fe52458154
Happy new year to the wonderful Godot community!
161 lines
6.0 KiB
C++
161 lines
6.0 KiB
C++
/*************************************************************************/
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/* gd_mono_class.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef GD_MONO_CLASS_H
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#define GD_MONO_CLASS_H
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#include "core/string/ustring.h"
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#include "core/templates/map.h"
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#include "gd_mono_field.h"
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#include "gd_mono_header.h"
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#include "gd_mono_method.h"
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#include "gd_mono_property.h"
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#include "gd_mono_utils.h"
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class GDMonoClass {
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struct MethodKey {
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struct Hasher {
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static _FORCE_INLINE_ uint32_t hash(const MethodKey &p_key) {
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uint32_t hash = 0;
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GDMonoUtils::hash_combine(hash, p_key.name.hash());
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GDMonoUtils::hash_combine(hash, HashMapHasherDefault::hash(p_key.params_count));
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return hash;
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}
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};
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_FORCE_INLINE_ bool operator==(const MethodKey &p_a) const {
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return p_a.params_count == params_count && p_a.name == name;
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}
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MethodKey() {}
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MethodKey(const StringName &p_name, uint16_t p_params_count) :
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name(p_name), params_count(p_params_count) {
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}
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StringName name;
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uint16_t params_count = 0;
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};
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StringName namespace_name;
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StringName class_name;
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MonoClass *mono_class;
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GDMonoAssembly *assembly;
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bool attrs_fetched;
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MonoCustomAttrInfo *attributes;
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// This contains both the original method names and remapped method names from the native Godot identifiers to the C# functions.
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// Most method-related functions refer to this and it's possible this is unintuitive for outside users; this may be a prime location for refactoring or renaming.
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bool methods_fetched;
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HashMap<MethodKey, GDMonoMethod *, MethodKey::Hasher> methods;
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bool method_list_fetched;
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Vector<GDMonoMethod *> method_list;
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bool fields_fetched;
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Map<StringName, GDMonoField *> fields;
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Vector<GDMonoField *> fields_list;
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bool properties_fetched;
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Map<StringName, GDMonoProperty *> properties;
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Vector<GDMonoProperty *> properties_list;
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bool delegates_fetched;
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Map<StringName, GDMonoClass *> delegates;
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Vector<GDMonoClass *> delegates_list;
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friend class GDMonoAssembly;
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GDMonoClass(const StringName &p_namespace, const StringName &p_name, MonoClass *p_class, GDMonoAssembly *p_assembly);
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public:
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static String get_full_name(MonoClass *p_mono_class);
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static MonoType *get_mono_type(MonoClass *p_mono_class);
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String get_full_name() const;
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String get_type_desc() const;
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MonoType *get_mono_type() const;
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uint32_t get_flags() const;
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bool is_static() const;
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bool is_assignable_from(GDMonoClass *p_from) const;
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StringName get_namespace() const;
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_FORCE_INLINE_ StringName get_name() const { return class_name; }
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String get_name_for_lookup() const;
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_FORCE_INLINE_ MonoClass *get_mono_ptr() const { return mono_class; }
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_FORCE_INLINE_ const GDMonoAssembly *get_assembly() const { return assembly; }
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GDMonoClass *get_parent_class() const;
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GDMonoClass *get_nesting_class() const;
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#ifdef TOOLS_ENABLED
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Vector<MonoClassField *> get_enum_fields();
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#endif
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GDMonoMethod *get_fetched_method_unknown_params(const StringName &p_name);
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bool has_fetched_method_unknown_params(const StringName &p_name);
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bool has_attribute(GDMonoClass *p_attr_class);
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MonoObject *get_attribute(GDMonoClass *p_attr_class);
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void fetch_attributes();
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void fetch_methods_with_godot_api_checks(GDMonoClass *p_native_base);
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bool implements_interface(GDMonoClass *p_interface);
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bool has_public_parameterless_ctor();
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GDMonoMethod *get_method(const StringName &p_name, uint16_t p_params_count = 0);
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GDMonoMethod *get_method(MonoMethod *p_raw_method);
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GDMonoMethod *get_method(MonoMethod *p_raw_method, const StringName &p_name);
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GDMonoMethod *get_method(MonoMethod *p_raw_method, const StringName &p_name, uint16_t p_params_count);
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GDMonoMethod *get_method_with_desc(const String &p_description, bool p_include_namespace);
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GDMonoField *get_field(const StringName &p_name);
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const Vector<GDMonoField *> &get_all_fields();
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GDMonoProperty *get_property(const StringName &p_name);
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const Vector<GDMonoProperty *> &get_all_properties();
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const Vector<GDMonoClass *> &get_all_delegates();
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const Vector<GDMonoMethod *> &get_all_methods();
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~GDMonoClass();
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};
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#endif // GD_MONO_CLASS_H
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