diff options
author | Raul Santos <raulsntos@gmail.com> | 2023-01-24 02:08:15 +0100 |
---|---|---|
committer | Raul Santos <raulsntos@gmail.com> | 2023-01-24 19:18:38 +0100 |
commit | 47ca2f2e092b985e6c56a70781ac1a18972245a1 (patch) | |
tree | d02ecf29e2ddfe0ffded68836ef386dd7a44ef77 /modules/mono/glue | |
parent | 9de0c73e4529afe3ea060332a03e17cc0581efd8 (diff) |
C#: Sync GD with Core
- Add overloads to print methods that take a single `string`.
- Use `StringBuilder` to append print parameters.
- Remove `PrintStack` method.
- Add `ErrorString`.
- Remove `Str` method.
- Add exception to `Range` when step is 0.
- Add `VarToBytesWithObjects` and `BytesToVarWithObjects`.
- Remove optional boolean parameter from `VarToBytes` and `BytesToVar`.
- Move `InstanceFromId` to `Godot.Object`.
- Add `Godot.Object.IsInstanceIdValid`.
- Update documentation.
Diffstat (limited to 'modules/mono/glue')
6 files changed, 309 insertions, 174 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs index d94fbff331..0f97149130 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs @@ -399,7 +399,7 @@ namespace Godot { ulong objectId = reader.ReadUInt64(); // ReSharper disable once RedundantNameQualifier - Godot.Object godotObject = GD.InstanceFromId(objectId); + Godot.Object godotObject = Godot.Object.InstanceFromId(objectId); if (godotObject == null) return false; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Extensions/ObjectExtensions.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Extensions/ObjectExtensions.cs index 4094ceeb22..a9f3f02856 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Extensions/ObjectExtensions.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Extensions/ObjectExtensions.cs @@ -6,8 +6,46 @@ namespace Godot public partial class Object { /// <summary> - /// Returns whether <paramref name="instance"/> is a valid object - /// (e.g. has not been deleted from memory). + /// Returns the <see cref="Object"/> that corresponds to <paramref name="instanceId"/>. + /// All Objects have a unique instance ID. See also <see cref="GetInstanceId"/>. + /// </summary> + /// <example> + /// <code> + /// public partial class MyNode : Node + /// { + /// public string Foo { get; set; } = "bar"; + /// + /// public override void _Ready() + /// { + /// ulong id = GetInstanceId(); + /// var inst = (MyNode)InstanceFromId(Id); + /// GD.Print(inst.Foo); // Prints bar + /// } + /// } + /// </code> + /// </example> + /// <param name="instanceId">Instance ID of the Object to retrieve.</param> + /// <returns>The <see cref="Object"/> instance.</returns> + public static Object InstanceFromId(ulong instanceId) + { + return InteropUtils.UnmanagedGetManaged(NativeFuncs.godotsharp_instance_from_id(instanceId)); + } + + /// <summary> + /// Returns <see langword="true"/> if the <see cref="Object"/> that corresponds + /// to <paramref name="id"/> is a valid object (e.g. has not been deleted from + /// memory). All Objects have a unique instance ID. + /// </summary> + /// <param name="id">The Object ID to check.</param> + /// <returns>If the instance with the given ID is a valid object.</returns> + public static bool IsInstanceIdValid(ulong id) + { + return IsInstanceValid(InstanceFromId(id)); + } + + /// <summary> + /// Returns <see langword="true"/> if <paramref name="instance"/> is a + /// valid <see cref="Object"/> (e.g. has not been deleted from memory). /// </summary> /// <param name="instance">The instance to check.</param> /// <returns>If the instance is a valid object.</returns> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs index f3f124d5ad..9425b7424c 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/GD.