1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
|
/*************************************************************************/
/* gd_mono_marshal.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) */
/* */
/* 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 <typename T>
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_not_null(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_ String mono_string_to_godot(MonoString *p_mono_string) {
if (p_mono_string == NULL)
return String();
return mono_string_to_godot_not_null(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);
// 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);
#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_t *>(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]));
// AABB
#define MARSHALLED_OUT_AABB(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_AABB(m_in, m_out) AABB 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
} // namespace GDMonoMarshal
#endif // GDMONOMARSHAL_H
|