godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Array.cs
Ignacio Roldán Etcheverry f744d99179 C#: Restructure code prior move to .NET Core
The main focus here was to remove the majority of code that relied on
Mono's embedding APIs, specially the reflection APIs. The embedding
APIs we still use are the bare minimum we need for things to work.
A lot of code was moved to C#. We no longer deal with any managed
objects (`MonoObject*`, and such) in native code, and all marshaling
is done in C#.

The reason for restructuring the code and move away from embedding APIs
is that once we move to .NET Core, we will be limited by the much more
minimal .NET hosting.

PERFORMANCE REGRESSIONS
-----------------------

Some parts of the code were written with little to no concern about
performance. This includes code that calls into script methods and
accesses script fields, properties and events.
The reason for this is that all of that will be moved to source
generators, so any work prior to that would be a waste of time.

DISABLED FEATURES
-----------------

Some code was removed as it no longer makes sense (or won't make sense
in the future).
Other parts were commented out with `#if 0`s and TODO warnings because
it doesn't make much sense to work on them yet as those parts will
change heavily when we switch to .NET Core but also when we start
introducing source generators.
As such, the following features were disabled temporarily:
- Assembly-reloading (will be done with ALCs in .NET Core).
- Properties/fields exports and script method listing (will be
  handled by source generators in the future).
- Exception logging in the editor and stack info for errors.
- Exporting games.
- Building of C# projects. We no longer copy the Godot API assemblies
  to the project directory, so MSBuild won't be able to find them. The
  idea is to turn them into NuGet packages in the future, which could
  also be obtained from local NuGet sources during development.
2021-09-22 06:38:00 +02:00

621 lines
22 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections;
using System.Diagnostics.CodeAnalysis;
using Godot.NativeInterop;
namespace Godot.Collections
{
/// <summary>
/// Wrapper around Godot's Array class, an array of Variant
/// typed elements allocated in the engine in C++. Useful when
/// interfacing with the engine. Otherwise prefer .NET collections
/// such as <see cref="System.Array"/> or <see cref="List{T}"/>.
/// </summary>
public sealed class Array : IList, IDisposable
{
public godot_array NativeValue;
/// <summary>
/// Constructs a new empty <see cref="Array"/>.
/// </summary>
public Array()
{
NativeValue = NativeFuncs.godotsharp_array_new();
}
/// <summary>
/// Constructs a new <see cref="Array"/> from the given collection's elements.
/// </summary>
/// <param name="collection">The collection of elements to construct from.</param>
/// <returns>A new Godot Array.</returns>
public Array(IEnumerable collection) : this()
{
if (collection == null)
throw new NullReferenceException($"Parameter '{nameof(collection)} cannot be null.'");
foreach (object element in collection)
Add(element);
}
// TODO: This must be removed. Lots of silent mistakes as it takes pretty much anything.
/// <summary>
/// Constructs a new <see cref="Array"/> from the given objects.
/// </summary>
/// <param name="array">The objects to put in the new array.</param>
/// <returns>A new Godot Array.</returns>
public Array(params object[] array) : this()
{
if (array == null)
throw new NullReferenceException($"Parameter '{nameof(array)} cannot be null.'");
NativeValue = NativeFuncs.godotsharp_array_new();
int length = array.Length;
Resize(length);
for (int i = 0; i < length; i++)
this[i] = array[i];
}
private Array(godot_array nativeValueToOwn)
{
NativeValue = nativeValueToOwn;
}
// Explicit name to make it very clear
internal static Array CreateTakingOwnershipOfDisposableValue(godot_array nativeValueToOwn)
=> new Array(nativeValueToOwn);
~Array()
{
Dispose(false);
}
/// <summary>
/// Disposes of this <see cref="Array"/>.
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
public void Dispose(bool disposing)
{
// Always dispose `NativeValue` even if disposing is true
NativeValue.Dispose();
}
/// <summary>
/// Duplicates this <see cref="Array"/>.
