2022-07-28 15:41:47 +00:00
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.CodeAnalysis;
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using Microsoft.CodeAnalysis.CSharp.Syntax;
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using Microsoft.CodeAnalysis.Text;
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// TODO:
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// Determine a proper way to emit the signal.
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2022-09-30 12:23:36 +00:00
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// 'Emit(nameof(TheEvent))' creates a StringName every time and has the overhead of string marshaling.
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2022-07-28 15:41:47 +00:00
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// I haven't decided on the best option yet. Some possibilities:
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// - Expose the generated StringName fields to the user, for use with 'Emit(...)'.
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// - Generate a 'EmitSignalName' method for each event signal.
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namespace Godot.SourceGenerators
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{
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[Generator]
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public class ScriptSignalsGenerator : ISourceGenerator
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{
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public void Initialize(GeneratorInitializationContext context)
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{
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}
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public void Execute(GeneratorExecutionContext context)
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{
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2023-01-08 01:04:15 +00:00
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if (context.IsGodotSourceGeneratorDisabled("ScriptSignals"))
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2022-07-28 15:41:47 +00:00
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return;
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INamedTypeSymbol[] godotClasses = context
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.Compilation.SyntaxTrees
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.SelectMany(tree =>
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tree.GetRoot().DescendantNodes()
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.OfType<ClassDeclarationSyntax>()
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.SelectGodotScriptClasses(context.Compilation)
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// Report and skip non-partial classes
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.Where(x =>
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{
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if (x.cds.IsPartial())
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{
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if (x.cds.IsNested() && !x.cds.AreAllOuterTypesPartial(out var typeMissingPartial))
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{
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Common.ReportNonPartialGodotScriptOuterClass(context, typeMissingPartial!);
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return false;
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}
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return true;
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}
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Common.ReportNonPartialGodotScriptClass(context, x.cds, x.symbol);
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return false;
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})
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.Select(x => x.symbol)
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)
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.Distinct<INamedTypeSymbol>(SymbolEqualityComparer.Default)
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.ToArray();
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if (godotClasses.Length > 0)
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{
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2022-08-15 03:57:52 +00:00
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var typeCache = new MarshalUtils.TypeCache(context.Compilation);
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2022-07-28 15:41:47 +00:00
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foreach (var godotClass in godotClasses)
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{
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VisitGodotScriptClass(context, typeCache, godotClass);
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}
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}
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}
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internal static string SignalDelegateSuffix = "EventHandler";
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private static void VisitGodotScriptClass(
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GeneratorExecutionContext context,
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MarshalUtils.TypeCache typeCache,
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INamedTypeSymbol symbol
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)
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{
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INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace;
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string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ?
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2022-11-24 00:04:15 +00:00
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namespaceSymbol.FullQualifiedNameOmitGlobal() :
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2022-07-28 15:41:47 +00:00
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string.Empty;
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bool hasNamespace = classNs.Length != 0;
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bool isInnerClass = symbol.ContainingType != null;
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2022-11-24 00:04:15 +00:00
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string uniqueHint = symbol.FullQualifiedNameOmitGlobal().SanitizeQualifiedNameForUniqueHint()
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2022-10-22 21:13:52 +00:00
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+ "_ScriptSignals.generated";
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2022-07-28 15:41:47 +00:00
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var source = new StringBuilder();
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source.Append("using Godot;\n");
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source.Append("using Godot.NativeInterop;\n");
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source.Append("\n");
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if (hasNamespace)
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{
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source.Append("namespace ");
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source.Append(classNs);
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source.Append(" {\n\n");
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}
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if (isInnerClass)
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{
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var containingType = symbol.ContainingType;
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2023-10-18 01:25:24 +00:00
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AppendPartialContainingTypeDeclarations(containingType);
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2022-07-28 15:41:47 +00:00
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2023-10-18 01:25:24 +00:00
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void AppendPartialContainingTypeDeclarations(INamedTypeSymbol? containingType)
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2022-07-28 15:41:47 +00:00
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{
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2023-10-18 01:25:24 +00:00
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if (containingType == null)
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return;
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AppendPartialContainingTypeDeclarations(containingType.ContainingType);
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2022-07-28 15:41:47 +00:00
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source.Append("partial ");
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source.Append(containingType.GetDeclarationKeyword());
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source.Append(" ");
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source.Append(containingType.NameWithTypeParameters());
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source.Append("\n{\n");
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}
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}
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source.Append("partial class ");
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source.Append(symbol.NameWithTypeParameters());
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source.Append("\n{\n");
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var members = symbol.GetMembers();
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var signalDelegateSymbols = members
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.Where(s => s.Kind == SymbolKind.NamedType)
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.Cast<INamedTypeSymbol>()
