godot/modules/mono/glue/Managed/Files/Object.base.cs
Ignacio Etcheverry 4c10a322d1 C#: Add DynamicGodotObject class
Expands to Object.call, Object.set and Object.get for accessing members. This means it can also access members from scripts written in other languages, like GDScript.

(cherry picked from commit bb6814aef0)
2019-04-20 23:10:43 +02:00

123 lines
3.5 KiB
C#

using System;
using System.Runtime.CompilerServices;
namespace Godot
{
public partial class Object : IDisposable
{
private bool disposed = false;
private const string nativeName = "Object";
internal IntPtr ptr;
internal bool memoryOwn;
public Object() : this(false)
{
if (ptr == IntPtr.Zero)
ptr = godot_icall_Object_Ctor(this);
}
internal Object(bool memoryOwn)
{
this.memoryOwn = memoryOwn;
}
public IntPtr NativeInstance
{
get { return ptr; }
}
internal static IntPtr GetPtr(Object instance)
{
if (instance == null)
return IntPtr.Zero;
if (instance.disposed)
throw new ObjectDisposedException(instance.GetType().FullName);
return instance.ptr;
}
~Object()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (disposed)
return;
if (ptr != IntPtr.Zero)
{
if (memoryOwn)
{
memoryOwn = false;
godot_icall_Reference_Disposed(this, ptr, !disposing);
}
else
{
godot_icall_Object_Disposed(this, ptr);
}
this.ptr = IntPtr.Zero;
}
disposed = true;
}
/// <summary>
/// Returns a new <see cref="Godot.SignalAwaiter"/> awaiter configured to complete when the instance
/// <paramref name="source"/> emits the signal specified by the <paramref name="signal"/> parameter.
/// </summary>
/// <param name="source">
/// The instance the awaiter will be listening to.
/// </param>
/// <param name="signal">
/// The signal the awaiter will be waiting for.
/// </param>
/// <example>
/// This sample prints a message once every frame up to 100 times.
/// <code>
/// public override void _Ready()
/// {
/// for (int i = 0; i < 100; i++)
/// {
/// await ToSignal(GetTree(), "idle_frame");
/// GD.Print($"Frame {i}");
/// }
/// }
/// </code>
/// </example>
public SignalAwaiter ToSignal(Object source, string signal)
{
return new SignalAwaiter(source, signal, this);
}
/// <summary>
/// Gets a new <see cref="Godot.DynamicGodotObject"/> associated with this instance.
/// </summary>
public dynamic DynamicObject => new DynamicGodotObject(this);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static IntPtr godot_icall_Object_Ctor(Object obj);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_Object_Disposed(Object obj, IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_Reference_Disposed(Object obj, IntPtr ptr, bool isFinalizer);
// Used by the generated API
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static IntPtr godot_icall_Object_ClassDB_get_method(string type, string method);
}
}