/// </summary>
/// <param name="deep">If true, performs a deep copy.</param>
/// <returns>A new Godot Array.</returns>
public Array Duplicate(bool deep = false)
{
godot_array newArray;
NativeFuncs.godotsharp_array_duplicate(ref NativeValue, deep, out newArray);
return CreateTakingOwnershipOfDisposableValue(newArray);
}
/// <summary>
/// Resizes this <see cref="Array"/> to the given size.
/// </summary>
/// <param name="newSize">The new size of the array.</param>
/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
public Error Resize(int newSize) => NativeFuncs.godotsharp_array_resize(ref NativeValue, newSize);
/// <summary>
/// Shuffles the contents of this <see cref="Array"/> into a random order.
/// </summary>
public void Shuffle() => NativeFuncs.godotsharp_array_shuffle(ref NativeValue);
/// <summary>
/// Concatenates these two <see cref="Array"/>s.
/// </summary>
/// <param name="left">The first array.</param>
/// <param name="right">The second array.</param>
/// <returns>A new Godot Array with the contents of both arrays.</returns>
public static Array operator +(Array left, Array right)
{
int leftCount = left.Count;
int rightCount = right.Count;
Array newArray = left.Duplicate(deep: false);
newArray.Resize(leftCount + rightCount);
for (int i = 0; i < rightCount; i++)
newArray[i + leftCount] = right[i];
return newArray;
}
// IList
bool IList.IsReadOnly => false;
bool IList.IsFixedSize => false;
/// <summary>
/// Returns the object at the given index.
/// </summary>
/// <value>The object at the given index.</value>
public unsafe object this[int index]
{
get
{
GetVariantBorrowElementAt(index, out godot_variant borrowElem);
return Marshaling.variant_to_mono_object(&borrowElem);
}
set
{
if (index < 0 || index >= Count)
throw new IndexOutOfRangeException();
godot_variant* ptrw = NativeFuncs.godotsharp_array_ptrw(ref NativeValue);
ptrw[index] = Marshaling.mono_object_to_variant(value);
}
}
/// <summary>
/// Adds an object to the end of this <see cref="Array"/>.
/// This is the same as `append` or `push_back` in GDScript.
/// </summary>
/// <param name="value">The object to add.</param>
/// <returns>The new size after adding the object.</returns>
public unsafe int Add(object value)
{
using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
return NativeFuncs.godotsharp_array_add(ref NativeValue, &variantValue);
}
/// <summary>
/// Checks if this <see cref="Array"/> contains the given object.
/// </summary>
/// <param name="value">The item to look for.</param>
/// <returns>Whether or not this array contains the given object.</returns>
public bool Contains(object value) => IndexOf(value) != -1;
/// <summary>
/// Erases all items from this <see cref="Array"/>.
/// </summary>
public void Clear() => Resize(0);
/// <summary>
/// Searches this <see cref="Array"/> for an object
/// and returns its index or -1 if not found.
/// </summary>
/// <param name="value">The object to search for.</param>
/// <returns>The index of the object, or -1 if not found.</returns>
public unsafe int IndexOf(object value)
{
using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
return NativeFuncs.godotsharp_array_index_of(ref NativeValue, &variantValue);
}
/// <summary>
/// Inserts a new object at a given position in the array.
/// The position must be a valid position of an existing item,
/// or the position at the end of the array.
/// Existing items will be moved to the right.
/// </summary>
/// <param name="index">The index to insert at.</param>
/// <param name="value">The object to insert.</param>
public unsafe void Insert(int index, object value)
{
if (index < 0 || index > Count)
throw new IndexOutOfRangeException();
using godot_variant variantValue = Marshaling.mono_object_to_variant(value);
NativeFuncs.godotsharp_array_insert(ref NativeValue, index, &variantValue);
}
/// <summary>
/// Removes the first occurrence of the specified value
/// from this <see cref="Array"/>.
