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Implement Call methods in C# Callable

Implements Callable.Call and Callable.CallDeferred methods in C#
Raul Santos 4 年之前
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21afb63485

+ 28 - 0
modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs

@@ -1,4 +1,5 @@
 using System;
+using System.Runtime.CompilerServices;
 
 namespace Godot
 {
@@ -71,5 +72,32 @@ namespace Godot
             _method = null;
             _delegate = @delegate;
         }
+
+        /// <summary>
+        /// Calls the method represented by this <see cref="Callable"/>.
+        /// Arguments can be passed and should match the method's signature.
+        /// </summary>
+        /// <param name="args">Arguments that will be passed to the method call.</param>
+        /// <returns>The value returned by the method.</returns>
+        public object Call(params object[] args)
+        {
+            return godot_icall_Callable_Call(ref this, args);
+        }
+
+        /// <summary>
+        /// Calls the method represented by this <see cref="Callable"/> in deferred mode, i.e. during the idle frame.
+        /// Arguments can be passed and should match the method's signature.
+        /// </summary>
+        /// <param name="args">Arguments that will be passed to the method call.</param>
+        public void CallDeferred(params object[] args)
+        {
+            godot_icall_Callable_CallDeferred(ref this, args);
+        }
+
+        [MethodImpl(MethodImplOptions.InternalCall)]
+        internal static extern object godot_icall_Callable_Call(ref Callable callable, object[] args);
+
+        [MethodImpl(MethodImplOptions.InternalCall)]
+        internal static extern void godot_icall_Callable_CallDeferred(ref Callable callable, object[] args);
     }
 }

+ 79 - 0
modules/mono/glue/callable_glue.cpp

@@ -0,0 +1,79 @@
+/*************************************************************************/
+/*  callable_glue.cpp                                                    */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifdef MONO_GLUE_ENABLED
+
+#include "../mono_gd/gd_mono_marshal.h"
+#include "arguments_vector.h"
+
+MonoObject *godot_icall_Callable_Call(GDMonoMarshal::M_Callable *p_callable, MonoArray *p_args) {
+	Callable callable = GDMonoMarshal::managed_to_callable(*p_callable);
+
+	int argc = mono_array_length(p_args);
+
+	ArgumentsVector<Variant> arg_store(argc);
+	ArgumentsVector<const Variant *> args(argc);
+
+	for (int i = 0; i < argc; i++) {
+		MonoObject *elem = mono_array_get(p_args, MonoObject *, i);
+		arg_store.set(i, GDMonoMarshal::mono_object_to_variant(elem));
+		args.set(i, &arg_store.get(i));
+	}
+
+	Variant result;
+	Callable::CallError error;
+	callable.call(args.ptr(), argc, result, error);
+
+	return GDMonoMarshal::variant_to_mono_object(result);
+}
+
+void godot_icall_Callable_CallDeferred(GDMonoMarshal::M_Callable *p_callable, MonoArray *p_args) {
+	Callable callable = GDMonoMarshal::managed_to_callable(*p_callable);
+
+	int argc = mono_array_length(p_args);
+
+	ArgumentsVector<Variant> arg_store(argc);
+	ArgumentsVector<const Variant *> args(argc);
+
+	for (int i = 0; i < argc; i++) {
+		MonoObject *elem = mono_array_get(p_args, MonoObject *, i);
+		arg_store.set(i, GDMonoMarshal::mono_object_to_variant(elem));
+		args.set(i, &arg_store.get(i));
+	}
+
+	callable.call_deferred(args.ptr(), argc);
+}
+
+void godot_register_callable_icalls() {
+	GDMonoUtils::add_internal_call("Godot.Callable::godot_icall_Callable_Call", godot_icall_Callable_Call);
+	GDMonoUtils::add_internal_call("Godot.Callable::godot_icall_Callable_CallDeferred", godot_icall_Callable_CallDeferred);
+}
+
+#endif // MONO_GLUE_ENABLED

+ 2 - 0
modules/mono/glue/glue_header.h

@@ -36,6 +36,7 @@ void godot_register_collections_icalls();
 void godot_register_gd_icalls();
 void godot_register_string_name_icalls();
 void godot_register_nodepath_icalls();
+void godot_register_callable_icalls();
 void godot_register_object_icalls();
 void godot_register_rid_icalls();
 void godot_register_string_icalls();
@@ -50,6 +51,7 @@ void godot_register_glue_header_icalls() {
 	godot_register_gd_icalls();
 	godot_register_string_name_icalls();
 	godot_register_nodepath_icalls();
+	godot_register_callable_icalls();
 	godot_register_object_icalls();
 	godot_register_rid_icalls();
 	godot_register_string_icalls();