godot/modules/mono/glue/GodotSharp/GodotSharp/Core/RID.cs
Ignacio Etcheverry 86274b9fc9 Mono/C#: Re-structure API solution and GodotTools post-build target
Previously we had a placeholder solution called 'Managed' to benefit from
tooling while editing the a part of the C# API.
Later the bindings generator would create the final 'GodotSharp' solution
including these C# files as well as the auto-generated C# API.
Now we replaced the 'Managed' solution with the final 'GodotSharp' solution
which is no longer auto-generated, and the bindings generator only takes
care of the auto-generated C# API.
This has the following benefits:
- It's less confusing as there will no longer be two versions of the same file
(the original and a generated copy of it). Now there's only one.
- We no longer need placeholder for auto-generated API classes, like Node or
Resource. We used them for benefiting from tooling. Now we can just use the
auto-generated API itself.
- Simplifies the build system and bindings generator. Removed lot of code
that is not needed anymore.

Also added a post-build target to the GodotTools project to copy the output to
the data dir. This makes it easy to iterate when doing changes to GodotTools,
as SCons doesn't have to be executed anymore just to copy these new files.
2019-12-28 20:48:55 +01:00

85 lines
1.9 KiB
C#

using System;
using System.Runtime.CompilerServices;
namespace Godot
{
public sealed partial class RID : IDisposable
{
private bool disposed = false;
internal IntPtr ptr;
internal static IntPtr GetPtr(RID instance)
{
if (instance == null)
throw new NullReferenceException($"The instance of type {nameof(RID)} is null.");
if (instance.disposed)
throw new ObjectDisposedException(instance.GetType().FullName);
return instance.ptr;
}
~RID()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool disposing)
{
if (disposed)
return;
if (ptr != IntPtr.Zero)
{
godot_icall_RID_Dtor(ptr);
ptr = IntPtr.Zero;
}
disposed = true;
}
internal RID(IntPtr ptr)
{
this.ptr = ptr;
}
public IntPtr NativeInstance
{
get { return ptr; }
}
internal RID()
{
this.ptr = IntPtr.Zero;
}
public RID(Object from)
{
this.ptr = godot_icall_RID_Ctor(Object.GetPtr(from));
}
public int GetId()
{
return godot_icall_RID_get_id(RID.GetPtr(this));
}
public override string ToString() => "[RID]";
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static IntPtr godot_icall_RID_Ctor(IntPtr from);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_RID_Dtor(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static int godot_icall_RID_get_id(IntPtr ptr);
}
}