/// </summary>
/// <param name="value">The value to remove.</param>
public void Remove(object value)
{
int index = IndexOf(value);
if (index >= 0)
RemoveAt(index);
}
/// <summary>
/// Removes an element from this <see cref="Array"/> by index.
/// </summary>
/// <param name="index">The index of the element to remove.</param>
public void RemoveAt(int index)
{
if (index < 0 || index > Count)
throw new IndexOutOfRangeException();
NativeFuncs.godotsharp_array_remove_at(ref NativeValue, index);
}
// ICollection
/// <summary>
/// Returns the number of elements in this <see cref="Array"/>.
/// This is also known as the size or length of the array.
/// </summary>
/// <returns>The number of elements.</returns>
public int Count => NativeValue.Size;
object ICollection.SyncRoot => this;
bool ICollection.IsSynchronized => false;
/// <summary>
/// Copies the elements of this <see cref="Array"/> to the given
/// untyped C# array, starting at the given index.
/// </summary>
/// <param name="array">The array to copy to.</param>
/// <param name="destIndex">The index to start at.</param>
public void CopyTo(System.Array array, int destIndex)
{
if (array == null)
throw new ArgumentNullException(nameof(array), "Value cannot be null.");
if (destIndex < 0)
{
throw new ArgumentOutOfRangeException(nameof(destIndex),
"Number was less than the array's lower bound in the first dimension.");
}
int count = Count;
if (array.Length < (destIndex + count))
{
throw new ArgumentException(
"Destination array was not long enough. Check destIndex and length, and the array's lower bounds.");
}
unsafe
{
for (int i = 0; i < count; i++)
{
object obj = Marshaling.variant_to_mono_object(&(*NativeValue._p)._arrayVector._ptr[i]);
array.SetValue(obj, destIndex);
destIndex++;
}
}
}
// IEnumerable
/// <summary>
/// Gets an enumerator for this <see cref="Array"/>.
/// </summary>
/// <returns>An enumerator.</returns>
public IEnumerator GetEnumerator()
{
int count = Count;
for (int i = 0; i < count; i++)
{
yield return this[i];
}
}
/// <summary>
/// Converts this <see cref="Array"/> to a string.
/// </summary>
/// <returns>A string representation of this array.</returns>
public override unsafe string ToString()
{
using godot_string str = default;
NativeFuncs.godotsharp_array_to_string(ref NativeValue, &str);
return Marshaling.mono_string_from_godot(str);
}
/// <summary>
/// The variant returned via the <paramref name="elem"/> parameter is owned by the Array and must not be disposed.
/// </summary>
internal void GetVariantBorrowElementAt(int index, out godot_variant elem)
{
if (index < 0 || index >= Count)
throw new IndexOutOfRangeException();
GetVariantBorrowElementAtUnchecked(index, out elem);
}
/// <summary>
/// The variant returned via the <paramref name="elem"/> parameter is owned by the Array and must not be disposed.
/// </summary>
internal unsafe void GetVariantBorrowElementAtUnchecked(int index, out godot_variant elem)
{
elem = (*NativeValue._p)._arrayVector._ptr[index];
}
}
internal interface IGenericGodotArray
{
Array UnderlyingArray { get; }
Type TypeOfElements { get; }
}
// TODO: Now we should be able to avoid boxing
/// <summary>
/// Typed wrapper around Godot's Array class, an array of Variant
/// typed elements allocated in the engine in C++. Useful when
/// interfacing with the engine. Otherwise prefer .NET collections
/// such as arrays or <see cref="List{T}"/>.
