godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Object.base.cs
Ignacio Etcheverry 6a85cdf640 Fix C# bindings after recent breaking changes
Implementation for new Variant types Callable, Signal, StringName.
Added support for PackedInt64Array and PackedFloat64Array.

Add generation of signal members as events, as well as support for
user created signals as events.
NOTE: As of now, raising such events will not emit the signal. As such,
one must use `EmitSignal` instead of raising the event directly.

Removed old ThreadLocal fallback class. It's safe to use thread_local now since
it's supported on all minimum versions of compilers we support.
2020-03-17 16:30:04 +01:00

146 lines
4.3 KiB
C#

using System;
using System.Runtime.CompilerServices;
namespace Godot
{
public partial class Object : IDisposable
{
private bool disposed = false;
private static StringName nativeName = "Object";
internal IntPtr ptr;
internal bool memoryOwn;
public Object() : this(false)
{
if (ptr == IntPtr.Zero)
{
ptr = godot_icall_Object_Ctor(this);
}
else
{
// This is called inside godot_icall_Object_Ctor, so we must call it as well in this case.
godot_icall_Object_ConnectEventSignals(ptr);
}
}
internal Object(bool memoryOwn)
{
this.memoryOwn = memoryOwn;
}
public IntPtr NativeInstance
{
get { return ptr; }
}
internal static IntPtr GetPtr(Object instance)
{
if (instance == null)
return IntPtr.Zero;
if (instance.disposed)
throw new ObjectDisposedException(instance.GetType().FullName);
return instance.ptr;
}
~Object()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (disposed)
return;
if (ptr != IntPtr.Zero)
{
if (memoryOwn)
{
memoryOwn = false;
godot_icall_Reference_Disposed(this, ptr, !disposing);
}
else
{
godot_icall_Object_Disposed(this, ptr);
}
this.ptr = IntPtr.Zero;
}
disposed = true;
}
public override string ToString()
{
return godot_icall_Object_ToString(GetPtr(this));
}
/// <summary>
/// Returns a new <see cref="Godot.SignalAwaiter"/> awaiter configured to complete when the instance
/// <paramref name="source"/> emits the signal specified by the <paramref name="signal"/> parameter.
/// </summary>
/// <param name="source">
/// The instance the awaiter will be listening to.
/// </param>
/// <param name="signal">
/// The signal the awaiter will be waiting for.
/// </param>
/// <example>
/// This sample prints a message once every frame up to 100 times.
/// <code>
/// public override void _Ready()
/// {
/// for (int i = 0; i &lt; 100; i++)
/// {
/// await ToSignal(GetTree(), "idle_frame");
/// GD.Print($"Frame {i}");
/// }
/// }
/// </code>
/// </example>
public SignalAwaiter ToSignal(Object source, StringName signal)
{
return new SignalAwaiter(source, signal, this);
}
/// <summary>
/// Gets a new <see cref="Godot.DynamicGodotObject"/> associated with this instance.
/// </summary>
public dynamic DynamicObject => new DynamicGodotObject(this);
internal static IntPtr __ClassDB_get_method(StringName type, string method)
{
return godot_icall_Object_ClassDB_get_method(StringName.GetPtr(type), method);
}
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern IntPtr godot_icall_Object_Ctor(Object obj);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void godot_icall_Object_Disposed(Object obj, IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void godot_icall_Reference_Disposed(Object obj, IntPtr ptr, bool isFinalizer);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern void godot_icall_Object_ConnectEventSignals(IntPtr obj);
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern string godot_icall_Object_ToString(IntPtr ptr);
// Used by the generated API
[MethodImpl(MethodImplOptions.InternalCall)]
internal static extern IntPtr godot_icall_Object_ClassDB_get_method(IntPtr type, string method);
}
}