diff options
author | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2019-12-28 19:12:32 +0100 |
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committer | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2019-12-28 20:48:55 +0100 |
commit | 86274b9fc9e63c0eb6112bf4d87d67dd97fb0b86 (patch) | |
tree | 36b9c9909da20b9c7f0310a506542474bf2d1cba /modules/mono/glue/Managed/Files/Object.base.cs | |
parent | 318c69351624f7794c51b5385d252af397c0404a (diff) |
Mono/C#: Re-structure API solution and GodotTools post-build target
Previously we had a placeholder solution called 'Managed' to benefit from
tooling while editing the a part of the C# API.
Later the bindings generator would create the final 'GodotSharp' solution
including these C# files as well as the auto-generated C# API.
Now we replaced the 'Managed' solution with the final 'GodotSharp' solution
which is no longer auto-generated, and the bindings generator only takes
care of the auto-generated C# API.
This has the following benefits:
- It's less confusing as there will no longer be two versions of the same file
(the original and a generated copy of it). Now there's only one.
- We no longer need placeholder for auto-generated API classes, like Node or
Resource. We used them for benefiting from tooling. Now we can just use the
auto-generated API itself.
- Simplifies the build system and bindings generator. Removed lot of code
that is not needed anymore.
Also added a post-build target to the GodotTools project to copy the output to
the data dir. This makes it easy to iterate when doing changes to GodotTools,
as SCons doesn't have to be executed anymore just to copy these new files.
Diffstat (limited to 'modules/mono/glue/Managed/Files/Object.base.cs')
-rw-r--r-- | modules/mono/glue/Managed/Files/Object.base.cs | 130 |
1 files changed, 0 insertions, 130 deletions
diff --git a/modules/mono/glue/Managed/Files/Object.base.cs b/modules/mono/glue/Managed/Files/Object.base.cs deleted file mode 100644 index de80f7fddc..0000000000 --- a/modules/mono/glue/Managed/Files/Object.base.cs +++ /dev/null @@ -1,130 +0,0 @@ -using System; -using System.Runtime.CompilerServices; - -namespace Godot -{ - public partial class Object : IDisposable - { - private bool disposed = false; - - private const string nativeName = "Object"; - - internal IntPtr ptr; - internal bool memoryOwn; - - public Object() : this(false) - { - if (ptr == IntPtr.Zero) - ptr = godot_icall_Object_Ctor(this); - } - - internal Object(bool memoryOwn) - { - this.memoryOwn = memoryOwn; - } - - public IntPtr NativeInstance - { - get { return ptr; } - } - - internal static IntPtr GetPtr(Object instance) - { - if (instance == null) - return IntPtr.Zero; - - if (instance.disposed) - throw new ObjectDisposedException(instance.GetType().FullName); - - return instance.ptr; - } - - ~Object() - { - Dispose(false); - } - - public void Dispose() - { - Dispose(true); - GC.SuppressFinalize(this); - } - - protected virtual void Dispose(bool disposing) - { - if (disposed) - return; - - if (ptr != IntPtr.Zero) - { - if (memoryOwn) - { - memoryOwn = false; - godot_icall_Reference_Disposed(this, ptr, !disposing); - } - else - { - godot_icall_Object_Disposed(this, ptr); - } - - this.ptr = IntPtr.Zero; - } - - disposed = true; - } - - public override string ToString() - { - return godot_icall_Object_ToString(GetPtr(this)); - } - - /// <summary> - /// Returns a new <see cref="Godot.SignalAwaiter"/> awaiter configured to complete when the instance - /// <paramref name="source"/> emits the signal specified by the <paramref name="signal"/> parameter. - /// </summary> - /// <param name="source"> - /// The instance the awaiter will be listening to. - /// </param> - /// <param name="signal"> - /// The signal the awaiter will be waiting for. - /// </param> - /// <example> - /// This sample prints a message once every frame up to 100 times. - /// <code> - /// public override void _Ready() - /// { - /// for (int i = 0; i < 100; i++) - /// { - /// await ToSignal(GetTree(), "idle_frame"); - /// GD.Print($"Frame {i}"); - /// } - /// } - /// </code> - /// </example> - public SignalAwaiter ToSignal(Object source, string signal) - { - return new SignalAwaiter(source, signal, this); - } - - /// <summary> - /// Gets a new <see cref="Godot.DynamicGodotObject"/> associated with this instance. - /// </summary> - public dynamic DynamicObject => new DynamicGodotObject(this); - - [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static IntPtr godot_icall_Object_Ctor(Object obj); - - [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static void godot_icall_Object_Disposed(Object obj, IntPtr ptr); - - [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static void godot_icall_Reference_Disposed(Object obj, IntPtr ptr, bool isFinalizer); - - [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static string godot_icall_Object_ToString(IntPtr ptr); - - // Used by the generated API - [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static IntPtr godot_icall_Object_ClassDB_get_method(string type, string method); - } -} |