godot/modules/mono/glue/base_object_glue.cpp

97 lines
4.3 KiB
C++

/*************************************************************************/
/* base_object_glue.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "base_object_glue.h"
#ifdef MONO_GLUE_ENABLED
#include "core/reference.h"
#include "core/string_db.h"
#include "../mono_gd/gd_mono_internals.h"
#include "../mono_gd/gd_mono_utils.h"
#include "../signal_awaiter_utils.h"
Object *godot_icall_Object_Ctor(MonoObject *obj) {
Object *instance = memnew(Object);
GDMonoInternals::tie_managed_to_unmanaged(obj, instance);
return instance;
}
void godot_icall_Object_Dtor(MonoObject *obj, Object *ptr) {
#ifdef DEBUG_ENABLED
CRASH_COND(ptr == NULL);
#endif
_GodotSharp::get_singleton()->queue_dispose(obj, ptr);
}
MethodBind *godot_icall_Object_ClassDB_get_method(MonoString *p_type, MonoString *p_method) {
StringName type(GDMonoMarshal::mono_string_to_godot(p_type));
StringName method(GDMonoMarshal::mono_string_to_godot(p_method));
return ClassDB::get_method(type, method);
}
MonoObject *godot_icall_Object_weakref(Object *p_obj) {
if (!p_obj)
return NULL;
Ref<WeakRef> wref;
Reference *ref = Object::cast_to<Reference>(p_obj);
if (ref) {
REF r = ref;
if (!r.is_valid())
return NULL;
wref.instance();
wref->set_ref(r);
} else {
wref.instance();
wref->set_obj(p_obj);
}
return GDMonoUtils::create_managed_for_godot_object(CACHED_CLASS(WeakRef), Reference::get_class_static(), Object::cast_to<Object>(wref.ptr()));
}
Error godot_icall_SignalAwaiter_connect(Object *p_source, MonoString *p_signal, Object *p_target, MonoObject *p_awaiter) {
String signal = GDMonoMarshal::mono_string_to_godot(p_signal);
return SignalAwaiterUtils::connect_signal_awaiter(p_source, signal, p_target, p_awaiter);
}
void godot_register_object_icalls() {
mono_add_internal_call("Godot.Object::godot_icall_Object_Ctor", (void *)godot_icall_Object_Ctor);
mono_add_internal_call("Godot.Object::godot_icall_Object_Dtor", (void *)godot_icall_Object_Dtor);
mono_add_internal_call("Godot.Object::godot_icall_Object_ClassDB_get_method", (void *)godot_icall_Object_ClassDB_get_method);
mono_add_internal_call("Godot.Object::godot_icall_Object_weakref", (void *)godot_icall_Object_weakref);
mono_add_internal_call("Godot.SignalAwaiter::godot_icall_SignalAwaiter_connect", (void *)godot_icall_SignalAwaiter_connect);
}
#endif // MONO_GLUE_ENABLED