diff options
Diffstat (limited to 'modules/mono/csharp_script.cpp')
-rw-r--r-- | modules/mono/csharp_script.cpp | 96 |
1 files changed, 54 insertions, 42 deletions
diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp index 345d2e4694..7606465b8a 100644 --- a/modules/mono/csharp_script.cpp +++ b/modules/mono/csharp_script.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* csharp_script.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ +/**************************************************************************/ +/* csharp_script.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/**************************************************************************/ #include "csharp_script.h" @@ -46,6 +46,7 @@ #include "editor/editor_internal_calls.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" +#include "editor/inspector_dock.h" #include "editor/node_dock.h" #include "editor/script_templates/templates.gen.h" #endif @@ -72,7 +73,7 @@ static bool _create_project_solution_if_needed() { CSharpLanguage *CSharpLanguage::singleton = nullptr; -GDNativeInstanceBindingCallbacks CSharpLanguage::_instance_binding_callbacks = { +GDExtensionInstanceBindingCallbacks CSharpLanguage::_instance_binding_callbacks = { &_instance_binding_create_callback, &_instance_binding_free_callback, &_instance_binding_reference_callback @@ -112,6 +113,11 @@ void CSharpLanguage::init() { BindingsGenerator::handle_cmdline_args(cmdline_args); #endif + GLOBAL_DEF("dotnet/project/assembly_name", ""); +#ifdef TOOLS_ENABLED + GLOBAL_DEF("dotnet/project/solution_directory", ""); +#endif + gdmono = memnew(GDMono); gdmono->initialize(); @@ -390,10 +396,10 @@ bool CSharpLanguage::supports_builtin_mode() const { #ifdef TOOLS_ENABLED static String variant_type_to_managed_name(const String &p_var_type_name) { if (p_var_type_name.is_empty()) { - return "object"; + return "Variant"; } - if (!ClassDB::class_exists(p_var_type_name)) { + if (ClassDB::class_exists(p_var_type_name)) { return p_var_type_name; } @@ -401,12 +407,12 @@ static String variant_type_to_managed_name(const String &p_var_type_name) { return "Godot.Object"; } + if (p_var_type_name == Variant::get_type_name(Variant::INT)) { + return "long"; + } + if (p_var_type_name == Variant::get_type_name(Variant::FLOAT)) { -#ifdef REAL_T_IS_DOUBLE return "double"; -#else - return "float"; -#endif } if (p_var_type_name == Variant::get_type_name(Variant::STRING)) { @@ -450,7 +456,7 @@ static String variant_type_to_managed_name(const String &p_var_type_name) { } if (p_var_type_name == Variant::get_type_name(Variant::SIGNAL)) { - return "SignalInfo"; + return "Signal"; } Variant::Type var_types[] = { @@ -484,7 +490,7 @@ static String variant_type_to_managed_name(const String &p_var_type_name) { } } - return "object"; + return "Variant"; } String CSharpLanguage::make_function(const String &, const String &p_name, const PackedStringArray &p_args) const { @@ -687,7 +693,7 @@ bool CSharpLanguage::is_assembly_reloading_needed() { return false; // Already up to date } } else { - String assembly_name = ProjectSettings::get_singleton()->get_setting("dotnet/project/assembly_name"); + String assembly_name = GLOBAL_GET("dotnet/project/assembly_name"); if (assembly_name.is_empty()) { assembly_name = ProjectSettings::get_singleton()->get_safe_project_name(); @@ -710,6 +716,12 @@ void CSharpLanguage::reload_assemblies(bool p_soft_reload) { return; } + if (!Engine::get_singleton()->is_editor_hint()) { + // We disable collectible assemblies in the game player, because the limitations cause + // issues with mocking libraries. As such, we can only reload assemblies in the editor. + return; + } + // TODO: // Currently, this reloads all scripts, including those whose class is not part of the // assembly load context being unloaded. As such, we unnecessarily reload GodotTools. @@ -1286,7 +1298,7 @@ void CSharpLanguage::_instance_binding_free_callback(void *, void *, void *p_bin } } -GDNativeBool CSharpLanguage::_instance_binding_reference_callback(void *p_token, void *p_binding, GDNativeBool p_reference) { +GDExtensionBool CSharpLanguage::_instance_binding_reference_callback(void *p_token, void *p_binding, GDExtensionBool p_reference) { CRASH_COND(!p_binding); CSharpScriptBinding &script_binding = ((RBMap<Object *, CSharpScriptBinding>::Element *)p_binding)->get(); @@ -2195,7 +2207,7 @@ void CSharpScript::reload_registered_script(Ref<CSharpScript> p_script) { void CSharpScript::update_script_class_info(Ref<CSharpScript> p_script) { bool tool = false; - // TODO: Use GDNative godot_dictionary + // TODO: Use GDExtension godot_dictionary Array methods_array; methods_array.~Array(); Dictionary rpc_functions_dict; @@ -2285,7 +2297,7 @@ bool CSharpScript::can_instantiate() const { // For tool scripts, this will never fire if the class is not found. That's because we // don't know if it's a tool script if we can't find the class to access the attributes. if (extra_cond && !valid) { - ERR_FAIL_V_MSG(false, "Cannot instance script because the associated class could not be found. Script: '" + get_path() + "'."); + ERR_FAIL_V_MSG(false, "Cannot instance script because the associated class could not be found. Script: '" + get_path() + "'. Make sure the script exists and contains a class definition with a name that matches the filename of the script exactly (it's case-sensitive)."); } return valid && extra_cond; |