/// </summary>
/// <typeparam name="T">The type of the array.</typeparam>
[SuppressMessage("ReSharper", "RedundantExtendsListEntry")]
public sealed class Array<T> : IList<T>, ICollection<T>, IEnumerable<T>, IGenericGodotArray
{
private readonly Array _underlyingArray;
// ReSharper disable StaticMemberInGenericType
// Warning is about unique static fields being created for each generic type combination:
// https://www.jetbrains.com/help/resharper/StaticMemberInGenericType.html
// In our case this is exactly what we want.
private static readonly Type TypeOfElements = typeof(T);
// ReSharper restore StaticMemberInGenericType
Array IGenericGodotArray.UnderlyingArray => _underlyingArray;
Type IGenericGodotArray.TypeOfElements => TypeOfElements;
/// <summary>
/// Constructs a new empty <see cref="Array{T}"/>.
/// </summary>
public Array()
{
_underlyingArray = new Array();
}
/// <summary>
/// Constructs a new <see cref="Array{T}"/> from the given collection's elements.
/// </summary>
/// <param name="collection">The collection of elements to construct from.</param>
/// <returns>A new Godot Array.</returns>
public Array(IEnumerable<T> collection)
{
if (collection == null)
throw new NullReferenceException($"Parameter '{nameof(collection)} cannot be null.'");
_underlyingArray = new Array(collection);
}
/// <summary>
/// Constructs a new <see cref="Array{T}"/> from the given items.
/// </summary>
/// <param name="array">The items to put in the new array.</param>
/// <returns>A new Godot Array.</returns>
public Array(params T[] array) : this()
{
if (array == null)
{
throw new NullReferenceException($"Parameter '{nameof(array)} cannot be null.'");
}
_underlyingArray = new Array(array);
}
/// <summary>
/// Constructs a typed <see cref="Array{T}"/> from an untyped <see cref="Array"/>.
/// </summary>
/// <param name="array">The untyped array to construct from.</param>
public Array(Array array)
{
_underlyingArray = array;
}
// Explicit name to make it very clear
internal static Array<T> CreateTakingOwnershipOfDisposableValue(godot_array nativeValueToOwn)
=> new Array<T>(Array.CreateTakingOwnershipOfDisposableValue(nativeValueToOwn));
/// <summary>
/// Converts this typed <see cref="Array{T}"/> to an untyped <see cref="Array"/>.
/// </summary>
/// <param name="from">The typed array to convert.</param>
public static explicit operator Array(Array<T> from)
{
return from._underlyingArray;
}
/// <summary>
/// Duplicates this <see cref="Array{T}"/>.
/// </summary>
/// <param name="deep">If true, performs a deep copy.</param>
/// <returns>A new Godot Array.</returns>
public Array<T> Duplicate(bool deep = false)
{
return new Array<T>(_underlyingArray.Duplicate(deep));
}
/// <summary>
/// Resizes this <see cref="Array{T}"/> to the given size.
/// </summary>
/// <param name="newSize">The new size of the array.</param>
/// <returns><see cref="Error.Ok"/> if successful, or an error code.</returns>
public Error Resize(int newSize)
{
return _underlyingArray.Resize(newSize);
}
/// <summary>
/// Shuffles the contents of this <see cref="Array{T}"/> into a random order.
/// </summary>
public void Shuffle()
{
_underlyingArray.Shuffle();
}
/// <summary>
/// Concatenates these two <see cref="Array{T}"/>s.
/// </summary>
/// <param name="left">The first array.</param>
/// <param name="right">The second array.</param>
/// <returns>A new Godot Array with the contents of both arrays.</returns>
public static Array<T> operator +(Array<T> left, Array<T> right)
{
return new Array<T>(left._underlyingArray + right._underlyingArray);
}
// IList<T>
/// <summary>
/// Returns the value at the given index.
/// </summary>
/// <value>The value at the given index.</value>
public T this[int index]
{
get
{
_underlyingArray.GetVariantBorrowElementAt(index, out godot_variant borrowElem);
unsafe
{
return (T)Marshaling.variant_to_mono_object_of_type(&borrowElem, TypeOfElements);
}
}
set => _underlyingArray[index] = value;
}
/// <summary>
/// Searches this <see cref="Array{T}"/> for an item
/// and returns its index or -1 if not found.
