299 lines
11 KiB
C#
299 lines
11 KiB
C#
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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namespace Godot.SourceGenerators
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{
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[Generator]
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public class ScriptPropertyDefValGenerator : 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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if (context.AreGodotSourceGeneratorsDisabled())
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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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var typeCache = new MarshalUtils.TypeCache(context.Compilation);
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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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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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namespaceSymbol.FullQualifiedName() :
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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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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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+ "_ScriptPropertyDefVal_Generated";
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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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while (containingType != null)
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{
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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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containingType = containingType.ContainingType;
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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 exportedMembers = new List<ExportedPropertyMetadata>();
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var members = symbol.GetMembers();
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var exportedProperties = members
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Property)
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.Cast<IPropertySymbol>()
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.Where(s => s.GetAttributes()
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.Any(a => a.AttributeClass?.IsGodotExportAttribute() ?? false))
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.ToArray();
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var exportedFields = members
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.Where(s => !s.IsStatic && s.Kind == SymbolKind.Field && !s.IsImplicitlyDeclared)
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.Cast<IFieldSymbol>()
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.Where(s => s.GetAttributes()
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.Any(a => a.AttributeClass?.IsGodotExportAttribute() ?? false))
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.ToArray();
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foreach (var property in exportedProperties)
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{
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if (property.IsStatic)
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{
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Common.ReportExportedMemberIsStatic(context, property);
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continue;
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}
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if (property.IsIndexer)
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{
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Common.ReportExportedMemberIsIndexer(context, property);
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continue;
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}
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// TODO: We should still restore read-only properties after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
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// Ignore properties without a getter or without a setter. Godot properties must be both readable and writable.
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if (property.IsWriteOnly)
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{
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Common.ReportExportedMemberIsWriteOnly(context, property);
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continue;
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}
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if (property.IsReadOnly)
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{
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Common.ReportExportedMemberIsReadOnly(context, property);
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continue;
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}
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var propertyType = property.Type;
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var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(propertyType, typeCache);
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if (marshalType == null)
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{
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Common.ReportExportedMemberTypeNotSupported(context, property);
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continue;
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}
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// TODO: Detect default value from simple property getters (currently we only detect from initializers)
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EqualsValueClauseSyntax? initializer = property.DeclaringSyntaxReferences
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.Select(r => r.GetSyntax() as PropertyDeclarationSyntax)
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.Select(s => s?.Initializer ?? null)
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.FirstOrDefault();
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string? value = initializer?.Value.ToString();
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exportedMembers.Add(new ExportedPropertyMetadata(
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property.Name, marshalType.Value, propertyType, value));
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}
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foreach (var field in exportedFields)
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{
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if (field.IsStatic)
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{
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Common.ReportExportedMemberIsStatic(context, field);
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continue;
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}
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// TODO: We should still restore read-only fields after reloading assembly. Two possible ways: reflection or turn RestoreGodotObjectData into a constructor overload.
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// Ignore properties without a getter or without a setter. Godot properties must be both readable and writable.
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if (field.IsReadOnly)
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{
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Common.ReportExportedMemberIsReadOnly(context, field);
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continue;
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}
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var fieldType = field.Type;
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var marshalType = MarshalUtils.ConvertManagedTypeToMarshalType(fieldType, typeCache);
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if (marshalType == null)
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{
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Common.ReportExportedMemberTypeNotSupported(context, field);
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continue;
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}
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EqualsValueClauseSyntax? initializer = field.DeclaringSyntaxReferences
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.Select(r => r.GetSyntax())
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.OfType<VariableDeclaratorSyntax>()
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.Select(s => s.Initializer)
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.FirstOrDefault(i => i != null);
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string? value = initializer?.Value.ToString();
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exportedMembers.Add(new ExportedPropertyMetadata(
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field.Name, marshalType.Value, fieldType, value));
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}
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// Generate GetGodotExportedProperties
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if (exportedMembers.Count > 0)
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{
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source.Append("#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword\n");
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string dictionaryType = "System.Collections.Generic.Dictionary<StringName, object>";
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source.Append("#if TOOLS\n");
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source.Append(" internal new static ");
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source.Append(dictionaryType);
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source.Append(" GetGodotPropertyDefaultValues()\n {\n");
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source.Append(" var values = new ");
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source.Append(dictionaryType);
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source.Append("(");
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source.Append(exportedMembers.Count);
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source.Append(");\n");
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foreach (var exportedMember in exportedMembers)
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{
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string defaultValueLocalName = string.Concat("__", exportedMember.Name, "_default_value");
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source.Append(" ");
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source.Append(exportedMember.TypeSymbol.FullQualifiedName());
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source.Append(" ");
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source.Append(defaultValueLocalName);
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source.Append(" = ");
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source.Append(exportedMember.Value ?? "default");
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source.Append(";\n");
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source.Append(" values.Add(PropertyName.");
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source.Append(exportedMember.Name);
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source.Append(", ");
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source.Append(defaultValueLocalName);
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source.Append(");\n");
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}
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source.Append(" return values;\n");
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source.Append(" }\n");
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source.Append("#endif\n");
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source.Append("#pragma warning restore CS0109\n");
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}
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source.Append("}\n"); // partial class
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if (isInnerClass)
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{
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var containingType = symbol.ContainingType;
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while (containingType != null)
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{
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source.Append("}\n"); // outer class
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containingType = containingType.ContainingType;
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}
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}
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if (hasNamespace)
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{
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source.Append("\n}\n");
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}
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context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8));
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}
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private struct ExportedPropertyMetadata
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{
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public ExportedPropertyMetadata(string name, MarshalType type, ITypeSymbol typeSymbol, string? value)
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{
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Name = name;
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Type = type;
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TypeSymbol = typeSymbol;
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Value = value;
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}
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public string Name { get; }
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public MarshalType Type { get; }
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public ITypeSymbol TypeSymbol { get; }
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public string? Value { get; }
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}
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}
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}
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