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using System.Text; using Godot.NativeInterop; namespace Godot @@ -10,36 +11,45 @@ namespace Godot public static partial class GD { /// <summary> - /// Decodes a byte array back to a <c>Variant</c> value. - /// If <paramref name="allowObjects"/> is <see langword="true"/> decoding objects is allowed. - /// - /// WARNING: Deserialized object can contain code which gets executed. - /// Do not set <paramref name="allowObjects"/> to <see langword="true"/> - /// if the serialized object comes from untrusted sources to avoid - /// potential security threats (remote code execution). + /// Decodes a byte array back to a <see cref="Variant"/> value, without decoding objects. + /// Note: If you need object deserialization, see <see cref="BytesToVarWithObjects"/>. /// </summary> - /// <param name="bytes">Byte array that will be decoded to a <c>Variant</c>.</param> - /// <param name="allowObjects">If objects should be decoded.</param> - /// <returns>The decoded <c>Variant</c>.</returns> - public static Variant BytesToVar(Span<byte> bytes, bool allowObjects = false) + /// <param name="bytes">Byte array that will be decoded to a <see cref="Variant"/>.</param> + /// <returns>The decoded <see cref="Variant"/>.</returns> + public static Variant BytesToVar(Span<byte> bytes) + { + using var varBytes = Marshaling.ConvertSystemArrayToNativePackedByteArray(bytes); + NativeFuncs.godotsharp_bytes_to_var(varBytes, godot_bool.False, out godot_variant ret); + return Variant.CreateTakingOwnershipOfDisposableValue(ret); + } + + /// <summary> + /// Decodes a byte array back to a <see cref="Variant"/> value. Decoding objects is allowed. + /// Warning: Deserialized object can contain code which gets executed. Do not use this + /// option if the serialized object comes from untrusted sources to avoid potential security + /// threats (remote code execution). + /// </summary> + /// <param name="bytes">Byte array that will be decoded to a <see cref="Variant"/>.</param> + /// <returns>The decoded <see cref="Variant"/>.</returns> + public static Variant BytesToVarWithObjects(Span<byte> bytes) { using var varBytes = Marshaling.ConvertSystemArrayToNativePackedByteArray(bytes); - NativeFuncs.godotsharp_bytes_to_var(varBytes, allowObjects.ToGodotBool(), out godot_variant ret); + NativeFuncs.godotsharp_bytes_to_var(varBytes, godot_bool.True, out godot_variant ret); return Variant.CreateTakingOwnershipOfDisposableValue(ret); } /// <summary> - /// Converts from a <c>Variant</c> type to another in the best way possible. + /// Converts <paramref name="what"/> to <paramref name="type"/> in the best way possible. /// The <paramref name="type"/> parameter uses the <see cref="Variant.Type"/> values. /// </summary> /// <example> /// <code> - /// var a = new Vector2(1, 0); - /// // Prints 1 - /// GD.Print(a.Length()); - /// var b = GD.Convert(a, Variant.Type.String) - /// // Prints 6 as "(1, 0)" is 6 characters - /// GD.Print(b.Length); + /// Variant a = new Godot.Collections.Array { 4, 2.5, 1.2 }; + /// GD.Print(a.VariantType == Variant.Type.Array); // Prints true + /// + /// var b = GD.Convert(a, Variant.Type.PackedByteArray); + /// GD.Print(b); // Prints [4, 2, 1] + /// GD.Print(b.VariantType == Variant.Type.Array); // Prints false /// </code> /// </example> /// <returns>The <c>Variant</c> converted to the given <paramref name="type"/>.</returns> @@ -49,18 +59,8 @@ namespace Godot return Variant.CreateTakingOwnershipOfDisposableValue(ret); } - private static string[] GetPrintParams(object[] parameters) - { - if (parameters == null) - { - return new[] { "null" }; - } - - return Array.ConvertAll(parameters, x => x?.ToString() ?? "null"); - } - /// <summary> - /// Returns the integer hash of the variable passed. + /// Returns the integer hash of the passed <paramref name="var"/>. /// </summary> /// <example> /// <code> @@ -75,32 +75,6 @@ namespace Godot } /// <summary> - /// Returns the <see cref="Object"/> that corresponds to <paramref name="instanceId"/>. - /// All Objects have a unique instance ID. - /// </summary> - /// <example> - /// <code> - /// public class MyNode : Node - /// { - /// public string foo = "bar"; - /// - /// public override void _Ready() - /// { - /// ulong id = GetInstanceId(); - /// var inst = (MyNode)GD.InstanceFromId(Id); - /// GD.Print(inst.foo); // Prints bar - /// } - /// } - /// </code> - /// </example> - /// <param name="instanceId">Instance ID of the Object to retrieve.