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/*************************************************************************/
/* gd_mono_class.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#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, int p_params_count) {
name = p_name;
params_count = p_params_count;
}
StringName name;
int params_count;
};
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, int 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, int 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
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