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Merge pull request #39652 from paulloz/generics-getnodesingroup
[mono] Implement generics GetNodesInGroup
This commit is contained in:
commit
d5c659c992
@ -0,0 +1,17 @@
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using System;
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using System.Runtime.CompilerServices;
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using Godot.Collections;
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namespace Godot
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{
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public partial class SceneTree
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{
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public Array<T> GetNodesInGroup<T>(StringName group) where T : class
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{
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return new Array<T>(godot_icall_SceneTree_get_nodes_in_group_Generic(Object.GetPtr(this), StringName.GetPtr(group), typeof(T)));
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}
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static IntPtr godot_icall_SceneTree_get_nodes_in_group_Generic(IntPtr obj, IntPtr group, Type elemType);
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}
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}
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@ -53,6 +53,7 @@
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<Compile Include="Core\Extensions\NodeExtensions.cs" />
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<Compile Include="Core\Extensions\ObjectExtensions.cs" />
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<Compile Include="Core\Extensions\ResourceLoaderExtensions.cs" />
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<Compile Include="Core\Extensions\SceneTreeExtensions.cs" />
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<Compile Include="Core\GD.cs" />
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<Compile Include="Core\GodotSynchronizationContext.cs" />
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<Compile Include="Core\GodotTaskScheduler.cs" />
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@ -35,6 +35,7 @@
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#include "gd_glue.h"
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#include "nodepath_glue.h"
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#include "rid_glue.h"
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#include "scene_tree_glue.h"
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#include "string_glue.h"
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#include "string_name_glue.h"
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@ -50,6 +51,7 @@ void godot_register_glue_header_icalls() {
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godot_register_object_icalls();
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godot_register_rid_icalls();
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godot_register_string_icalls();
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godot_register_scene_tree_icalls();
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}
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// Used by the generated glue
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82
modules/mono/glue/scene_tree_glue.cpp
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82
modules/mono/glue/scene_tree_glue.cpp
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/*************************************************************************/
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/* scene_tree_glue.cpp */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#include "scene_tree_glue.h"
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#ifdef MONO_GLUE_ENABLED
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#include "core/class_db.h"
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#include "modules/mono/csharp_script.h"
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#include "modules/mono/mono_gd/gd_mono_utils.h"
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#include "scene/main/node.h"
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Array *godot_icall_SceneTree_get_nodes_in_group_Generic(SceneTree *ptr, StringName *group, MonoReflectionType *refltype) {
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List<Node *> nodes;
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Array ret;
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// Retrieve all the nodes in the group
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ptr->get_nodes_in_group(*group, &nodes);
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// No need to bother if the group is empty
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if (!nodes.empty()) {
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MonoType *elem_type = mono_reflection_type_get_type(refltype);
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MonoClass *mono_class = mono_class_from_mono_type(elem_type);
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GDMonoClass *klass = GDMono::get_singleton()->get_class(mono_class);
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if (klass == GDMonoUtils::get_class_native_base(klass)) {
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// If we're trying to get native objects, just check the inheritance list
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StringName native_class_name = GDMonoUtils::get_native_godot_class_name(klass);
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for (int i = 0; i < nodes.size(); ++i) {
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if (ClassDB::is_parent_class(nodes[i]->get_class(), native_class_name))
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ret.push_back(nodes[i]);
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}
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} else {
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// If we're trying to get csharpscript instances, get the mono object and compare the classes
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for (int i = 0; i < nodes.size(); ++i) {
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CSharpInstance *si = CAST_CSHARP_INSTANCE(nodes[i]->get_script_instance());
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if (si != nullptr) {
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MonoObject *obj = si->get_mono_object();
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if (obj != nullptr && mono_object_get_class(obj) == mono_class) {
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ret.push_back(nodes[i]);
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}
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}
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}
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}
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}
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return memnew(Array(ret));
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}
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void godot_register_scene_tree_icalls() {
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mono_add_internal_call("Godot.SceneTree::godot_icall_SceneTree_get_nodes_in_group_Generic", (void *)godot_icall_SceneTree_get_nodes_in_group_Generic);
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}
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#endif // MONO_GLUE_ENABLED
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50
modules/mono/glue/scene_tree_glue.h
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50
modules/mono/glue/scene_tree_glue.h
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/*************************************************************************/
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/* scene_tree_glue.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 SCENE_TREE_GLUE_H
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#define SCENE_TREE_GLUE_H
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#ifdef MONO_GLUE_ENABLED
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#include "core/array.h"
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#include "core/string_name.h"
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#include "scene/main/scene_tree.h"
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#include "../mono_gd/gd_mono_marshal.h"
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Array *godot_icall_SceneTree_get_nodes_in_group_Generic(SceneTree *ptr, StringName *group, MonoReflectionType *refltype);
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// Register internal calls
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void godot_register_scene_tree_icalls();
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#endif // MONO_GLUE_ENABLED
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#endif // SCENE_TREE_GLUE_H
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