</param> - /// <returns>The <see cref="Object"/> instance.</returns> - public static Object InstanceFromId(ulong instanceId) - { - return InteropUtils.UnmanagedGetManaged(NativeFuncs.godotsharp_instance_from_id(instanceId)); - } - - /// <summary> /// Loads a resource from the filesystem located at <paramref name="path"/>. /// The resource is loaded on the method call (unless it's referenced already /// elsewhere, e.g. in another script or in the scene), which might cause slight delay, @@ -154,57 +128,96 @@ namespace Godot return ResourceLoader.Load<T>(path); } - /// <summary> - /// Pushes an error message to Godot's built-in debugger and to the OS terminal. - /// - /// Note: Errors printed this way will not pause project execution. - /// </summary> - /// <example> - /// <code> - /// GD.PushError("test_error"); // Prints "test error" to debugger and terminal as error call - /// </code> - /// </example> - /// <param name="message">Error message.</param> - public static void PushError(string message) + private static string AppendPrintParams(object[] parameters) { - using var godotStr = Marshaling.ConvertStringToNative(message); - NativeFuncs.godotsharp_pusherror(godotStr); + if (parameters == null) + { + return "null"; + } + + var sb = new StringBuilder(); + for (int i = 0; i < parameters.Length; i++) + { + sb.Append(parameters[i]?.ToString() ?? "null"); + } + return sb.ToString(); + } + + private static string AppendPrintParams(char separator, object[] parameters) + { + if (parameters == null) + { + return "null"; + } + + var sb = new StringBuilder(); + for (int i = 0; i < parameters.Length; i++) + { + if (i != 0) + sb.Append(separator); + sb.Append(parameters[i]?.ToString() ?? "null"); + } + return sb.ToString(); } /// <summary> - /// Pushes a warning message to Godot's built-in debugger and to the OS terminal. + /// Prints a message to the console. + /// + /// Note: Consider using <see cref="PushError(string)"/> and <see cref="PushWarning(string)"/> + /// to print error and warning messages instead of <see cref="Print(string)"/>. + /// This distinguishes them from print messages used for debugging purposes, + /// while also displaying a stack trace when an error or warning is printed. /// </summary> - /// <example> - /// GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call - /// </example> - /// <param name="message">Warning message.</param> - public static void PushWarning(string message) + /// <param name="what">Message that will be printed.</param> + public static void Print(string what) { - using var godotStr = Marshaling.ConvertStringToNative(message); - NativeFuncs.godotsharp_pushwarning(godotStr); + using var godotStr = Marshaling.ConvertStringToNative(what); + NativeFuncs.godotsharp_print(godotStr); } /// <summary> /// Converts one or more arguments of any type to string in the best way possible /// and prints them to the console. /// - /// Note: Consider using <see cref="PushError(string)"/> and <see cref="PushWarning(string)"/> + /// Note: Consider using <see cref="PushError(object[])"/> and <see cref="PushWarning(object[])"/> /// to print error and warning messages instead of <see cref="Print(object[])"/>. /// This distinguishes them from print messages used for debugging purposes, /// while also displaying a stack trace when an error or warning is printed. /// </summary> /// <example> /// <code> - /// var a = new int[] { 1, 2, 3 }; + /// var a = new Godot.Collections.Array { 1, 2, 3 }; /// GD.Print("a", "b", a); // Prints ab[1, 2, 3] /// </code> /// </example> /// <param name="what">Arguments that will be printed.