godot/modules/mono/glue/GodotSharp/GodotSharp/Core/DynamicObject.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

214 lines
8.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Dynamic;
using System.Linq.Expressions;
using System.Runtime.CompilerServices;
namespace Godot
{
/// <summary>
/// Represents an <see cref="Godot.Object"/> whose members can be dynamically accessed at runtime through the Variant API.
/// </summary>
/// <remarks>
/// <para>
/// The <see cref="Godot.DynamicGodotObject"/> class enables access to the Variant
/// members of a <see cref="Godot.Object"/> instance at runtime.
/// </para>
/// <para>
/// This allows accessing the class members using their original names in the engine as well as the members from the
/// script attached to the <see cref="Godot.Object"/>, regardless of the scripting language it was written in.
/// </para>
/// </remarks>
/// <example>
/// This sample shows how to use <see cref="Godot.DynamicGodotObject"/> to dynamically access the engine members of a <see cref="Godot.Object"/>.
/// <code>
/// dynamic sprite = GetNode("Sprite").DynamicGodotObject;
/// sprite.add_child(this);
///
/// if ((sprite.hframes * sprite.vframes) &gt; 0)
/// sprite.frame = 0;
/// </code>
/// </example>
/// <example>
/// This sample shows how to use <see cref="Godot.DynamicGodotObject"/> to dynamically access the members of the script attached to a <see cref="Godot.Object"/>.
/// <code>
/// dynamic childNode = GetNode("ChildNode").DynamicGodotObject;
///
/// if (childNode.print_allowed)
/// {
/// childNode.message = "Hello from C#";
/// childNode.print_message(3);
/// }
/// </code>
/// The <c>ChildNode</c> node has the following GDScript script attached:
/// <code>
/// // # ChildNode.gd
/// // var print_allowed = true
/// // var message = ""
/// //
/// // func print_message(times):
/// // for i in times:
/// // print(message)
/// </code>
/// </example>
public class DynamicGodotObject : DynamicObject
{
/// <summary>
/// Gets the <see cref="Godot.Object"/> associated with this <see cref="Godot.DynamicGodotObject"/>.
/// </summary>
public Object Value { get; }
/// <summary>
/// Initializes a new instance of the <see cref="Godot.DynamicGodotObject"/> class.
/// </summary>
/// <param name="godotObject">
/// The <see cref="Godot.Object"/> that will be associated with this <see cref="Godot.DynamicGodotObject"/>.
/// </param>
/// <exception cref="System.ArgumentNullException">
/// Thrown when the <paramref name="godotObject"/> parameter is null.
/// </exception>
public DynamicGodotObject(Object godotObject)
{
if (godotObject == null)
throw new ArgumentNullException(nameof(godotObject));
this.Value = godotObject;
}
public override IEnumerable<string> GetDynamicMemberNames()
{
return godot_icall_DynamicGodotObject_SetMemberList(Object.GetPtr(Value));
}
public override bool TryBinaryOperation(BinaryOperationBinder binder, object arg, out object result)
{
switch (binder.Operation)
{
case ExpressionType.Equal:
case ExpressionType.NotEqual:
if (binder.ReturnType == typeof(bool) || binder.ReturnType.IsAssignableFrom(typeof(bool)))
{
if (arg == null)
{
bool boolResult = Object.IsInstanceValid(Value);
if (binder.Operation == ExpressionType.Equal)
boolResult = !boolResult;
result = boolResult;
return true;
}
if (arg is Object other)
{
bool boolResult = (Value == other);
if (binder.Operation == ExpressionType.NotEqual)
boolResult = !boolResult;
result = boolResult;
return true;
}
}
break;
default:
// We're not implementing operators <, <=, >, and >= (LessThan, LessThanOrEqual, GreaterThan, GreaterThanOrEqual).
// These are used on the actual pointers in variant_op.cpp. It's better to let the user do that explicitly.
break;
}
return base.TryBinaryOperation(binder, arg, out result);
}
public override bool TryConvert(ConvertBinder binder, out object result)
{
if (binder.Type == typeof(Object))
{
result = Value;
return true;
}
if (typeof(Object).IsAssignableFrom(binder.Type))
{
// Throws InvalidCastException when the cast fails
result = Convert.ChangeType(Value, binder.Type);
return true;
}
return base.TryConvert(binder, out result);
}
public override bool TryGetIndex(GetIndexBinder binder, object[] indexes, out object result)
{
if (indexes.Length == 1)
{
if (indexes[0] is string name)
{
return godot_icall_DynamicGodotObject_GetMember(Object.GetPtr(Value), name, out result);
}
}
return base.TryGetIndex(binder, indexes, out result);
}
public override bool TryGetMember(GetMemberBinder binder, out object result)
{
return godot_icall_DynamicGodotObject_GetMember(Object.GetPtr(Value), binder.Name, out result);
}
public override bool TryInvokeMember(InvokeMemberBinder binder, object[] args, out object result)
{
return godot_icall_DynamicGodotObject_InvokeMember(Object.GetPtr(Value), binder.Name, args, out result);
}
public override bool TrySetIndex(SetIndexBinder binder, object[] indexes, object value)
{
if (indexes.Length == 1)
{
if (indexes[0] is string name)
{
return godot_icall_DynamicGodotObject_SetMember(Object.GetPtr(Value), name, value);
}
}
return base.TrySetIndex(binder, indexes, value);
}
public override bool TrySetMember(SetMemberBinder binder, object value)
{
return godot_icall_DynamicGodotObject_SetMember(Object.GetPtr(Value), binder.Name, value);
}
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string[] godot_icall_DynamicGodotObject_SetMemberList(IntPtr godotObject);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_DynamicGodotObject_InvokeMember(IntPtr godotObject, string name, object[] args, out object result);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_DynamicGodotObject_GetMember(IntPtr godotObject, string name, out object result);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_DynamicGodotObject_SetMember(IntPtr godotObject, string name, object value);
#region We don't override these methods
// Looks like this is not usable from C#
//public override bool TryCreateInstance(CreateInstanceBinder binder, object[] args, out object result);
// Object members cannot be deleted
//public override bool TryDeleteIndex(DeleteIndexBinder binder, object[] indexes);
//public override bool TryDeleteMember(DeleteMemberBinder binder);
// Invocation on the object itself, e.g.: obj(param)
//public override bool TryInvoke(InvokeBinder binder, object[] args, out object result);
// No unnary operations to handle
//public override bool TryUnaryOperation(UnaryOperationBinder binder, out object result);
#endregion
}
}