scene_tree_glue.cpp 4.0 KB

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  1. /*************************************************************************/
  2. /* scene_tree_glue.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifdef MONO_GLUE_ENABLED
  31. #include "core/object/class_db.h"
  32. #include "core/string/string_name.h"
  33. #include "core/variant/array.h"
  34. #include "scene/main/node.h"
  35. #include "scene/main/scene_tree.h"
  36. #include "../csharp_script.h"
  37. #include "../mono_gd/gd_mono_marshal.h"
  38. #include "../mono_gd/gd_mono_utils.h"
  39. Array *godot_icall_SceneTree_get_nodes_in_group_Generic(SceneTree *ptr, StringName *group, MonoReflectionType *refltype) {
  40. List<Node *> nodes;
  41. Array ret;
  42. // Retrieve all the nodes in the group
  43. ptr->get_nodes_in_group(*group, &nodes);
  44. // No need to bother if the group is empty
  45. if (!nodes.is_empty()) {
  46. MonoType *elem_type = mono_reflection_type_get_type(refltype);
  47. MonoClass *mono_class = mono_class_from_mono_type(elem_type);
  48. GDMonoClass *klass = GDMono::get_singleton()->get_class(mono_class);
  49. if (klass == GDMonoUtils::get_class_native_base(klass)) {
  50. // If we're trying to get native objects, just check the inheritance list
  51. StringName native_class_name = GDMonoUtils::get_native_godot_class_name(klass);
  52. for (int i = 0; i < nodes.size(); ++i) {
  53. if (ClassDB::is_parent_class(nodes[i]->get_class(), native_class_name)) {
  54. ret.push_back(nodes[i]);
  55. }
  56. }
  57. } else {
  58. // If we're trying to get csharpscript instances, get the mono object and compare the classes
  59. for (int i = 0; i < nodes.size(); ++i) {
  60. CSharpInstance *si = CAST_CSHARP_INSTANCE(nodes[i]->get_script_instance());
  61. if (si != nullptr) {
  62. MonoObject *obj = si->get_mono_object();
  63. if (obj != nullptr && mono_object_get_class(obj) == mono_class) {
  64. ret.push_back(nodes[i]);
  65. }
  66. }
  67. }
  68. }
  69. }
  70. return memnew(Array(ret));
  71. }
  72. void godot_register_scene_tree_icalls() {
  73. GDMonoUtils::add_internal_call("Godot.SceneTree::godot_icall_SceneTree_get_nodes_in_group_Generic", godot_icall_SceneTree_get_nodes_in_group_Generic);
  74. }
  75. #endif // MONO_GLUE_ENABLED