</param> public static void Print(params object[] what) { - string str = string.Concat(GetPrintParams(what)); - using var godotStr = Marshaling.ConvertStringToNative(str); - NativeFuncs.godotsharp_print(godotStr); + Print(AppendPrintParams(what)); + } + + /// <summary> + /// Prints a message to the console. + /// The following BBCode tags are supported: b, i, u, s, indent, code, url, center, + /// right, color, bgcolor, fgcolor. + /// Color tags only support named colors such as <c>red</c>, not hexadecimal color codes. + /// Unsupported tags will be left as-is in standard output. + /// When printing to standard output, the supported subset of BBCode is converted to + /// ANSI escape codes for the terminal emulator to display. Displaying ANSI escape codes + /// is currently only supported on Linux and macOS. Support for ANSI escape codes may vary + /// across terminal emulators, especially for italic and strikethrough. + /// + /// Note: Consider using <see cref="PushError(string)"/> and <see cref="PushWarning(string)"/> + /// to print error and warning messages instead of <see cref="Print(string)"/> or + /// <see cref="PrintRich(string)"/>. + /// This distinguishes them from print messages used for debugging purposes, + /// while also displaying a stack trace when an error or warning is printed. + /// </summary> + /// <param name="what">Message that will be printed.</param> + public static void PrintRich(string what) + { + using var godotStr = Marshaling.ConvertStringToNative(what); + NativeFuncs.godotsharp_print_rich(godotStr); } /// <summary> @@ -219,7 +232,7 @@ namespace Godot /// is currently only supported on Linux and macOS. Support for ANSI escape codes may vary /// across terminal emulators, especially for italic and strikethrough. /// - /// Note: Consider using <see cref="PushError(string)"/> and <see cref="PushWarning(string)"/> + /// Note: Consider using <see cref="PushError(object[])"/> and <see cref="PushWarning(object[])"/> /// to print error and warning messages instead of <see cref="Print(object[])"/> or /// <see cref="PrintRich(object[])"/>. /// This distinguishes them from print messages used for debugging purposes, @@ -227,23 +240,23 @@ namespace Godot /// </summary> /// <example> /// <code> - /// GD.PrintRich("[b]Hello world![/b]"); // Prints out "Hello world!" in bold. + /// GD.PrintRich("[code][b]Hello world![/b][/code]"); // Prints out: [b]Hello world![/b] /// </code> /// </example> /// <param name="what">Arguments that will be printed.</param> public static void PrintRich(params object[] what) { - string str = string.Concat(GetPrintParams(what)); - using var godotStr = Marshaling.ConvertStringToNative(str); - NativeFuncs.godotsharp_print_rich(godotStr); + PrintRich(AppendPrintParams(what)); } /// <summary> - /// Prints the current stack trace information to the console. + /// Prints a message to standard error line. /// </summary> - public static void PrintStack() + /// <param name="what">Message that will be printed.</param> + public static void PrintErr(string what) { - Print(System.Environment.StackTrace); + using var godotStr = Marshaling.ConvertStringToNative(what); + NativeFuncs.godotsharp_printerr(godotStr); } /// <summary> @@ -257,31 +270,36 @@ namespace Godot /// <param name="what">Arguments that will be printed.</param> public static void PrintErr(params object[] what) { - string str = string.Concat(GetPrintParams(what)); - using var godotStr = Marshaling.ConvertStringToNative(str); - NativeFuncs.godotsharp_printerr(godotStr); + PrintErr(AppendPrintParams(what)); } /// <summary> - /// Prints one or more arguments to strings in the best way possible to console. - /// No newline is added at the end. - /// - /// Note: Due to limitations with Godot's built-in console, this only prints to the terminal. - /// If you need to print in the editor, use another method, such as <see cref="Print(object[])"/>. + /// Prints a message to the OS terminal. + /// Unlike <see cref="Print(string)"/>, no newline is added at the end. + /// </summary> + /// <param name="what">Message that will be printed.