;
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FuncScriptManagerBridge_SwapGCHandleForType ScriptManagerBridge_SwapGCHandleForType;
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2022-02-27 20:57:30 +00:00
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FuncScriptManagerBridge_GetPropertyInfoList ScriptManagerBridge_GetPropertyInfoList;
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FuncScriptManagerBridge_GetPropertyDefaultValues ScriptManagerBridge_GetPropertyDefaultValues;
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2021-09-12 18:23:05 +00:00
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FuncCSharpInstanceBridge_Call CSharpInstanceBridge_Call;
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FuncCSharpInstanceBridge_Set CSharpInstanceBridge_Set;
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FuncCSharpInstanceBridge_Get CSharpInstanceBridge_Get;
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FuncCSharpInstanceBridge_CallDispose CSharpInstanceBridge_CallDispose;
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FuncCSharpInstanceBridge_CallToString CSharpInstanceBridge_CallToString;
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2021-12-28 22:25:16 +00:00
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FuncCSharpInstanceBridge_HasMethodUnknownParams CSharpInstanceBridge_HasMethodUnknownParams;
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2022-05-28 02:56:46 +00:00
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FuncCSharpInstanceBridge_SerializeState CSharpInstanceBridge_SerializeState;
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FuncCSharpInstanceBridge_DeserializeState CSharpInstanceBridge_DeserializeState;
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2021-09-12 18:23:05 +00:00
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FuncGCHandleBridge_FreeGCHandle GCHandleBridge_FreeGCHandle;
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2022-02-27 20:57:39 +00:00
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FuncDebuggingUtils_GetCurrentStackInfo DebuggingUtils_GetCurrentStackInfo;
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2021-12-28 22:25:16 +00:00
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FuncDisposablesTracker_OnGodotShuttingDown DisposablesTracker_OnGodotShuttingDown;
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2022-02-27 20:57:39 +00:00
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FuncGD_OnCoreApiAssemblyLoaded GD_OnCoreApiAssemblyLoaded;
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2019-11-10 16:10:38 +00:00
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};
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2021-09-12 18:23:05 +00:00
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extern ManagedCallbacks managed_callbacks;
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extern bool godot_api_cache_updated;
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2019-11-10 16:10:38 +00:00
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2021-09-12 18:23:05 +00:00
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void update_godot_api_cache(const ManagedCallbacks &p_managed_callbacks);
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2019-11-10 16:10:38 +00:00
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} // namespace GDMonoCache
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#endif // GD_MONO_CACHE_H
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