/// </summary>
/// <param name="item">The item to search for.</param>
/// <returns>The index of the item, or -1 if not found.</returns>
public int IndexOf(T item)
{
return _underlyingArray.IndexOf(item);
}
/// <summary>
/// Inserts a new item at a given position in the <see cref="Array{T}"/>.
/// The position must be a valid position of an existing item,
/// or the position at the end of the array.
/// Existing items will be moved to the right.
/// </summary>
/// <param name="index">The index to insert at.</param>
/// <param name="item">The item to insert.</param>
public void Insert(int index, T item)
{
_underlyingArray.Insert(index, item);
}
/// <summary>
/// Removes an element from this <see cref="Array{T}"/> by index.
/// </summary>
/// <param name="index">The index of the element to remove.</param>
public void RemoveAt(int index)
{
_underlyingArray.RemoveAt(index);
}
// ICollection<T>
/// <summary>
/// Returns the number of elements in this <see cref="Array{T}"/>.
/// This is also known as the size or length of the array.
/// </summary>
/// <returns>The number of elements.</returns>
public int Count => _underlyingArray.Count;
bool ICollection<T>.IsReadOnly => false;
/// <summary>
/// Adds an item to the end of this <see cref="Array{T}"/>.
/// This is the same as `append` or `push_back` in GDScript.
/// </summary>
/// <param name="item">The item to add.</param>
/// <returns>The new size after adding the item.</returns>
public void Add(T item)
{
_underlyingArray.Add(item);
}
/// <summary>
/// Erases all items from this <see cref="Array{T}"/>.
/// </summary>
public void Clear()
{
_underlyingArray.Clear();
}
/// <summary>
/// Checks if this <see cref="Array{T}"/> contains the given item.
/// </summary>
/// <param name="item">The item to look for.</param>
/// <returns>Whether or not this array contains the given item.</returns>
public bool Contains(T item)
{
return _underlyingArray.Contains(item);
}
/// <summary>
/// Copies the elements of this <see cref="Array{T}"/> to the given
/// C# array, starting at the given index.
/// </summary>
/// <param name="array">The C# array to copy to.</param>
/// <param name="arrayIndex">The index to start at.</param>
public void CopyTo(T[] array, int arrayIndex)
{
if (array == null)
throw new ArgumentNullException(nameof(array), "Value cannot be null.");
if (arrayIndex < 0)
throw new ArgumentOutOfRangeException(nameof(arrayIndex),
"Number was less than the array's lower bound in the first dimension.");
int count = _underlyingArray.Count;
if (array.Length < (arrayIndex + count))
throw new ArgumentException(
"Destination array was not long enough. Check destIndex and length, and the array's lower bounds.");
for (int i = 0; i < count; i++)
{
array[arrayIndex] = this[i];
arrayIndex++;
}
}
/// <summary>
/// Removes the first occurrence of the specified value
/// from this <see cref="Array{T}"/>.
/// </summary>
/// <param name="item">The value to remove.</param>
/// <returns>A bool indicating success or failure.</returns>
public bool Remove(T item)
{
int index = IndexOf(item);
if (index >= 0)
{
RemoveAt(index);
return true;
}
return false;
}
// IEnumerable<T>
/// <summary>
/// Gets an enumerator for this <see cref="Array{T}"/>.
/// </summary>
/// <returns>An enumerator.</returns>
public IEnumerator<T> GetEnumerator()
{
int count = _underlyingArray.Count;
for (int i = 0; i < count; i++)
{
yield return this[i];
}
}
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
/// <summary>
/// Converts this <see cref="Array{T}"/> to a string.
/// </summary>
/// <returns>A string representation of this array.</returns>
public override string ToString() => _underlyingArray.ToString();
}
}