</param> + public static void PrintRaw(string what) + { + using var godotStr = Marshaling.ConvertStringToNative(what); + NativeFuncs.godotsharp_printraw(godotStr); + } + + /// <summary> + /// Prints one or more arguments to strings in the best way possible to the OS terminal. + /// Unlike <see cref="Print(object[])"/>, no newline is added at the end. /// </summary> /// <example> /// <code> /// GD.PrintRaw("A"); /// GD.PrintRaw("B"); - /// // Prints AB + /// GD.PrintRaw("C"); + /// // Prints ABC to terminal /// </code> /// </example> /// <param name="what">Arguments that will be printed.</param> public static void PrintRaw(params object[] what) { - string str = string.Concat(GetPrintParams(what)); - using var godotStr = Marshaling.ConvertStringToNative(str); - NativeFuncs.godotsharp_printraw(godotStr); + PrintRaw(AppendPrintParams(what)); } /// <summary> @@ -295,8 +313,8 @@ namespace Godot /// <param name="what">Arguments that will be printed.</param> public static void PrintS(params object[] what) { - string str = string.Join(' ', GetPrintParams(what)); - using var godotStr = Marshaling.ConvertStringToNative(str); + string message = AppendPrintParams(' ', what); + using var godotStr = Marshaling.ConvertStringToNative(message); NativeFuncs.godotsharp_prints(godotStr); } @@ -311,12 +329,74 @@ namespace Godot /// <param name="what">Arguments that will be printed.</param> public static void PrintT(params object[] what) { - string str = string.Join('\t', GetPrintParams(what)); - using var godotStr = Marshaling.ConvertStringToNative(str); + string message = AppendPrintParams('\t', what); + using var godotStr = Marshaling.ConvertStringToNative(message); NativeFuncs.godotsharp_printt(godotStr); } /// <summary> + /// Pushes an error message to Godot's built-in debugger and to the OS terminal. + /// + /// Note: Errors printed this way will not pause project execution. + /// </summary> + /// <example> + /// <code> + /// GD.PushError("test error"); // Prints "test error" to debugger and terminal as error call + /// </code> + /// </example> + /// <param name="message">Error message.</param> + public static void PushError(string message) + { + using var godotStr = Marshaling.ConvertStringToNative(message); + NativeFuncs.godotsharp_pusherror(godotStr); + } + + /// <summary> + /// Pushes an error message to Godot's built-in debugger and to the OS terminal. + /// + /// Note: Errors printed this way will not pause project execution. + /// </summary> + /// <example> + /// <code> + /// GD.PushError("test_error"); // Prints "test error" to debugger and terminal as error call + /// </code> + /// </example> + /// <param name="what">Arguments that form the error message.</param> + public static void PushError(params object[] what) + { + PushError(AppendPrintParams(what)); + } + + /// <summary> + /// Pushes a warning message to Godot's built-in debugger and to the OS terminal. + /// </summary> + /// <example> + /// <code> + /// GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call + /// </code> + /// </example> + /// <param name="message">Warning message.</param> + public static void PushWarning(string message) + { + using var godotStr = Marshaling.ConvertStringToNative(message); + NativeFuncs.godotsharp_pushwarning(godotStr); + } + + /// <summary> + /// Pushes a warning message to Godot's built-in debugger and to the OS terminal. + /// </summary> + /// <example> + /// <code> + /// GD.PushWarning("test warning"); // Prints "test warning" to debugger and terminal as warning call + /// </code> + /// </example> + /// <param name="what">Arguments that form the warning message.</param> + public static void PushWarning(params object[] what) + { + PushWarning(AppendPrintParams(what)); + } + + /// <summary> /// Returns a random floating point value between <c>0.0</c> and <c>1.0</c> (inclusive). /// </summary> /// <example> @@ -331,7 +411,9 @@ namespace Godot } /// <summary> - /// Returns a normally-distributed pseudo-random number, using Box-Muller transform with the specified <c>mean</c> and a standard <c>deviation</c>. + /// Returns a normally-distributed pseudo-random floating point value + /// using Box-Muller transform with the specified <pararmref name="mean"/> + /// and a standard <paramref name="deviation"/>. /// This is also called Gaussian distribution. /// </summary> /// <returns>A random normally-distributed <see langword="float"/> number.