/*************************************************************************/ /* gd_mono_class.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #ifndef GD_MONO_CLASS_H #define GD_MONO_CLASS_H #include "core/string/ustring.h" #include "core/templates/map.h" #include "gd_mono_field.h" #include "gd_mono_header.h" #include "gd_mono_method.h" #include "gd_mono_property.h" #include "gd_mono_utils.h" class GDMonoClass { struct MethodKey { struct Hasher { static _FORCE_INLINE_ uint32_t hash(const MethodKey &p_key) { uint32_t hash = 0; GDMonoUtils::hash_combine(hash, p_key.name.hash()); GDMonoUtils::hash_combine(hash, HashMapHasherDefault::hash(p_key.params_count)); return hash; } }; _FORCE_INLINE_ bool operator==(const MethodKey &p_a) const { return p_a.params_count == params_count && p_a.name == name; } MethodKey() {} MethodKey(const StringName &p_name, uint16_t p_params_count) : name(p_name), params_count(p_params_count) { } StringName name; uint16_t params_count = 0; }; StringName namespace_name; StringName class_name; MonoClass *mono_class; GDMonoAssembly *assembly; bool attrs_fetched; MonoCustomAttrInfo *attributes; // This contains both the original method names and remapped method names from the native Godot identifiers to the C# functions. // Most method-related functions refer to this and it's possible this is unintuitive for outside users; this may be a prime location for refactoring or renaming. bool methods_fetched; HashMap<MethodKey, GDMonoMethod *, MethodKey::Hasher> methods; bool method_list_fetched; Vector<GDMonoMethod *> method_list; bool fields_fetched; Map<StringName, GDMonoField *> fields; Vector<GDMonoField *> fields_list; bool properties_fetched; Map<StringName, GDMonoProperty *> properties; Vector<GDMonoProperty *> properties_list; bool delegates_fetched; Map<StringName, GDMonoClass *> delegates; Vector<GDMonoClass *> delegates_list; friend class GDMonoAssembly; GDMonoClass(const StringName &p_namespace, const StringName &p_name, MonoClass *p_class, GDMonoAssembly *p_assembly); public: static String get_full_name(MonoClass *p_mono_class); static MonoType *get_mono_type(MonoClass *p_mono_class); String get_full_name() const; String get_type_desc() const; MonoType *get_mono_type() const; uint32_t get_flags() const; bool is_static() const; bool is_assignable_from(GDMonoClass *p_from) const; StringName get_namespace() const; _FORCE_INLINE_ StringName get_name() const { return class_name; } String get_name_for_lookup() const; _FORCE_INLINE_ MonoClass *get_mono_ptr() const { return mono_class; } _FORCE_INLINE_ const GDMonoAssembly *get_assembly() const { return assembly; } GDMonoClass *get_parent_class() const; GDMonoClass *get_nesting_class() const; #ifdef TOOLS_ENABLED Vector<MonoClassField *> get_enum_fields(); #endif GDMonoMethod *get_fetched_method_unknown_params(const StringName &p_name); bool has_fetched_method_unknown_params(const StringName &p_name); bool has_attribute(GDMonoClass *p_attr_class); MonoObject *get_attribute(GDMonoClass *p_attr_class); void fetch_attributes(); void fetch_methods_with_godot_api_checks(GDMonoClass *p_native_base); bool implements_interface(GDMonoClass *p_interface); bool has_public_parameterless_ctor(); GDMonoMethod *get_method(const StringName &p_name, uint16_t p_params_count = 0); GDMonoMethod *get_method(MonoMethod *p_raw_method); GDMonoMethod *get_method(MonoMethod *p_raw_method, const StringName &p_name); GDMonoMethod *get_method(MonoMethod *p_raw_method, const StringName &p_name, uint16_t p_params_count); GDMonoMethod *get_method_with_desc(const String &p_description, bool p_include_namespace); GDMonoField *get_field(const StringName &p_name); const Vector<GDMonoField *> &get_all_fields(); GDMonoProperty *get_property(const StringName &p_name); const Vector<GDMonoProperty *> &get_all_properties(); const Vector<GDMonoClass *> &get_all_delegates(); const Vector<GDMonoMethod *> &get_all_methods(); ~GDMonoClass(); }; #endif // GD_MONO_CLASS_H