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.Where(namedTypeSymbol => namedTypeSymbol.TypeKind == TypeKind.Delegate)
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.Where(s => s.GetAttributes()
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.Any(a => a.AttributeClass?.IsGodotSignalAttribute() ?? false));
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List<GodotSignalDelegateData> godotSignalDelegates = new();
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foreach (var signalDelegateSymbol in signalDelegateSymbols)
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{
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if (!signalDelegateSymbol.Name.EndsWith(SignalDelegateSuffix))
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{
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Common.ReportSignalDelegateMissingSuffix(context, signalDelegateSymbol);
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continue;
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}
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string signalName = signalDelegateSymbol.Name;
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signalName = signalName.Substring(0, signalName.Length - SignalDelegateSuffix.Length);
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var invokeMethodData = signalDelegateSymbol
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.DelegateInvokeMethod?.HasGodotCompatibleSignature(typeCache);
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if (invokeMethodData == null)
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{
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2022-08-13 04:21:27 +00:00
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if (signalDelegateSymbol.DelegateInvokeMethod is IMethodSymbol methodSymbol)
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{
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foreach (var parameter in methodSymbol.Parameters)
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{
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if (parameter.RefKind != RefKind.None)
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{
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Common.ReportSignalParameterTypeNotSupported(context, parameter);
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continue;
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}
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var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(parameter.Type, typeCache);
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if (marshalType == null)
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{
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Common.ReportSignalParameterTypeNotSupported(context, parameter);
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}
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}
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if (!methodSymbol.ReturnsVoid)
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{
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Common.ReportSignalDelegateSignatureMustReturnVoid(context, signalDelegateSymbol);
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}
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}
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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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2022-07-28 15:41:47 +00:00
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continue;
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}
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godotSignalDelegates.Add(new(signalName, signalDelegateSymbol, invokeMethodData.Value));
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}
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2022-09-06 12:43:40 +00:00
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source.Append("#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword\n");
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2023-07-09 12:14:36 +00:00
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source.Append(" /// <summary>\n")
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.Append(" /// Cached StringNames for the signals contained in this class, for fast lookup.\n")
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.Append(" /// </summary>\n");
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2022-12-01 00:45:11 +00:00
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source.Append(
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$" public new class SignalName : {symbol.BaseType.FullQualifiedNameIncludeGlobal()}.SignalName {{\n");
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2022-07-28 15:41:47 +00:00
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// Generate cached StringNames for methods and properties, for fast lookup
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foreach (var signalDelegate in godotSignalDelegates)
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{
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string signalName = signalDelegate.Name;
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2023-07-09 12:14:36 +00:00
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source.Append(" /// <summary>\n")
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.Append(" /// Cached name for the '")
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.Append(signalName)
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.Append("' signal.\n")
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.Append(" /// </summary>\n");
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2022-11-24 00:04:15 +00:00
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source.Append(" public new static readonly global::Godot.StringName ");
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2022-07-28 15:41:47 +00:00
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source.Append(signalName);
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source.Append(" = \"");
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source.Append(signalName);
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source.Append("\";\n");
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}
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source.Append(" }\n"); // class GodotInternal
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// Generate GetGodotSignalList
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if (godotSignalDelegates.Count > 0)
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{
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2022-11-24 00:04:15 +00:00
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const string listType = "global::System.Collections.Generic.List<global::Godot.Bridge.MethodInfo>";
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2022-07-28 15:41:47 +00:00
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2023-07-09 12:14:36 +00:00
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source.Append(" /// <summary>\n")
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.Append(" /// Get the signal information for all the signals declared in this class.\n")
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.Append(" /// This method is used by Godot to register the available signals in the editor.\n")
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.Append(" /// Do not call this method.\n")
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.Append(" /// </summary>\n");
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source.Append(" [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]\n");
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2022-07-28 15:41:47 +00:00
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source.Append(" internal new static ")
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.Append(listType)
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.Append(" GetGodotSignalList()\n {\n");
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source.Append(" var signals = new ")
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.Append(listType)
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.Append("(")
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.Append(godotSignalDelegates.Count)
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.Append(");\n");
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foreach (var signalDelegateData in godotSignalDelegates)
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{
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var methodInfo = DetermineMethodInfo(signalDelegateData);
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AppendMethodInfo(source, methodInfo);
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}
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source.Append(" return signals;\n");
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source.Append(" }\n");
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}
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2022-09-06 12:43:40 +00:00
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source.Append("#pragma warning restore CS0109\n");
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2022-07-28 15:41:47 +00:00
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// Generate signal event
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foreach (var signalDelegate in godotSignalDelegates)
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{
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string signalName = signalDelegate.Name;
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// TODO: Hide backing event from code-completion and debugger
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// The reason we have a backing field is to hide the invoke method from the event,
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// as it doesn't emit the signal, only the event delegates. This can confuse users.
