Commit Graph

15 Commits

Author SHA1 Message Date
Rémi Verschelde bf41c6bd34
Merge pull request #82918 from raulsntos/dotnet/only-node-can-export-node
C#: Report diagnostic for Node exports in a type that doesn't derive from Node
2023-10-27 11:36:33 +02:00
Raul Santos aa4dba5b56
C#: Improve diagnostic messages and add help link
- Reword diagnostic messages.
- Add help link to diagnostics.
2023-10-17 19:45:09 +02:00
Raul Santos bfe1a93023
C#: Report diagnostic for Node exports in a type that doesn't derive from Node 2023-10-06 19:03:18 +02:00
398utubzyt 8e56c807cc C#: Add a Roslyn analyzer for global classes
Co-Authored-By: Raul Santos <raulsntos@gmail.com>
2023-07-07 16:37:16 -07:00
Raul Santos 0372bd56b6
C#: Ignore explicit interface implementations 2023-03-04 19:16:48 +01:00
Raul Santos 1aceacaa6b
C#: Rename `Object` to `GodotObject` 2023-01-27 02:04:18 +01:00
Raul Santos b9e1ca1e86
C#: Add `global::` namespace to generated source
Adds `global::` to the fully qualified types in source generators to
prevent ambiguity.
2022-11-26 01:13:16 +01:00
Raul Santos 761e2b1a65
C#: Ignore property indexers and report if exported
Ignore property indexers since they are unsupported and report a
diagnostic if an user tries to export it.
2022-08-28 18:16:57 +02:00
Raul Santos 6468f9b37c
Add MustBeVariant attribute and analyzer
- MustBeVariant attribute can be used to enforce that generic types must
be a marshable from/to Variant.
- Also renames all diagnostic ids to be valid unicode identifiers.
2022-08-25 01:47:40 +02:00
Raul Santos 3b201c2b04
Improve C# signal analyzer errors
Report the specific parameters that are not supported.
2022-08-22 19:44:05 +02:00
Ignacio Roldán Etcheverry 97713ff77a C#: Add source generator for signals as events
Changed the signal declaration signal to:

```
// The following generates a MySignal event
[Signal] public delegate void MySignalEventHandler(int param);
```
2022-08-22 03:36:52 +02:00
Ignacio Roldán Etcheverry 92503ae8db C#: Add source generator for properties and exports default values
The editor no longer needs to create temporary instances to get the
default values. The initializer values of the exported properties are
still evaluated at runtime. For example, in the following example,
`GetInitialValue()` will be called when first looks for default values:

```
[Export] int MyValue = GetInitialValue();
```

Exporting fields with a non-supported type now results in a compiler
error rather than a runtime error when the script is used.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 88e367a406 C#/netcore: Add base desktop game export implementation
This base implementation is still very barebones but it defines the path
for how exporting will work (at least when embedding the .NET runtime).

Many manual steps are still needed, which should be automatized in the
future. For example, in addition to the API assemblies, now you also
need to copy the GodotPlugins assembly to each game project.
2022-08-22 03:36:51 +02:00
Ignacio Roldán Etcheverry 4d710bf659 C#: Add initial implementation of source generator for script members
This replaces the way we invoke methods and set/get properties.
This first iteration rids us of runtime type checking in those
cases, as it's now done at compile time.
Later it will also stop needing the use of reflection. After that,
we will only depend on reflection for generic Godot Array and
Dictionary. We're stuck with reflection in generic collections
for now as C# doesn't support generic/template specialization.

This is only the initial implementation. Further iterations are
coming, specially once we switch to the native extension system
which completely changes the way members are accessed/invoked.
For example, with the native extension system we will likely need
to create `UnmanagedCallersOnly` invoke wrapper methods and return
function pointers to the engine.

Other kind of members, like event signals will be receiving the
same treatment in the future.
2022-08-22 03:36:51 +02:00
Ignacio Etcheverry e2afe700f6 Add C# source generator for a new ScriptPath attribute
This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:

- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.

A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.

We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.

This is an example of what the generated code looks like:

```
using Godot;
namespace Foo {
	[ScriptPathAttribute("res://Player.cs")]
	// Multiple partial declarations are allowed
	[ScriptPathAttribute("res://Foo/Player.cs")]
	partial class Player {}
}

[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```

The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
2021-03-06 21:50:32 +01:00