</returns> @@ -342,7 +424,8 @@ namespace Godot /// <summary> /// Returns a random unsigned 32-bit integer. - /// Use remainder to obtain a random value in the interval <c>[0, N - 1]</c> (where N is smaller than 2^32). + /// Use remainder to obtain a random value in the interval <c>[0, N - 1]</c> + /// (where N is smaller than 2^32). /// </summary> /// <example> /// <code> @@ -360,11 +443,11 @@ namespace Godot /// <summary> /// Randomizes the seed (or the internal state) of the random number generator. - /// Current implementation reseeds using a number based on time. + /// The current implementation uses a number based on the device's time. /// /// Note: This method is called automatically when the project is run. - /// If you need to fix the seed to have reproducible results, use <see cref="Seed(ulong)"/> - /// to initialize the random number generator. + /// If you need to fix the seed to have consistent, reproducible results, + /// use <see cref="Seed(ulong)"/> to initialize the random number generator. /// </summary> public static void Randomize() { @@ -372,12 +455,13 @@ namespace Godot } /// <summary> - /// Returns a random floating point value on the interval between <paramref name="from"/> + /// Returns a random floating point value between <paramref name="from"/> /// and <paramref name="to"/> (inclusive). /// </summary> /// <example> /// <code> - /// GD.PrintS(GD.RandRange(-10.0, 10.0), GD.RandRange(-10.0, 10.0)); // Prints e.g. -3.844535 7.45315 + /// GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315 + /// GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535 /// </code> /// </example> /// <returns>A random <see langword="double"/> number inside the given range.</returns> @@ -393,8 +477,8 @@ namespace Godot /// </summary> /// <example> /// <code> - /// GD.Print(GD.RandRange(0, 1)); // Prints 0 or 1 - /// GD.Print(GD.RandRange(-10, 1000)); // Prints any number from -10 to 1000 + /// GD.RandRange(0, 1); // Returns either 0 or 1 + /// GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000 /// </code> /// </example> /// <returns>A random <see langword="int"/> number inside the given range.</returns> @@ -404,8 +488,18 @@ namespace Godot } /// <summary> - /// Returns a random unsigned 32-bit integer, using the given <paramref name="seed"/>. + /// Given a <paramref name="seed"/>, returns a randomized <see langword="uint"/> + /// value. The <paramref name="seed"/> may be modified. + /// Passing the same <paramref name="seed"/> consistently returns the same value. + /// + /// Note: "Seed" here refers to the internal state of the pseudo random number + /// generator, currently implemented as a 64 bit integer. /// </summary> + /// <example> + /// <code> + /// var a = GD.RandFromSeed(4); + /// </code> + /// </example> /// <param name="seed"> /// Seed to use to generate the random number. /// If a different seed is used, its value will be modified. @@ -418,7 +512,8 @@ namespace Godot /// <summary> /// Returns a <see cref="IEnumerable{T}"/> that iterates from - /// <c>0</c> to <paramref name="end"/> in steps of <c>1</c>. + /// <c>0</c> (inclusive) to <paramref name="end"/> (exclusive) + /// in steps of <c>1</c>. /// </summary> /// <param name="end">The last index.</param> public static IEnumerable<int> Range(int end) @@ -428,7 +523,8 @@ namespace Godot /// <summary> /// Returns a <see cref="IEnumerable{T}"/> that iterates from - /// <paramref name="start"/> to <paramref name="end"/> in steps of <c>1</c>. + /// <paramref name="start"/> (inclusive) to <paramref name="end"/> (exclusive) + /// in steps of <c>1</c>. /// </summary> /// <param name="start">The first index.