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// Maybe we should directly connect the delegates, as we do with native signals?
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source.Append(" private ")
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2022-11-24 00:04:15 +00:00
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.Append(signalDelegate.DelegateSymbol.FullQualifiedNameIncludeGlobal())
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2022-07-28 15:41:47 +00:00
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.Append(" backing_")
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.Append(signalName)
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.Append(";\n");
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2022-12-01 00:45:11 +00:00
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source.Append(
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$" /// <inheritdoc cref=\"{signalDelegate.DelegateSymbol.FullQualifiedNameIncludeGlobal()}\"/>\n");
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2022-09-18 15:08:22 +00:00
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2022-07-28 15:41:47 +00:00
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source.Append(" public event ")
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2022-11-24 00:04:15 +00:00
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.Append(signalDelegate.DelegateSymbol.FullQualifiedNameIncludeGlobal())
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2022-07-28 15:41:47 +00:00
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.Append(" ")
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.Append(signalName)
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.Append(" {\n")
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.Append(" add => backing_")
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.Append(signalName)
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.Append(" += value;\n")
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.Append(" remove => backing_")
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.Append(signalName)
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.Append(" -= value;\n")
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.Append("}\n");
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}
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2022-07-28 15:41:48 +00:00
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// Generate RaiseGodotClassSignalCallbacks
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if (godotSignalDelegates.Count > 0)
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{
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2023-07-09 12:14:36 +00:00
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source.Append(" /// <inheritdoc/>\n");
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source.Append(" [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]\n");
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2022-07-28 15:41:48 +00:00
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source.Append(
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" protected override void RaiseGodotClassSignalCallbacks(in godot_string_name signal, ");
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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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|
|
source.Append("NativeVariantPtrArgs args)\n {\n");
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2022-07-28 15:41:48 +00:00
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foreach (var signal in godotSignalDelegates)
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{
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GenerateSignalEventInvoker(signal, source);
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}
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|
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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
|
|
|
source.Append(" base.RaiseGodotClassSignalCallbacks(signal, args);\n");
|
2022-07-28 15:41:48 +00:00
|
|
|
|
|
|
|
source.Append(" }\n");
|
|
|
|
}
|
|
|
|
|
2023-01-13 19:59:02 +00:00
|
|
|
// Generate HasGodotClassSignal
|
|
|
|
|
|
|
|
if (godotSignalDelegates.Count > 0)
|
|
|
|
{
|
2023-07-09 12:14:36 +00:00
|
|
|
source.Append(" /// <inheritdoc/>\n");
|
|
|
|
source.Append(" [global::System.ComponentModel.EditorBrowsable(global::System.ComponentModel.EditorBrowsableState.Never)]\n");
|
2023-01-13 19:59:02 +00:00
|
|
|
source.Append(
|
|
|
|
" protected override bool HasGodotClassSignal(in godot_string_name signal)\n {\n");
|
|
|
|
|
|
|
|
bool isFirstEntry = true;
|
|
|
|
foreach (var signal in godotSignalDelegates)
|
|
|
|
{
|
|
|
|
GenerateHasSignalEntry(signal.Name, source, isFirstEntry);
|
|
|
|
isFirstEntry = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
source.Append(" return base.HasGodotClassSignal(signal);\n");
|
|
|
|
|
|
|
|
source.Append(" }\n");
|
|
|
|
}
|
|
|
|
|
2022-07-28 15:41:47 +00:00
|
|
|
source.Append("}\n"); // partial class
|
|
|
|
|
|
|
|
if (isInnerClass)
|
|
|
|
{
|
|
|
|
var containingType = symbol.ContainingType;
|
|
|
|
|
|
|
|
while (containingType != null)
|
|
|
|
{
|
|
|
|
source.Append("}\n"); // outer class
|
|
|
|
|
|
|
|
containingType = containingType.ContainingType;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (hasNamespace)
|
|
|
|
{
|
|
|
|
source.Append("\n}\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8));
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void AppendMethodInfo(StringBuilder source, MethodInfo methodInfo)
|
|
|
|
{
|
2022-09-06 12:43:40 +00:00
|
|
|
source.Append(" signals.Add(new(name: SignalName.")
