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

267 lines
7.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
// TODO: Add comments describing what this class does. It is not obvious.
namespace Godot
{
public static partial class GD
{
public static object Bytes2Var(byte[] bytes, bool allow_objects = false)
{
return godot_icall_GD_bytes2var(bytes, allow_objects);
}
public static object Convert(object what, Variant.Type type)
{
return godot_icall_GD_convert(what, type);
}
public static real_t Db2Linear(real_t db)
{
return (real_t)Math.Exp(db * 0.11512925464970228420089957273422);
}
public static real_t DecTime(real_t value, real_t amount, real_t step)
{
real_t sgn = Mathf.Sign(value);
real_t val = Mathf.Abs(value);
val -= amount * step;
if (val < 0)
val = 0;
return val * sgn;
}
public static FuncRef FuncRef(Object instance, string funcname)
{
var ret = new FuncRef();
ret.SetInstance(instance);
ret.SetFunction(funcname);
return ret;
}
public static int Hash(object var)
{
return godot_icall_GD_hash(var);
}
public static Object InstanceFromId(ulong instanceId)
{
return godot_icall_GD_instance_from_id(instanceId);
}
public static real_t Linear2Db(real_t linear)
{
return (real_t)(Math.Log(linear) * 8.6858896380650365530225783783321);
}
public static Resource Load(string path)
{
return ResourceLoader.Load(path);
}
public static T Load<T>(string path) where T : class
{
return ResourceLoader.Load<T>(path);
}
public static void PushError(string message)
{
godot_icall_GD_pusherror(message);
}
public static void PushWarning(string message)
{
godot_icall_GD_pushwarning(message);
}
public static void Print(params object[] what)
{
godot_icall_GD_print(Array.ConvertAll(what, x => x.ToString()));
}
public static void PrintStack()
{
Print(System.Environment.StackTrace);
}
public static void PrintErr(params object[] what)
{
godot_icall_GD_printerr(Array.ConvertAll(what, x => x?.ToString()));
}
public static void PrintRaw(params object[] what)
{
godot_icall_GD_printraw(Array.ConvertAll(what, x => x?.ToString()));
}
public static void PrintS(params object[] what)
{
godot_icall_GD_prints(Array.ConvertAll(what, x => x?.ToString()));
}
public static void PrintT(params object[] what)
{
godot_icall_GD_printt(Array.ConvertAll(what, x => x?.ToString()));
}
public static float Randf()
{
return godot_icall_GD_randf();
}
public static uint Randi()
{
return godot_icall_GD_randi();
}
public static void Randomize()
{
godot_icall_GD_randomize();
}
public static double RandRange(double from, double to)
{
return godot_icall_GD_rand_range(from, to);
}
public static uint RandSeed(ulong seed, out ulong newSeed)
{
return godot_icall_GD_rand_seed(seed, out newSeed);
}
public static IEnumerable<int> Range(int end)
{
return Range(0, end, 1);
}
public static IEnumerable<int> Range(int start, int end)
{
return Range(start, end, 1);
}
public static IEnumerable<int> Range(int start, int end, int step)
{
if (end < start && step > 0)
yield break;
if (end > start && step < 0)
yield break;
if (step > 0)
{
for (int i = start; i < end; i += step)
yield return i;
}
else
{
for (int i = start; i > end; i += step)
yield return i;
}
}
public static void Seed(ulong seed)
{
godot_icall_GD_seed(seed);
}
public static string Str(params object[] what)
{
return godot_icall_GD_str(what);
}
public static object Str2Var(string str)
{
return godot_icall_GD_str2var(str);
}
public static bool TypeExists(string type)
{
return godot_icall_GD_type_exists(type);
}
public static byte[] Var2Bytes(object var, bool full_objects = false)
{
return godot_icall_GD_var2bytes(var, full_objects);
}
public static string Var2Str(object var)
{
return godot_icall_GD_var2str(var);
}
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static object godot_icall_GD_bytes2var(byte[] bytes, bool allow_objects);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static object godot_icall_GD_convert(object what, Variant.Type type);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static int godot_icall_GD_hash(object var);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static Object godot_icall_GD_instance_from_id(ulong instance_id);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_GD_print(object[] what);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_GD_printerr(object[] what);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_GD_printraw(object[] what);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_GD_prints(object[] what);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_GD_printt(object[] what);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static float godot_icall_GD_randf();
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static uint godot_icall_GD_randi();
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_GD_randomize();
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static double godot_icall_GD_rand_range(double from, double to);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static uint godot_icall_GD_rand_seed(ulong seed, out ulong newSeed);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_GD_seed(ulong seed);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_GD_str(object[] what);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static object godot_icall_GD_str2var(string str);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_GD_type_exists(string type);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static byte[] godot_icall_GD_var2bytes(object what, bool full_objects);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_GD_var2str(object var);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_GD_pusherror(string type);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_GD_pushwarning(string type);
}
}