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/*************************************************************************/
/* scene_tree_glue.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#ifdef MONO_GLUE_ENABLED
#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"
Array *godot_icall_SceneTree_get_nodes_in_group_Generic(SceneTree *ptr, StringName *group, MonoReflectionType *refltype) {
List<Node *> nodes;
Array ret;
// 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)) {
ret.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) {
ret.push_back(nodes[i]);
}
}
}
}
}
return memnew(Array(ret));
}
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);
}
#endif // MONO_GLUE_ENABLED
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