140 lines
4.4 KiB
C++
140 lines
4.4 KiB
C++
/*************************************************************************/
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/* gd_mono.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_H
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#define GD_MONO_H
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#include "core/io/config_file.h"
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#include "../godotsharp_defs.h"
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class GDMono {
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bool runtime_initialized;
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bool finalizing_scripts_domain;
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bool _load_project_assembly();
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bool _try_load_api_assemblies();
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Error _unload_scripts_domain();
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uint64_t api_core_hash;
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#ifdef TOOLS_ENABLED
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uint64_t api_editor_hash;
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#endif
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void _init_godot_api_hashes();
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friend class CSharpLanguage;
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#ifdef WIN32
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#define GD_CLR_STDCALL __stdcall
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#else
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#define GD_CLR_STDCALL
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#endif
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struct PluginCallbacks {
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using FuncLoadProjectAssemblyCallback = bool(GD_CLR_STDCALL *)(const char16_t *);
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using FuncLoadToolsAssemblyCallback = Object *(GD_CLR_STDCALL *)(const char16_t *);
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FuncLoadProjectAssemblyCallback LoadProjectAssemblyCallback = nullptr;
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FuncLoadToolsAssemblyCallback LoadToolsAssemblyCallback = nullptr;
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} plugin_callbacks;
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protected:
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static GDMono *singleton;
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public:
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#ifdef DEBUG_METHODS_ENABLED
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uint64_t get_api_core_hash() {
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if (api_core_hash == 0) {
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api_core_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
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}
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return api_core_hash;
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}
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#ifdef TOOLS_ENABLED
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uint64_t get_api_editor_hash() {
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if (api_editor_hash == 0) {
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api_editor_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
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}
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return api_editor_hash;
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}
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#endif // TOOLS_ENABLED
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#endif // DEBUG_METHODS_ENABLED
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_FORCE_INLINE_ static String get_expected_api_build_config() {
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#ifdef TOOLS_ENABLED
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return "Debug";
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#else
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#ifdef DEBUG_ENABLED
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return "Debug";
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#else
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return "Release";
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#endif
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#endif
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}
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static GDMono *get_singleton() { return singleton; }
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_FORCE_INLINE_ bool is_runtime_initialized() const { return runtime_initialized; }
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_FORCE_INLINE_ bool is_finalizing_scripts_domain() { return finalizing_scripts_domain; }
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#ifdef GD_MONO_HOT_RELOAD
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Error reload_scripts_domain();
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#endif
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void initialize();
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void initialize_load_assemblies();
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GDMono();
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~GDMono();
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};
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namespace mono_bind {
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class GodotSharp : public Object {
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GDCLASS(GodotSharp, Object);
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friend class GDMono;
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void _reload_assemblies(bool p_soft_reload);
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bool _is_runtime_initialized();
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protected:
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static GodotSharp *singleton;
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static void _bind_methods();
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public:
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static GodotSharp *get_singleton() { return singleton; }
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GodotSharp();
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~GodotSharp();
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};
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} // namespace mono_bind
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#endif // GD_MONO_H
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