/*************************************************************************/ /* scene_tree_glue.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. */ /*************************************************************************/ #include "core/object/class_db.h" #include "core/string/string_name.h" #include "core/variant/array.h" #include "scene/main/node.h" #include "scene/main/scene_tree.h" #include "../csharp_script.h" #include "../mono_gd/gd_mono_marshal.h" #include "../mono_gd/gd_mono_utils.h" void godot_icall_SceneTree_get_nodes_in_group_Generic(SceneTree *ptr, StringName *group, MonoReflectionType *refltype, Array *r_dest) { memnew_placement(r_dest, Array); List nodes; // Retrieve all the nodes in the group ptr->get_nodes_in_group(*group, &nodes); // No need to bother if the group is empty if (!nodes.is_empty()) { MonoType *elem_type = mono_reflection_type_get_type(refltype); MonoClass *mono_class = mono_class_from_mono_type(elem_type); GDMonoClass *klass = GDMono::get_singleton()->get_class(mono_class); if (klass == GDMonoUtils::get_class_native_base(klass)) { // If we're trying to get native objects, just check the inheritance list StringName native_class_name = GDMonoUtils::get_native_godot_class_name(klass); for (int i = 0; i < nodes.size(); ++i) { if (ClassDB::is_parent_class(nodes[i]->get_class(), native_class_name)) { r_dest->push_back(nodes[i]); } } } else { // If we're trying to get csharpscript instances, get the mono object and compare the classes for (int i = 0; i < nodes.size(); ++i) { CSharpInstance *si = CAST_CSHARP_INSTANCE(nodes[i]->get_script_instance()); if (si != nullptr) { MonoObject *obj = si->get_mono_object(); if (obj != nullptr && mono_object_get_class(obj) == mono_class) { r_dest->push_back(nodes[i]); } } } } } } void godot_register_scene_tree_icalls() { GDMonoUtils::add_internal_call("Godot.SceneTree::godot_icall_SceneTree_get_nodes_in_group_Generic", godot_icall_SceneTree_get_nodes_in_group_Generic); }