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using System;
using System.Collections;
namespace Godot
{
using Array = Godot.Collections.Array;
using Dictionary = Godot.Collections.Dictionary;
static class MarshalUtils
{
static bool TypeIsGenericArray(Type type)
{
return type.GetGenericTypeDefinition() == typeof(Godot.Collections.Array<>);
}
static bool TypeIsGenericDictionary(Type type)
{
return type.GetGenericTypeDefinition() == typeof(Godot.Collections.Dictionary<,>);
}
static void ArrayGetElementType(Type type, out Type elementType)
{
elementType = type.GetGenericArguments()[0];
}
static void DictionaryGetKeyValueTypes(Type type, out Type keyType, out Type valueType)
{
var genericArgs = type.GetGenericArguments();
keyType = genericArgs[0];
valueType = genericArgs[1];
}
// TODO Add support for IEnumerable<T> and IDictionary<TKey, TValue>
// TODO: EnumerableToArray and IDictionaryToDictionary can be optimized
internal static void EnumerableToArray(IEnumerable enumerable, IntPtr godotArrayPtr)
{
if (enumerable is ICollection collection)
{
int count = collection.Count;
object[] tempArray = new object[count];
collection.CopyTo(tempArray, 0);
for (int i = 0; i < count; i++)
{
Array.godot_icall_Array_Add(godotArrayPtr, tempArray[i]);
}
}
else
{
foreach (object element in enumerable)
{
Array.godot_icall_Array_Add(godotArrayPtr, element);
}
}
}
internal static void IDictionaryToDictionary(IDictionary dictionary, IntPtr godotDictionaryPtr)
{
foreach (DictionaryEntry entry in dictionary)
{
Dictionary.godot_icall_Dictionary_Add(godotDictionaryPtr, entry.Key, entry.Value);
}
}
}
}
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