|
2022-07-28 15:41:47 +00:00
|
|
|
.Append(methodInfo.Name)
|
|
|
|
.Append(", returnVal: ");
|
|
|
|
|
|
|
|
AppendPropertyInfo(source, methodInfo.ReturnVal);
|
|
|
|
|
2022-11-24 00:04:15 +00:00
|
|
|
source.Append(", flags: (global::Godot.MethodFlags)")
|
2022-07-28 15:41:47 +00:00
|
|
|
.Append((int)methodInfo.Flags)
|
|
|
|
.Append(", arguments: ");
|
|
|
|
|
|
|
|
if (methodInfo.Arguments is { Count: > 0 })
|
|
|
|
{
|
|
|
|
source.Append("new() { ");
|
|
|
|
|
|
|
|
foreach (var param in methodInfo.Arguments)
|
|
|
|
{
|
|
|
|
AppendPropertyInfo(source, param);
|
|
|
|
|
|
|
|
// C# allows colon after the last element
|
|
|
|
source.Append(", ");
|
|
|
|
}
|
|
|
|
|
|
|
|
source.Append(" }");
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
source.Append("null");
|
|
|
|
}
|
|
|
|
|
|
|
|
source.Append(", defaultArguments: null));\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
private static void AppendPropertyInfo(StringBuilder source, PropertyInfo propertyInfo)
|
|
|
|
{
|
2022-11-24 00:04:15 +00:00
|
|
|
source.Append("new(type: (global::Godot.Variant.Type)")
|
2022-07-28 15:41:47 +00:00
|
|
|
.Append((int)propertyInfo.Type)
|
|
|
|
.Append(", name: \"")
|
|
|
|
.Append(propertyInfo.Name)
|
2022-11-24 00:04:15 +00:00
|
|
|
.Append("\", hint: (global::Godot.PropertyHint)")
|
2022-07-28 15:41:47 +00:00
|
|
|
.Append((int)propertyInfo.Hint)
|
|
|
|
.Append(", hintString: \"")
|
|
|
|
.Append(propertyInfo.HintString)
|
2022-11-24 00:04:15 +00:00
|
|
|
.Append("\", usage: (global::Godot.PropertyUsageFlags)")
|
2022-07-28 15:41:47 +00:00
|
|
|
.Append((int)propertyInfo.Usage)
|
|
|
|
.Append(", exported: ")
|
2023-06-16 21:05:11 +00:00
|
|
|
.Append(propertyInfo.Exported ? "true" : "false");
|
|
|
|
if (propertyInfo.ClassName != null)
|
|
|
|
{
|
|
|
|
source.Append(", className: new global::Godot.StringName(\"")
|
|
|
|
.Append(propertyInfo.ClassName)
|
|
|
|
.Append("\")");
|
|
|
|
}
|
|
|
|
source.Append(")");
|
2022-07-28 15:41:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
private static MethodInfo DetermineMethodInfo(GodotSignalDelegateData signalDelegateData)
|
|
|
|
{
|
|
|
|
var invokeMethodData = signalDelegateData.InvokeMethodData;
|
|
|
|
|
|
|
|
PropertyInfo returnVal;
|
|
|
|
|
|
|
|
if (invokeMethodData.RetType != null)
|
|
|
|
{
|
2023-06-16 21:05:11 +00:00
|
|
|
returnVal = DeterminePropertyInfo(invokeMethodData.RetType.Value.MarshalType,
|
|
|
|
invokeMethodData.RetType.Value.TypeSymbol,
|
|
|
|
name: string.Empty);
|
2022-07-28 15:41:47 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
returnVal = new PropertyInfo(VariantType.Nil, string.Empty, PropertyHint.None,
|
|
|
|
hintString: null, PropertyUsageFlags.Default, exported: false);
|
|
|
|
}
|
|
|
|
|
|
|
|
int paramCount = invokeMethodData.ParamTypes.Length;
|
|
|
|
|
|
|
|
List<PropertyInfo>? arguments;
|
|
|
|
|
|
|
|
if (paramCount > 0)
|
|
|
|
{
|
|
|
|
arguments = new(capacity: paramCount);
|
|
|
|
|
|
|
|
for (int i = 0; i < paramCount; i++)
|
|
|
|
{
|
|
|
|
arguments.Add(DeterminePropertyInfo(invokeMethodData.ParamTypes[i],
|
2023-06-16 21:05:11 +00:00
