/*************************************************************************/
/*  signal_awaiter_utils.h                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/*************************************************************************/

#ifndef SIGNAL_AWAITER_UTILS_H
#define SIGNAL_AWAITER_UTILS_H

#include "mono_gc_handle.h"
#include "reference.h"

namespace SignalAwaiterUtils {

Error connect_signal_awaiter(Object *p_source, const String &p_signal, Object *p_target, MonoObject *p_awaiter);
}

class SignalAwaiterHandle : public MonoGCHandle {

	GDCLASS(SignalAwaiterHandle, MonoGCHandle)

	bool completed;

#ifdef DEBUG_ENABLED
	ObjectID conn_target_id;
#endif

	Variant _signal_callback(const Variant **p_args, int p_argcount, Variant::CallError &r_error);

protected:
	static void _bind_methods();

public:
	_FORCE_INLINE_ bool is_completed() { return completed; }
	_FORCE_INLINE_ void set_completed(bool p_completed) { completed = p_completed; }

#ifdef DEBUG_ENABLED
	_FORCE_INLINE_ void set_connection_target(Object *p_target) {
		conn_target_id = p_target->get_instance_id();
	}
#endif

	SignalAwaiterHandle(uint32_t p_managed_handle);
	~SignalAwaiterHandle();
};

#endif // SIGNAL_AWAITER_UTILS_H