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authorIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-12-11 22:14:25 +0100
committerIgnacio Roldán Etcheverry <ignalfonsore@gmail.com>2022-12-11 22:29:31 +0100
commit5c6c7667324bdfe0732d5cecc26122de7c3926ba (patch)
tree3bfca48d9cd7e7a6c25ace689f931c391c293a77 /modules/mono
parent05097ded0a915cd6c083f15dab08da2bdc0770b8 (diff)
C#: Fix exported properties of GodotObject[] type
This was a regression from 17b2838f39c634324710166d2f36458906ecaf4a. `MarshalUtils` was changed in the source generators to use `ConvertTo<T>` and `CreateFrom<T>`, which don't support `GodotObject[]` because it would need reflection. As such, we need to keep the custom cases for `GodotObject[]` in `MarshalUtils`.
Diffstat (limited to 'modules/mono')
-rw-r--r--modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs23
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs20
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs16
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs7
4 files changed, 39 insertions, 27 deletions
diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs
index 5b3f677f87..6dac120d15 100644
--- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs
+++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/MarshalUtils.cs
@@ -304,7 +304,12 @@ namespace Godot.SourceGenerators
{
return marshalType switch
{
- // For generic Godot collections, VariantUtils.ConvertTo<T> is slower, so we need this special case
+ // We need a special case for GodotObjectOrDerived[], because it's not supported by VariantUtils.ConvertTo<T>
+ MarshalType.GodotObjectOrDerivedArray =>
+ source.Append(VariantUtils, ".ConvertToSystemArrayOfGodotObject<",
+ ((IArrayTypeSymbol)typeSymbol).ElementType.FullQualifiedNameIncludeGlobal(), ">(",
+ inputExpr, ")"),
+ // We need a special case for generic Godot collections and GodotObjectOrDerived[], because VariantUtils.ConvertTo<T> is slower
MarshalType.GodotGenericDictionary =>
source.Append(VariantUtils, ".ConvertToDictionaryObject<",
((INamedTypeSymbol)typeSymbol).TypeArguments[0].FullQualifiedNameIncludeGlobal(), ", ",
@@ -324,7 +329,10 @@ namespace Godot.SourceGenerators
{
return marshalType switch
{
- // For generic Godot collections, VariantUtils.CreateFrom<T> is slower, so we need this special case
+ // We need a special case for GodotObjectOrDerived[], because it's not supported by VariantUtils.CreateFrom<T>
+ MarshalType.GodotObjectOrDerivedArray =>
+ source.Append(VariantUtils, ".CreateFromSystemArrayOfGodotObject(", inputExpr, ")"),
+ // We need a special case for generic Godot collections and GodotObjectOrDerived[], because VariantUtils.CreateFrom<T> is slower
MarshalType.GodotGenericDictionary =>
source.Append(VariantUtils, ".CreateFromDictionary(", inputExpr, ")"),
MarshalType.GodotGenericArray =>
@@ -339,7 +347,11 @@ namespace Godot.SourceGenerators
{
return marshalType switch
{
- // For generic Godot collections, Variant.As<T> is slower, so we need this special case
+ // We need a special case for GodotObjectOrDerived[], because it's not supported by Variant.As<T>
+ MarshalType.GodotObjectOrDerivedArray =>
+ source.Append(inputExpr, ".AsGodotObjectArray<",
+ ((IArrayTypeSymbol)typeSymbol).ElementType.FullQualifiedNameIncludeGlobal(), ">()"),
+ // We need a special case for generic Godot collections and GodotObjectOrDerived[], because Variant.As<T> is slower
MarshalType.GodotGenericDictionary =>
source.Append(inputExpr, ".AsGodotDictionary<",
((INamedTypeSymbol)typeSymbol).TypeArguments[0].FullQualifiedNameIncludeGlobal(), ", ",
@@ -357,7 +369,10 @@ namespace Godot.SourceGenerators
{
return marshalType switch
{
- // For generic Godot collections, Variant.From<T> is slower, so we need this special case
+ // We need a special case for GodotObjectOrDerived[], because it's not supported by Variant.From<T>
+ MarshalType.GodotObjectOrDerivedArray =>
+ source.Append("global::Godot.Variant.CreateFrom(", inputExpr, ")"),
+ // We need a special case for generic Godot collections, because Variant.From<T> is slower
MarshalType.GodotGenericDictionary or MarshalType.GodotGenericArray =>
source.Append("global::Godot.Variant.CreateFrom(", inputExpr, ")"),
_ => source.Append("global::Godot.Variant.From<",
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
index a3cfecfaa6..2a7a9e2026 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
@@ -739,6 +739,26 @@ namespace Godot
if (typeof(Godot.Object).IsAssignableFrom(type))
return Convert.ChangeType(VariantUtils.ConvertTo<Godot.Object>(variant), type);
+ if (typeof(Godot.Object[]).IsAssignableFrom(type))
+ {
+ static Godot.Object[] ConvertToSystemArrayOfGodotObject(in godot_array nativeArray, Type type)
+ {
+ var array = Collections.Array.CreateTakingOwnershipOfDisposableValue(
+ NativeFuncs.godotsharp_array_new_copy(nativeArray));
+
+ int length = array.Count;
+ var ret = (Godot.Object[])Activator.CreateInstance(type, length)!;
+
+ for (int i = 0; i < length; i++)
+ ret[i] = array[i].AsGodotObject();
+
+ return ret;
+ }
+
+ using var godotArray = NativeFuncs.godotsharp_variant_as_array(variant);
+ return Convert.ChangeType(ConvertToSystemArrayOfGodotObject(godotArray, type), type);
+ }
+
if (type.IsEnum)
{
var enumUnderlyingType = type.GetEnumUnderlyingType();
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
index 6176093bc1..ab3d3ef60f 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs
@@ -333,22 +333,6 @@ namespace Godot.NativeInterop
return ret;
}
- // TODO: This needs reflection. Look for an alternative.
- internal static Godot.Object[] ConvertNativeGodotArrayToSystemArrayOfGodotObjectType(in godot_array p_array,
- Type type)
- {
- var array = Collections.Array.CreateTakingOwnershipOfDisposableValue(
- NativeFuncs.godotsharp_array_new_copy(p_array));
-
- int length = array.Count;
- var ret = (Godot.Object[])Activator.CreateInstance(type, length)!;
-
- for (int i = 0; i < length; i++)
- ret[i] = array[i].AsGodotObject();
-
- return ret;
- }
-
internal static StringName[] ConvertNativeGodotArrayToSystemArrayOfStringName(in godot_array p_array)
{
var array = Collections.Array.CreateTakingOwnershipOfDisposableValue(
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
index ba8e7a6c65..11f1e31384 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/VariantUtils.cs
@@ -594,12 +594,5 @@ namespace Godot.NativeInterop
using var godotArray = NativeFuncs.godotsharp_variant_as_array(p_var);
return Marshaling.ConvertNativeGodotArrayToSystemArrayOfGodotObjectType<T>(godotArray);
}
-
- // ReSharper disable once RedundantNameQualifier
- public static Godot.Object[] ConvertToSystemArrayOfGodotObject(in godot_variant p_var, Type type)
- {
- using var godotArray = NativeFuncs.godotsharp_variant_as_array(p_var);
- return Marshaling.ConvertNativeGodotArrayToSystemArrayOfGodotObjectType(godotArray, type);
- }
}
}