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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
87 lines
4.0 KiB
C++
87 lines
4.0 KiB
C++
/*************************************************************************/
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifdef MONO_GLUE_ENABLED
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#include "core/object/class_db.h"
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#include "core/string/string_name.h"
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#include "core/variant/array.h"
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#include "scene/main/node.h"
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#include "scene/main/scene_tree.h"
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#include "../csharp_script.h"
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#include "../mono_gd/gd_mono_marshal.h"
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#include "../mono_gd/gd_mono_utils.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.is_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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}
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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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GDMonoUtils::add_internal_call("Godot.SceneTree::godot_icall_SceneTree_get_nodes_in_group_Generic", godot_icall_SceneTree_get_nodes_in_group_Generic);
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}
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#endif // MONO_GLUE_ENABLED
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