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270af6fa08
Make the build system automatically build the C# Api assemblies to be shipped with the editor. Make the editor, editor player and debug export templates use Api assemblies built with debug symbols. Always run MSBuild to build the editor tools and Api assemblies when building Godot. Several bugs fixed related to assembly hot reloading and restoring state. Fix StringExtensions internal calls not being registered correctly, resulting in MissingMethodException.
163 lines
6.0 KiB
C++
163 lines
6.0 KiB
C++
/*************************************************************************/
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/* gd_mono_class.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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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_CLASS_H
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#define GD_MONO_CLASS_H
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#include <mono/metadata/debug-helpers.h>
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#include "core/map.h"
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#include "core/ustring.h"
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#include "gd_mono_field.h"
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#include "gd_mono_header.h"
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#include "gd_mono_method.h"
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#include "gd_mono_property.h"
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#include "gd_mono_utils.h"
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class GDMonoClass {
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struct MethodKey {
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struct Hasher {
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static _FORCE_INLINE_ uint32_t hash(const MethodKey &p_key) {
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uint32_t hash = 0;
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GDMonoUtils::hash_combine(hash, p_key.name.hash());
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GDMonoUtils::hash_combine(hash, HashMapHasherDefault::hash(p_key.params_count));
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return hash;
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}
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};
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_FORCE_INLINE_ bool operator==(const MethodKey &p_a) const {
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return p_a.params_count == params_count && p_a.name == name;
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}
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MethodKey() {}
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MethodKey(const StringName &p_name, int p_params_count) {
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name = p_name;
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params_count = p_params_count;
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}
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StringName name;
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int params_count;
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};
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StringName namespace_name;
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StringName class_name;
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MonoClass *mono_class;
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GDMonoAssembly *assembly;
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bool attrs_fetched;
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MonoCustomAttrInfo *attributes;
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// This contains both the original method names and remapped method names from the native Godot identifiers to the C# functions.
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// Most method-related functions refer to this and it's possible this is unintuitive for outside users; this may be a prime location for refactoring or renaming.
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bool methods_fetched;
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HashMap<MethodKey, GDMonoMethod *, MethodKey::Hasher> methods;
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bool method_list_fetched;
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Vector<GDMonoMethod *> method_list;
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bool fields_fetched;
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Map<StringName, GDMonoField *> fields;
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Vector<GDMonoField *> fields_list;
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bool properties_fetched;
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Map<StringName, GDMonoProperty *> properties;
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Vector<GDMonoProperty *> properties_list;
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bool delegates_fetched;
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Map<StringName, GDMonoClass *> delegates;
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Vector<GDMonoClass *> delegates_list;
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friend class GDMonoAssembly;
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GDMonoClass(const StringName &p_namespace, const StringName &p_name, MonoClass *p_class, GDMonoAssembly *p_assembly);
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public:
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static String get_full_name(MonoClass *p_mono_class);
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static MonoType *get_mono_type(MonoClass *p_mono_class);
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String get_full_name() const;
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MonoType *get_mono_type();
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uint32_t get_flags() const;
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bool is_static() const;
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bool is_assignable_from(GDMonoClass *p_from) const;
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_FORCE_INLINE_ StringName get_namespace() const { return namespace_name; }
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_FORCE_INLINE_ StringName get_name() const { return class_name; }
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_FORCE_INLINE_ MonoClass *get_mono_ptr() const { return mono_class; }
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_FORCE_INLINE_ const GDMonoAssembly *get_assembly() const { return assembly; }
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GDMonoClass *get_parent_class();
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GDMonoClass *get_nesting_class();
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#ifdef TOOLS_ENABLED
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Vector<MonoClassField *> get_enum_fields();
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#endif
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GDMonoMethod *get_fetched_method_unknown_params(const StringName &p_name);
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bool has_fetched_method_unknown_params(const StringName &p_name);
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bool has_attribute(GDMonoClass *p_attr_class);
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MonoObject *get_attribute(GDMonoClass *p_attr_class);
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void fetch_attributes();
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void fetch_methods_with_godot_api_checks(GDMonoClass *p_native_base);
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bool implements_interface(GDMonoClass *p_interface);
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GDMonoMethod *get_method(const StringName &p_name, int p_params_count = 0);
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GDMonoMethod *get_method(MonoMethod *p_raw_method);
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GDMonoMethod *get_method(MonoMethod *p_raw_method, const StringName &p_name);
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GDMonoMethod *get_method(MonoMethod *p_raw_method, const StringName &p_name, int p_params_count);
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GDMonoMethod *get_method_with_desc(const String &p_description, bool p_include_namespace);
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void *get_method_thunk(const StringName &p_name, int p_params_count = 0);
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GDMonoField *get_field(const StringName &p_name);
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const Vector<GDMonoField *> &get_all_fields();
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GDMonoProperty *get_property(const StringName &p_name);
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const Vector<GDMonoProperty *> &get_all_properties();
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const Vector<GDMonoClass *> &get_all_delegates();
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const Vector<GDMonoMethod *> &get_all_methods();
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~GDMonoClass();
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};
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#endif // GD_MONO_CLASS_H
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