|
|
|
invokeMethodData.Method.Parameters[i].Type,
|
2022-07-28 15:41:47 +00:00
|
|
|
name: invokeMethodData.Method.Parameters[i].Name));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
arguments = null;
|
|
|
|
}
|
|
|
|
|
|
|
|
return new MethodInfo(signalDelegateData.Name, returnVal, MethodFlags.Default, arguments,
|
|
|
|
defaultArguments: null);
|
|
|
|
}
|
|
|
|
|
2023-06-16 21:05:11 +00:00
|
|
|
private static PropertyInfo DeterminePropertyInfo(MarshalType marshalType, ITypeSymbol typeSymbol, string name)
|
2022-07-28 15:41:47 +00:00
|
|
|
{
|
|
|
|
var memberVariantType = MarshalUtils.ConvertMarshalTypeToVariantType(marshalType)!.Value;
|
|
|
|
|
|
|
|
var propUsage = PropertyUsageFlags.Default;
|
|
|
|
|
|
|
|
if (memberVariantType == VariantType.Nil)
|
|
|
|
propUsage |= PropertyUsageFlags.NilIsVariant;
|
|
|
|
|
2023-06-16 21:05:11 +00:00
|
|
|
string? className = null;
|
|
|
|
if (memberVariantType == VariantType.Object && typeSymbol is INamedTypeSymbol namedTypeSymbol)
|
|
|
|
{
|
|
|
|
className = namedTypeSymbol.GetGodotScriptNativeClassName();
|
|
|
|
}
|
|
|
|
|
2022-07-28 15:41:47 +00:00
|
|
|
return new PropertyInfo(memberVariantType, name,
|
2023-06-16 21:05:11 +00:00
|
|
|
PropertyHint.None, string.Empty, propUsage, className, exported: false);
|
2022-07-28 15:41:47 +00:00
|
|
|
}
|
2022-07-28 15:41:48 +00:00
|
|
|
|
2023-01-13 19:59:02 +00:00
|
|
|
private static void GenerateHasSignalEntry(
|
|
|
|
string signalName,
|
|
|
|
StringBuilder source,
|
|
|
|
bool isFirstEntry
|
|
|
|
)
|
|
|
|
{
|
|
|
|
source.Append(" ");
|
|
|
|
if (!isFirstEntry)
|
|
|
|
source.Append("else ");
|
|
|
|
source.Append("if (signal == SignalName.");
|
|
|
|
source.Append(signalName);
|
|
|
|
source.Append(") {\n return true;\n }\n");
|
|
|
|
}
|
|
|
|
|
2022-07-28 15:41:48 +00:00
|
|
|
private static void GenerateSignalEventInvoker(
|
|
|
|
GodotSignalDelegateData signal,
|
|
|
|
StringBuilder source
|
|
|
|
)
|
|
|
|
{
|
|
|
|
string signalName = signal.Name;
|
|
|
|
var invokeMethodData = signal.InvokeMethodData;
|
|
|
|
|
2022-09-06 12:43:40 +00:00
|
|
|
source.Append(" if (signal == SignalName.");
|
2022-07-28 15:41:48 +00:00
|
|
|
source.Append(signalName);
|
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
|
|
|
source.Append(" && args.Count == ");
|
2022-07-28 15:41:48 +00:00
|
|
|
source.Append(invokeMethodData.ParamTypes.Length);
|
|
|
|
source.Append(") {\n");
|
|
|
|
source.Append(" backing_");
|
|
|
|
source.Append(signalName);
|
|
|
|
source.Append("?.Invoke(");
|
|
|
|
|
|
|
|
for (int i = 0; i < invokeMethodData.ParamTypes.Length; i++)
|
|
|
|
{
|
|
|
|
if (i != 0)
|
|
|
|
source.Append(", ");
|
|
|
|
|
2022-07-28 15:41:50 +00:00
|
|
|
source.AppendNativeVariantToManagedExpr(string.Concat("args[", i.ToString(), "]"),
|
2022-07-28 15:41:48 +00:00
|
|
|
invokeMethodData.ParamTypeSymbols[i], invokeMethodData.ParamTypes[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
source.Append(");\n");
|
|
|
|
|
|
|
|
source.Append(" return;\n");
|
|
|
|
|
|
|
|
source.Append(" }\n");
|
|
|
|
}
|
2022-07-28 15:41:47 +00:00
|
|
|
}
|
|
|
|
}
|