/*************************************************************************/ /* gd_mono_marshal.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 GDMONOMARSHAL_H #define GDMONOMARSHAL_H #include "gd_mono.h" #include "gd_mono_utils.h" #include "variant.h" namespace GDMonoMarshal { template T unbox(MonoObject *p_obj) { return *(T *)mono_object_unbox(p_obj); } #define BOX_DOUBLE(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(double), &x) #define BOX_FLOAT(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(float), &x) #define BOX_INT64(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int64_t), &x) #define BOX_INT32(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int32_t), &x) #define BOX_INT16(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int16_t), &x) #define BOX_INT8(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(int8_t), &x) #define BOX_UINT64(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint64_t), &x) #define BOX_UINT32(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint32_t), &x) #define BOX_UINT16(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint16_t), &x) #define BOX_UINT8(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(uint8_t), &x) #define BOX_BOOLEAN(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(bool), &x) #define BOX_PTR(x) mono_value_box(mono_domain_get(), CACHED_CLASS_RAW(IntPtr), x) #define BOX_ENUM(m_enum_class, x) mono_value_box(mono_domain_get(), m_enum_class, &x) Variant::Type managed_to_variant_type(const ManagedType &p_type); // String String mono_to_utf8_string(MonoString *p_mono_string); String mono_to_utf16_string(MonoString *p_mono_string); _FORCE_INLINE_ String mono_string_to_godot(MonoString *p_mono_string) { if (sizeof(CharType) == 2) return mono_to_utf16_string(p_mono_string); return mono_to_utf8_string(p_mono_string); } _FORCE_INLINE_ MonoString *mono_from_utf8_string(const String &p_string) { return mono_string_new(mono_domain_get(), p_string.utf8().get_data()); } _FORCE_INLINE_ MonoString *mono_from_utf16_string(const String &p_string) { return mono_string_from_utf16((mono_unichar2 *)p_string.c_str()); } _FORCE_INLINE_ MonoString *mono_string_from_godot(const String &p_string) { if (sizeof(CharType) == 2) return mono_from_utf16_string(p_string); return mono_from_utf8_string(p_string); } // Variant MonoObject *variant_to_mono_object(const Variant *p_var, const ManagedType &p_type); MonoObject *variant_to_mono_object(const Variant *p_var); _FORCE_INLINE_ MonoObject *variant_to_mono_object(Variant p_var) { return variant_to_mono_object(&p_var); } Variant mono_object_to_variant(MonoObject *p_obj); Variant mono_object_to_variant(MonoObject *p_obj, const ManagedType &p_type); // Array MonoArray *Array_to_mono_array(const Array &p_array); Array mono_array_to_Array(MonoArray *p_array); // PoolIntArray MonoArray *PoolIntArray_to_mono_array(const PoolIntArray &p_array); PoolIntArray mono_array_to_PoolIntArray(MonoArray *p_array); // PoolByteArray MonoArray *PoolByteArray_to_mono_array(const PoolByteArray &p_array); PoolByteArray mono_array_to_PoolByteArray(MonoArray *p_array); // PoolRealArray MonoArray *PoolRealArray_to_mono_array(const PoolRealArray &p_array); PoolRealArray mono_array_to_PoolRealArray(MonoArray *p_array); // PoolStringArray MonoArray *PoolStringArray_to_mono_array(const PoolStringArray &p_array); PoolStringArray mono_array_to_PoolStringArray(MonoArray *p_array); // PoolColorArray MonoArray *PoolColorArray_to_mono_array(const PoolColorArray &p_array); PoolColorArray mono_array_to_PoolColorArray(MonoArray *p_array); // PoolVector2Array MonoArray *PoolVector2Array_to_mono_array(const PoolVector2Array &p_array); PoolVector2Array mono_array_to_PoolVector2Array(MonoArray *p_array); // PoolVector3Array MonoArray *PoolVector3Array_to_mono_array(const PoolVector3Array &p_array); PoolVector3Array mono_array_to_PoolVector3Array(MonoArray *p_array); // Dictionary MonoObject *Dictionary_to_mono_object(const Dictionary &p_dict); Dictionary mono_object_to_Dictionary(MonoObject *p_dict); #ifdef YOLO_COPY #define MARSHALLED_OUT(m_t, m_in, m_out) m_t *m_out = (m_t *)&m_in; #define MARSHALLED_IN(m_t, m_in, m_out) m_t m_out = *reinterpret_cast(m_in); #else // Expects m_in to be of type float* #define MARSHALLED_OUT(m_t, m_in, m_out) MARSHALLED_OUT_##m_t(m_in, m_out) #define MARSHALLED_IN(m_t, m_in, m_out) MARSHALLED_IN_##m_t(m_in, m_out) // Vector2 #define MARSHALLED_OUT_Vector2(m_in, m_out) real_t m_out[2] = { m_in.x, m_in.y }; #define MARSHALLED_IN_Vector2(m_in, m_out) Vector2 m_out(m_in[0], m_in[1]); // Rect2 #define MARSHALLED_OUT_Rect2(m_in, m_out) real_t m_out[4] = { m_in.position.x, m_in.position.y, m_in.size.width, m_in.size.height }; #define MARSHALLED_IN_Rect2(m_in, m_out) Rect2 m_out(m_in[0], m_in[1], m_in[2], m_in[3]); // Transform2D #define MARSHALLED_OUT_Transform2D(m_in, m_out) real_t m_out[6] = { m_in[0].x, m_in[0].y, m_in[1].x, m_in[1].y, m_in[2].x, m_in[2].y }; #define MARSHALLED_IN_Transform2D(m_in, m_out) Transform2D m_out(m_in[0], m_in[1], m_in[2], m_in[3], m_in[4], m_in[5]); // Vector3 #define MARSHALLED_OUT_Vector3(m_in, m_out) real_t m_out[3] = { m_in.x, m_in.y, m_in.z }; #define MARSHALLED_IN_Vector3(m_in, m_out) Vector3 m_out(m_in[0], m_in[1], m_in[2]); // Basis #define MARSHALLED_OUT_Basis(m_in, m_out) real_t m_out[9] = { \ m_in[0].x, m_in[0].y, m_in[0].z, \ m_in[1].x, m_in[1].y, m_in[1].z, \ m_in[2].x, m_in[2].y, m_in[2].z \ }; #define MARSHALLED_IN_Basis(m_in, m_out) Basis m_out(m_in[0], m_in[1], m_in[2], m_in[3], m_in[4], m_in[5], m_in[6], m_in[7], m_in[8]); // Quat #define MARSHALLED_OUT_Quat(m_in, m_out) real_t m_out[4] = { m_in.x, m_in.y, m_in.z, m_in.w }; #define MARSHALLED_IN_Quat(m_in, m_out) Quat m_out(m_in[0], m_in[1], m_in[2], m_in[3]); // Transform #define MARSHALLED_OUT_Transform(m_in, m_out) real_t m_out[12] = { \ m_in.basis[0].x, m_in.basis[0].y, m_in.basis[0].z, \ m_in.basis[1].x, m_in.basis[1].y, m_in.basis[1].z, \ m_in.basis[2].x, m_in.basis[2].y, m_in.basis[2].z, \ m_in.origin.x, m_in.origin.y, m_in.origin.z \ }; #define MARSHALLED_IN_Transform(m_in, m_out) Transform m_out( \ Basis(m_in[0], m_in[1], m_in[2], m_in[3], m_in[4], m_in[5], m_in[6], m_in[7], m_in[8]), \ Vector3(m_in[9], m_in[10], m_in[11])); // Rect3 #define MARSHALLED_OUT_Rect3(m_in, m_out) real_t m_out[6] = { m_in.position.x, m_in.position.y, m_in.position.z, m_in.size.x, m_in.size.y, m_in.size.z }; #define MARSHALLED_IN_Rect3(m_in, m_out) Rect3 m_out(Vector3(m_in[0], m_in[1], m_in[2]), Vector3(m_in[3], m_in[4], m_in[5])); // Color #define MARSHALLED_OUT_Color(m_in, m_out) real_t m_out[4] = { m_in.r, m_in.g, m_in.b, m_in.a }; #define MARSHALLED_IN_Color(m_in, m_out) Color m_out(m_in[0], m_in[1], m_in[2], m_in[3]); // Plane #define MARSHALLED_OUT_Plane(m_in, m_out) real_t m_out[4] = { m_in.normal.x, m_in.normal.y, m_in.normal.z, m_in.d }; #define MARSHALLED_IN_Plane(m_in, m_out) Plane m_out(m_in[0], m_in[1], m_in[2], m_in[3]); #endif } // GDMonoMarshal #endif // GDMONOMARSHAL_H