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The main focus here was to remove the majority of code that relied on Mono's embedding APIs, specially the reflection APIs. The embedding APIs we still use are the bare minimum we need for things to work. A lot of code was moved to C#. We no longer deal with any managed objects (`MonoObject*`, and such) in native code, and all marshaling is done in C#. The reason for restructuring the code and move away from embedding APIs is that once we move to .NET Core, we will be limited by the much more minimal .NET hosting. PERFORMANCE REGRESSIONS ----------------------- Some parts of the code were written with little to no concern about performance. This includes code that calls into script methods and accesses script fields, properties and events. The reason for this is that all of that will be moved to source generators, so any work prior to that would be a waste of time. DISABLED FEATURES ----------------- Some code was removed as it no longer makes sense (or won't make sense in the future). Other parts were commented out with `#if 0`s and TODO warnings because it doesn't make much sense to work on them yet as those parts will change heavily when we switch to .NET Core but also when we start introducing source generators. As such, the following features were disabled temporarily: - Assembly-reloading (will be done with ALCs in .NET Core). - Properties/fields exports and script method listing (will be handled by source generators in the future). - Exception logging in the editor and stack info for errors. - Exporting games. - Building of C# projects. We no longer copy the Godot API assemblies to the project directory, so MSBuild won't be able to find them. The idea is to turn them into NuGet packages in the future, which could also be obtained from local NuGet sources during development.
103 lines
4.5 KiB
C++
103 lines
4.5 KiB
C++
/*************************************************************************/
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/* signal_awaiter_utils.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 SIGNAL_AWAITER_UTILS_H
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#define SIGNAL_AWAITER_UTILS_H
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#include "core/object/ref_counted.h"
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#include "csharp_script.h"
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#include "mono_gc_handle.h"
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Error gd_mono_connect_signal_awaiter(Object *p_source, const StringName &p_signal, Object *p_target, GCHandleIntPtr p_awaiter_handle_ptr);
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class BaseSignalCallable : public CallableCustom {
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public:
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virtual StringName get_signal() const = 0;
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};
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class SignalAwaiterCallable : public BaseSignalCallable {
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ObjectID target_id;
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MonoGCHandleData awaiter_handle;
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StringName signal;
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public:
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static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
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static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
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static constexpr CompareEqualFunc compare_equal_func_ptr = &SignalAwaiterCallable::compare_equal;
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static constexpr CompareEqualFunc compare_less_func_ptr = &SignalAwaiterCallable::compare_less;
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uint32_t hash() const override;
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String get_as_text() const override;
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CompareEqualFunc get_compare_equal_func() const override;
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CompareLessFunc get_compare_less_func() const override;
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ObjectID get_object() const override;
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StringName get_signal() const override;
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void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
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SignalAwaiterCallable(Object *p_target, MonoGCHandleData p_awaiter_handle, const StringName &p_signal);
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~SignalAwaiterCallable();
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};
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class EventSignalCallable : public BaseSignalCallable {
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Object *owner = nullptr;
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StringName event_signal_name;
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public:
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static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
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static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
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static constexpr CompareEqualFunc compare_equal_func_ptr = &EventSignalCallable::compare_equal;
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static constexpr CompareEqualFunc compare_less_func_ptr = &EventSignalCallable::compare_less;
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uint32_t hash() const override;
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String get_as_text() const override;
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CompareEqualFunc get_compare_equal_func() const override;
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CompareLessFunc get_compare_less_func() const override;
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ObjectID get_object() const override;
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StringName get_signal() const override;
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void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
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EventSignalCallable(Object *p_owner, const StringName &p_event_signal_name);
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};
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#endif // SIGNAL_AWAITER_UTILS_H
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