</param> /// <param name="end">The last index.</param> @@ -439,13 +535,21 @@ namespace Godot /// <summary> /// Returns a <see cref="IEnumerable{T}"/> that iterates from - /// <paramref name="start"/> to <paramref name="end"/> in steps of <paramref name="step"/>. + /// <paramref name="start"/> (inclusive) to <paramref name="end"/> (exclusive) + /// in steps of <paramref name="step"/>. + /// The argument <paramref name="step"/> can be negative, but not <c>0</c>. /// </summary> + /// <exception cref="ArgumentException"> + /// <paramref name="step"/> is 0. + /// </exception> /// <param name="start">The first index.</param> /// <param name="end">The last index.</param> /// <param name="step">The amount by which to increment the index on each iteration.</param> public static IEnumerable<int> Range(int start, int end, int step) { + if (step == 0) + throw new ArgumentException("step cannot be 0.", nameof(step)); + if (end < start && step > 0) yield break; @@ -465,8 +569,20 @@ namespace Godot } /// <summary> - /// Sets seed for the random number generator. + /// Sets seed for the random number generator to <paramref name="seed"/>. + /// Setting the seed manually can ensure consistent, repeatable results for + /// most random functions. /// </summary> + /// <example> + /// <code> + /// ulong mySeed = (ulong)GD.Hash("Godot Rocks"); + /// GD.Seed(mySeed); + /// var a = GD.Randf() + GD.Randi(); + /// GD.Seed(mySeed); + /// var b = GD.Randf() + GD.Randi(); + /// // a and b are now identical + /// </code> + /// </example> /// <param name="seed">Seed that will be used.</param> public static void Seed(ulong seed) { @@ -474,26 +590,14 @@ namespace Godot } /// <summary> - /// Converts one or more arguments of any type to string in the best way possible. - /// </summary> - /// <param name="what">Arguments that will converted to string.</param> - /// <returns>The string formed by the given arguments.</returns> - public static string Str(params Variant[] what) - { - using var whatGodot = new Godot.Collections.Array(what); - NativeFuncs.godotsharp_str((godot_array)whatGodot.NativeValue, out godot_string ret); - using (ret) - return Marshaling.ConvertStringToManaged(ret); - } - - /// <summary> - /// Converts a formatted string that was returned by <see cref="VarToStr(Variant)"/> to the original value. + /// Converts a formatted string that was returned by <see cref="VarToStr(Variant)"/> + /// to the original value. /// </summary> /// <example> /// <code> - /// string a = "{\"a\": 1, \"b\": 2 }"; - /// var b = (Godot.Collections.Dictionary)GD.StrToVar(a); - /// GD.Print(b["a"]); // Prints 1 + /// string a = "{ \"a\": 1, \"b\": 2 }"; // a is a string + /// var b = GD.StrToVar(a).AsGodotDictionary(); // b is a Dictionary + /// GD.Print(b["a"]); // Prints 1 /// </code> /// </example> /// <param name="str">String that will be converted to Variant.</param> @@ -506,38 +610,49 @@ namespace Godot } /// <summary> - /// Encodes a <c>Variant</c> value to a byte array. - /// If <paramref name="fullObjects"/> is <see langword="true"/> encoding objects is allowed - /// (and can potentially include code). - /// Deserialization can be done with <see cref="BytesToVar(Span{byte}, bool)"/>. + /// Encodes a <see cref="Variant"/> value to a byte array, without encoding objects. + /// Deserialization can be done with <see cref="BytesToVar"/>. + /// Note: If you need object serialization, see <see cref="VarToBytesWithObjects"/>. + /// </summary> + /// <param name="var"><see cref="Variant"/> that will be encoded.</param> + /// <returns>The <see cref="Variant"/> encoded as an array of bytes.</returns> + public static byte[] VarToBytes(Variant var) + { + NativeFuncs.godotsharp_var_to_bytes((godot_variant)var.NativeVar, godot_bool.False, out var varBytes); + using (varBytes) + return Marshaling.ConvertNativePackedByteArrayToSystemArray(varBytes); + } + + /// <summary> + /// Encodes a <see cref="Variant"/>. Encoding objects is allowed (and can potentially + /// include executable code). Deserialization can be done with <see cref="BytesToVarWithObjects"/>. /// </summary> - /// <param name="var">Variant that will be encoded.