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Merge pull request #39652 from paulloz/generics-getnodesingroup

[mono] Implement generics GetNodesInGroup
Rémi Verschelde 5 years ago
parent
commit
d5c659c992

+ 17 - 0
modules/mono/glue/GodotSharp/GodotSharp/Core/Extensions/SceneTreeExtensions.cs

@@ -0,0 +1,17 @@
+using System;
+using System.Runtime.CompilerServices;
+using Godot.Collections;
+
+namespace Godot
+{
+    public partial class SceneTree
+    {
+        public Array<T> GetNodesInGroup<T>(StringName group) where T : class
+        {
+            return new Array<T>(godot_icall_SceneTree_get_nodes_in_group_Generic(Object.GetPtr(this), StringName.GetPtr(group), typeof(T)));
+        }
+
+        [MethodImpl(MethodImplOptions.InternalCall)]
+        internal extern static IntPtr godot_icall_SceneTree_get_nodes_in_group_Generic(IntPtr obj, IntPtr group, Type elemType);
+    }
+}

+ 1 - 0
modules/mono/glue/GodotSharp/GodotSharp/GodotSharp.csproj

@@ -53,6 +53,7 @@
     <Compile Include="Core\Extensions\NodeExtensions.cs" />
     <Compile Include="Core\Extensions\ObjectExtensions.cs" />
     <Compile Include="Core\Extensions\ResourceLoaderExtensions.cs" />
+    <Compile Include="Core\Extensions\SceneTreeExtensions.cs" />
     <Compile Include="Core\GD.cs" />
     <Compile Include="Core\GodotSynchronizationContext.cs" />
     <Compile Include="Core\GodotTaskScheduler.cs" />

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

@@ -35,6 +35,7 @@
 #include "gd_glue.h"
 #include "nodepath_glue.h"
 #include "rid_glue.h"
+#include "scene_tree_glue.h"
 #include "string_glue.h"
 #include "string_name_glue.h"
 
@@ -50,6 +51,7 @@ void godot_register_glue_header_icalls() {
 	godot_register_object_icalls();
 	godot_register_rid_icalls();
 	godot_register_string_icalls();
+	godot_register_scene_tree_icalls();
 }
 
 // Used by the generated glue

+ 82 - 0
modules/mono/glue/scene_tree_glue.cpp

@@ -0,0 +1,82 @@
+/*************************************************************************/
+/*  scene_tree_glue.cpp                                                  */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 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.                */
+/*************************************************************************/
+
+#include "scene_tree_glue.h"
+
+#ifdef MONO_GLUE_ENABLED
+
+#include "core/class_db.h"
+#include "modules/mono/csharp_script.h"
+#include "modules/mono/mono_gd/gd_mono_utils.h"
+#include "scene/main/node.h"
+
+Array *godot_icall_SceneTree_get_nodes_in_group_Generic(SceneTree *ptr, StringName *group, MonoReflectionType *refltype) {
+	List<Node *> nodes;
+	Array ret;
+
+	// Retrieve all the nodes in the group
+	ptr->get_nodes_in_group(*group, &nodes);
+
+	// No need to bother if the group is empty
+	if (!nodes.empty()) {
+		MonoType *elem_type = mono_reflection_type_get_type(refltype);
+		MonoClass *mono_class = mono_class_from_mono_type(elem_type);
+		GDMonoClass *klass = GDMono::get_singleton()->get_class(mono_class);
+
+		if (klass == GDMonoUtils::get_class_native_base(klass)) {
+			// If we're trying to get native objects, just check the inheritance list
+			StringName native_class_name = GDMonoUtils::get_native_godot_class_name(klass);
+			for (int i = 0; i < nodes.size(); ++i) {
+				if (ClassDB::is_parent_class(nodes[i]->get_class(), native_class_name))
+					ret.push_back(nodes[i]);
+			}
+		} else {
+			// If we're trying to get csharpscript instances, get the mono object and compare the classes
+			for (int i = 0; i < nodes.size(); ++i) {
+				CSharpInstance *si = CAST_CSHARP_INSTANCE(nodes[i]->get_script_instance());
+
+				if (si != nullptr) {
+					MonoObject *obj = si->get_mono_object();
+					if (obj != nullptr && mono_object_get_class(obj) == mono_class) {
+						ret.push_back(nodes[i]);
+					}
+				}
+			}
+		}
+	}
+
+	return memnew(Array(ret));
+}
+
+void godot_register_scene_tree_icalls() {
+	mono_add_internal_call("Godot.SceneTree::godot_icall_SceneTree_get_nodes_in_group_Generic", (void *)godot_icall_SceneTree_get_nodes_in_group_Generic);
+}
+
+#endif // MONO_GLUE_ENABLED

+ 50 - 0
modules/mono/glue/scene_tree_glue.h

@@ -0,0 +1,50 @@
+/*************************************************************************/
+/*  scene_tree_glue.h                                                    */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 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.                */
+/*************************************************************************/
+
+#ifndef SCENE_TREE_GLUE_H
+#define SCENE_TREE_GLUE_H
+
+#ifdef MONO_GLUE_ENABLED
+
+#include "core/array.h"
+#include "core/string_name.h"
+#include "scene/main/scene_tree.h"
+
+#include "../mono_gd/gd_mono_marshal.h"
+
+Array *godot_icall_SceneTree_get_nodes_in_group_Generic(SceneTree *ptr, StringName *group, MonoReflectionType *refltype);
+
+// Register internal calls
+
+void godot_register_scene_tree_icalls();
+
+#endif // MONO_GLUE_ENABLED
+
+#endif // SCENE_TREE_GLUE_H