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Added dummy MSBuild project and solution to get tooling help when editing these files.
89 lines
2.2 KiB
C#
89 lines
2.2 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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namespace Godot
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{
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public partial class Object : IDisposable
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{
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private bool disposed = false;
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private const string nativeName = "Object";
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internal IntPtr ptr;
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internal bool memoryOwn;
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public Object() : this(false)
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{
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if (ptr == IntPtr.Zero)
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ptr = godot_icall_Object_Ctor(this);
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}
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internal Object(bool memoryOwn)
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{
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this.memoryOwn = memoryOwn;
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}
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public IntPtr NativeInstance
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{
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get { return ptr; }
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}
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internal static IntPtr GetPtr(Object instance)
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{
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return instance == null ? IntPtr.Zero : instance.ptr;
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}
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~Object()
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{
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Dispose(false);
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposed)
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return;
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if (ptr != IntPtr.Zero)
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{
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if (memoryOwn)
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{
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memoryOwn = false;
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godot_icall_Reference_Disposed(this, ptr, !disposing);
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}
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else
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{
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godot_icall_Object_Disposed(this, ptr);
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}
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this.ptr = IntPtr.Zero;
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}
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disposed = true;
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}
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public SignalAwaiter ToSignal(Object source, string signal)
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{
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return new SignalAwaiter(source, signal, this);
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}
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static IntPtr godot_icall_Object_Ctor(Object obj);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static void godot_icall_Object_Disposed(Object obj, IntPtr ptr);
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static void godot_icall_Reference_Disposed(Object obj, IntPtr ptr, bool isFinalizer);
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// Used by the generated API
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal extern static IntPtr godot_icall_Object_ClassDB_get_method(string type, string method);
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}
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}
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