Merge pull request #54361 from raulsntos/csharp-call-able-callable

Implement Call methods in C# Callable
This commit is contained in:
Ignacio Roldán Etcheverry 2021-10-29 17:27:04 +02:00 committed by GitHub
commit 7d99ccda1d
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
3 changed files with 109 additions and 0 deletions

View file

@ -1,4 +1,5 @@
using System;
using System.Runtime.CompilerServices;
namespace Godot
{
@ -71,5 +72,32 @@ namespace Godot
_method = null;
_delegate = @delegate;
}
/// <summary>
/// Calls the method represented by this <see cref="Callable"/>.
/// Arguments can be passed and should match the method's signature.
/// </summary>
/// <param name="args">Arguments that will be passed to the method call.</param>
/// <returns>The value returned by the method.</returns>
public object Call(params object[] args)
{
return godot_icall_Callable_Call(ref this, args);
}
/// <summary>
/// Calls the method represented by this <see cref="Callable"/> in deferred mode, i.e. during the idle frame.
/// Arguments can be passed and should match the method's signature.
/// </summary>
/// <param name="args">Arguments that will be passed to the method call.</param>
public void CallDeferred(params object[] args)
{
godot_icall_Callable_CallDeferred(ref this, args);
}
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern object godot_icall_Callable_Call(ref Callable callable, object[] args);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void godot_icall_Callable_CallDeferred(ref Callable callable, object[] args);
}
}

View file

@ -0,0 +1,79 @@
/*************************************************************************/
/* callable_glue.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "../mono_gd/gd_mono_marshal.h"
#include "arguments_vector.h"
MonoObject *godot_icall_Callable_Call(GDMonoMarshal::M_Callable *p_callable, MonoArray *p_args) {
Callable callable = GDMonoMarshal::managed_to_callable(*p_callable);
int argc = mono_array_length(p_args);
ArgumentsVector<Variant> arg_store(argc);
ArgumentsVector<const Variant *> args(argc);
for (int i = 0; i < argc; i++) {
MonoObject *elem = mono_array_get(p_args, MonoObject *, i);
arg_store.set(i, GDMonoMarshal::mono_object_to_variant(elem));
args.set(i, &arg_store.get(i));
}
Variant result;
Callable::CallError error;
callable.call(args.ptr(), argc, result, error);
return GDMonoMarshal::variant_to_mono_object(result);
}
void godot_icall_Callable_CallDeferred(GDMonoMarshal::M_Callable *p_callable, MonoArray *p_args) {
Callable callable = GDMonoMarshal::managed_to_callable(*p_callable);
int argc = mono_array_length(p_args);
ArgumentsVector<Variant> arg_store(argc);
ArgumentsVector<const Variant *> args(argc);
for (int i = 0; i < argc; i++) {
MonoObject *elem = mono_array_get(p_args, MonoObject *, i);
arg_store.set(i, GDMonoMarshal::mono_object_to_variant(elem));
args.set(i, &arg_store.get(i));
}
callable.call_deferred(args.ptr(), argc);
}
void godot_register_callable_icalls() {
GDMonoUtils::add_internal_call("Godot.Callable::godot_icall_Callable_Call", godot_icall_Callable_Call);
GDMonoUtils::add_internal_call("Godot.Callable::godot_icall_Callable_CallDeferred", godot_icall_Callable_CallDeferred);
}
#endif // MONO_GLUE_ENABLED

View file

@ -36,6 +36,7 @@ void godot_register_collections_icalls();
void godot_register_gd_icalls();
void godot_register_string_name_icalls();
void godot_register_nodepath_icalls();
void godot_register_callable_icalls();
void godot_register_object_icalls();
void godot_register_rid_icalls();
void godot_register_string_icalls();
@ -50,6 +51,7 @@ void godot_register_glue_header_icalls() {
godot_register_gd_icalls();
godot_register_string_name_icalls();
godot_register_nodepath_icalls();
godot_register_callable_icalls();
godot_register_object_icalls();
godot_register_rid_icalls();
godot_register_string_icalls();