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- /*************************************************************************/
- /* scene_tree_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 "core/object/class_db.h"
- #include "core/string/string_name.h"
- #include "core/variant/array.h"
- #include "scene/main/node.h"
- #include "scene/main/scene_tree.h"
- #include "../csharp_script.h"
- #include "../mono_gd/gd_mono_marshal.h"
- #include "../mono_gd/gd_mono_utils.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.is_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() {
- GDMonoUtils::add_internal_call("Godot.SceneTree::godot_icall_SceneTree_get_nodes_in_group_Generic", godot_icall_SceneTree_get_nodes_in_group_Generic);
- }
- #endif // MONO_GLUE_ENABLED
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