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path: root/modules/mono/glue/Managed/Files/Object.base.cs
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Diffstat (limited to 'modules/mono/glue/Managed/Files/Object.base.cs')
-rw-r--r--modules/mono/glue/Managed/Files/Object.base.cs130
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 &lt; 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);
- }
-}