From a6ba914f1505a5db165a7b3fe44aa7d3c06cdf8b Mon Sep 17 00:00:00 2001 From: Raul Santos Date: Fri, 13 Jan 2023 20:59:02 +0100 Subject: C#: Lookup signals and methods in Get method Allows to retrieve `Callable`s and `Signal`s using `Get` like it works in GDScript. --- .../ScriptSignalsGenerator.cs | 33 ++++++++++++++++++ modules/mono/editor/bindings_generator.cpp | 40 ++++++++++++++++++++++ 2 files changed, 73 insertions(+) (limited to 'modules/mono/editor') diff --git a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs index ba6c10aa31..d67cb5349d 100644 --- a/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs +++ b/modules/mono/editor/Godot.NET.Sdk/Godot.SourceGenerators/ScriptSignalsGenerator.cs @@ -272,6 +272,25 @@ namespace Godot.SourceGenerators source.Append(" }\n"); } + // Generate HasGodotClassSignal + + if (godotSignalDelegates.Count > 0) + { + source.Append( + " protected override bool HasGodotClassSignal(in godot_string_name signal)\n {\n"); + + bool isFirstEntry = true; + foreach (var signal in godotSignalDelegates) + { + GenerateHasSignalEntry(signal.Name, source, isFirstEntry); + isFirstEntry = false; + } + + source.Append(" return base.HasGodotClassSignal(signal);\n"); + + source.Append(" }\n"); + } + source.Append("}\n"); // partial class if (isInnerClass) @@ -397,6 +416,20 @@ namespace Godot.SourceGenerators PropertyHint.None, string.Empty, propUsage, exported: false); } + private static void GenerateHasSignalEntry( + string signalName, + StringBuilder source, + bool isFirstEntry + ) + { + source.Append(" "); + if (!isFirstEntry) + source.Append("else "); + source.Append("if (signal == SignalName."); + source.Append(signalName); + source.Append(") {\n return true;\n }\n"); + } + private static void GenerateSignalEventInvoker( GodotSignalDelegateData signal, StringBuilder source diff --git a/modules/mono/editor/bindings_generator.cpp b/modules/mono/editor/bindings_generator.cpp index c0d88553ad..3bdd67603b 100644 --- a/modules/mono/editor/bindings_generator.cpp +++ b/modules/mono/editor/bindings_generator.cpp @@ -84,10 +84,12 @@ StringBuilder &operator<<(StringBuilder &r_sb, const char *p_cstring) { #define CS_PROPERTY_SINGLETON "Singleton" #define CS_METHOD_INVOKE_GODOT_CLASS_METHOD "InvokeGodotClassMethod" #define CS_METHOD_HAS_GODOT_CLASS_METHOD "HasGodotClassMethod" +#define CS_METHOD_HAS_GODOT_CLASS_SIGNAL "HasGodotClassSignal" #define CS_STATIC_FIELD_NATIVE_CTOR "NativeCtor" #define CS_STATIC_FIELD_METHOD_BIND_PREFIX "MethodBind" #define CS_STATIC_FIELD_METHOD_PROXY_NAME_PREFIX "MethodProxyName_" +#define CS_STATIC_FIELD_SIGNAL_PROXY_NAME_PREFIX "SignalProxyName_" #define ICALL_PREFIX "godot_icall_" #define ICALL_CLASSDB_GET_METHOD "ClassDB_get_method" @@ -1608,6 +1610,16 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str << " = \"" << imethod.proxy_name << "\";\n"; } + // Generate signal names cache fields + + for (const SignalInterface &isignal : itype.signals_) { + output << MEMBER_BEGIN "// ReSharper disable once InconsistentNaming\n" + << INDENT1 "[DebuggerBrowsable(DebuggerBrowsableState.Never)]\n" + << INDENT1 "private static readonly StringName " + << CS_STATIC_FIELD_SIGNAL_PROXY_NAME_PREFIX << isignal.name + << " = \"" << isignal.proxy_name << "\";\n"; + } + // TODO: Only generate HasGodotClassMethod and InvokeGodotClassMethod if there's any method // Generate InvokeGodotClassMethod @@ -1721,6 +1733,34 @@ Error BindingsGenerator::_generate_cs_type(const TypeInterface &itype, const Str } output << INDENT1 "}\n"; + + // Generate HasGodotClassSignal + + output << MEMBER_BEGIN "protected internal " << (is_derived_type ? "override" : "virtual") + << " bool " CS_METHOD_HAS_GODOT_CLASS_SIGNAL "(in godot_string_name signal)\n" + << INDENT1 "{\n"; + + for (const SignalInterface &isignal : itype.signals_) { + // We check for native names (snake_case). If we detect one, we call HasGodotClassSignal + // again, but this time with the respective proxy name (PascalCase). It's the job of + // user derived classes to override the method and check for those. Our C# source + // generators take care of generating those override methods. + output << INDENT2 "if (signal == SignalName." << isignal.proxy_name + << ")\n" INDENT2 "{\n" + << INDENT3 "if (" CS_METHOD_HAS_GODOT_CLASS_SIGNAL "(" + << CS_STATIC_FIELD_SIGNAL_PROXY_NAME_PREFIX << isignal.name + << ".NativeValue.DangerousSelfRef))\n" INDENT3 "{\n" + << INDENT4 "return true;\n" + << INDENT3 "}\n" INDENT2 "}\n"; + } + + if (is_derived_type) { + output << INDENT2 "return base." CS_METHOD_HAS_GODOT_CLASS_SIGNAL "(signal);\n"; + } else { + output << INDENT2 "return false;\n"; + } + + output << INDENT1 "}\n"; } //Generate StringName for all class members -- cgit v1.2.3