</param> - /// <param name="fullObjects">If objects should be serialized.</param> - /// <returns>The <c>Variant</c> encoded as an array of bytes.</returns> - public static byte[] VarToBytes(Variant var, bool fullObjects = false) + /// <param name="var"><see cref="Variant"/> that will be encoded.</param> + /// <returns>The <see cref="Variant"/> encoded as an array of bytes.</returns> + public static byte[] VarToBytesWithObjects(Variant var) { - NativeFuncs.godotsharp_var_to_bytes((godot_variant)var.NativeVar, fullObjects.ToGodotBool(), out var varBytes); + NativeFuncs.godotsharp_var_to_bytes((godot_variant)var.NativeVar, godot_bool.True, out var varBytes); using (varBytes) return Marshaling.ConvertNativePackedByteArrayToSystemArray(varBytes); } /// <summary> - /// Converts a <c>Variant</c> <paramref name="var"/> to a formatted string that + /// Converts a <see cref="Variant"/> <paramref name="var"/> to a formatted string that /// can later be parsed using <see cref="StrToVar(string)"/>. /// </summary> /// <example> /// <code> /// var a = new Godot.Collections.Dictionary { ["a"] = 1, ["b"] = 2 }; /// GD.Print(GD.VarToStr(a)); - /// // Prints + /// // Prints: /// // { - /// // "a": 1, - /// // "b": 2 + /// // "a": 1, + /// // "b": 2 /// // } /// </code> /// </example> /// <param name="var">Variant that will be converted to string.</param> - /// <returns>The <c>Variant</c> encoded as a string.</returns> + /// <returns>The <see cref="Variant"/> encoded as a string.</returns> public static string VarToStr(Variant var) { NativeFuncs.godotsharp_var_to_str((godot_variant)var.NativeVar, out godot_string ret); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs index 0d9a698af0..11e600ca0b 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs @@ -310,7 +310,7 @@ namespace Godot.NativeInterop public static Signal ConvertSignalToManaged(in godot_signal p_signal) { - var owner = GD.InstanceFromId(p_signal.ObjectId); + var owner = Godot.Object.InstanceFromId(p_signal.ObjectId); var name = StringName.CreateTakingOwnershipOfDisposableValue( NativeFuncs.godotsharp_string_name_new_copy(p_signal.Name)); return new Signal(owner, name); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs index 57488bd586..3807806080 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs @@ -494,8 +494,6 @@ namespace Godot.NativeInterop internal static partial void godotsharp_weakref(IntPtr p_obj, out godot_ref r_weak_ref); - internal static partial void godotsharp_str(in godot_array p_what, out godot_string r_ret); - internal static partial void godotsharp_str_to_var(in godot_string p_str, out godot_variant r_ret); internal static partial void godotsharp_var_to_bytes(in godot_variant p_what, godot_bool p_full_objects, diff --git a/modules/mono/glue/runtime_interop.cpp b/modules/mono/glue/runtime_interop.cpp index f0ea0313ea..7ac65e5d31 100644 --- a/modules/mono/glue/runtime_interop.cpp +++ b/modules/mono/glue/runtime_interop.cpp @@ -1180,21 +1180,6 @@ void godotsharp_weakref(Object *p_ptr, Ref<RefCounted> *r_weak_ref) { memnew_placement(r_weak_ref, Ref<RefCounted>(wref)); } -void godotsharp_str(const godot_array *p_what, godot_string *r_ret) { - String &str = *memnew_placement(r_ret, String); - const Array &what = *reinterpret_cast<const Array *>(p_what); - - for (int i = 0; i < what.size(); i++) { - String os = what[i].operator String(); - - if (i == 0) { - str = os; - } else { - str += os; - } - } -} - void godotsharp_print(const godot_string *p_what) { print_line(*reinterpret_cast<const String *>(p_what)); } @@ -1488,7 +1473,6 @@ static const void *unmanaged_callbacks[]{ (void *)godotsharp_rand_from_seed, (void *)godotsharp_seed, (void *)godotsharp_weakref, - (void *)godotsharp_str, (void *)godotsharp_str_to_var, (void *)godotsharp_var_to_bytes, (void *)godotsharp_var_to_str, |