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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/SignalAwaiter.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/SignalAwaiter.cs')
-rw-r--r-- | modules/mono/glue/Managed/Files/SignalAwaiter.cs | 60 |
1 files changed, 0 insertions, 60 deletions
diff --git a/modules/mono/glue/Managed/Files/SignalAwaiter.cs b/modules/mono/glue/Managed/Files/SignalAwaiter.cs deleted file mode 100644 index 9483b6ffb4..0000000000 --- a/modules/mono/glue/Managed/Files/SignalAwaiter.cs +++ /dev/null @@ -1,60 +0,0 @@ -using System; -using System.Runtime.CompilerServices; - -namespace Godot -{ - public class SignalAwaiter : IAwaiter<object[]>, IAwaitable<object[]> - { - private bool completed; - private object[] result; - private Action action; - - public SignalAwaiter(Object source, string signal, Object target) - { - godot_icall_SignalAwaiter_connect(Object.GetPtr(source), signal, Object.GetPtr(target), this); - } - - [MethodImpl(MethodImplOptions.InternalCall)] - internal extern static Error godot_icall_SignalAwaiter_connect(IntPtr source, string signal, IntPtr target, SignalAwaiter awaiter); - - public bool IsCompleted - { - get - { - return completed; - } - } - - public void OnCompleted(Action action) - { - this.action = action; - } - - public object[] GetResult() - { - return result; - } - - public IAwaiter<object[]> GetAwaiter() - { - return this; - } - - internal void SignalCallback(object[] args) - { - completed = true; - result = args; - - if (action != null) - { - action(); - } - } - - internal void FailureCallback() - { - action = null; - completed = true; - } - } -} |