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- using System;
- using System.Runtime.CompilerServices;
- namespace Godot
- {
- public partial class Object : IDisposable
- {
- private bool _disposed = false;
- private static StringName nativeName = "Object";
- internal IntPtr ptr;
- internal bool memoryOwn;
- /// <summary>
- /// Constructs a new <see cref="Object"/>.
- /// </summary>
- public Object() : this(false)
- {
- if (ptr == IntPtr.Zero)
- ptr = godot_icall_Object_Ctor(this);
- _InitializeGodotScriptInstanceInternals();
- }
- internal void _InitializeGodotScriptInstanceInternals()
- {
- godot_icall_Object_ConnectEventSignals(ptr);
- }
- internal Object(bool memoryOwn)
- {
- this.memoryOwn = memoryOwn;
- }
- /// <summary>
- /// The pointer to the native instance of this <see cref="Object"/>.
- /// </summary>
- public IntPtr NativeInstance
- {
- get { return ptr; }
- }
- internal static IntPtr GetPtr(Object instance)
- {
- if (instance == null)
- return IntPtr.Zero;
- if (instance._disposed)
- throw new ObjectDisposedException(instance.GetType().FullName);
- return instance.ptr;
- }
- ~Object()
- {
- Dispose(false);
- }
- /// <summary>
- /// Disposes of this <see cref="Object"/>.
- /// </summary>
- public void Dispose()
- {
- Dispose(true);
- GC.SuppressFinalize(this);
- }
- /// <summary>
- /// Disposes implementation of this <see cref="Object"/>.
- /// </summary>
- protected virtual void Dispose(bool disposing)
- {
- if (_disposed)
- return;
- if (ptr != IntPtr.Zero)
- {
- if (memoryOwn)
- {
- memoryOwn = false;
- godot_icall_RefCounted_Disposed(this, ptr, !disposing);
- }
- else
- {
- godot_icall_Object_Disposed(this, ptr);
- }
- ptr = IntPtr.Zero;
- }
- _disposed = true;
- }
- /// <summary>
- /// Converts this <see cref="Object"/> to a string.
- /// </summary>
- /// <returns>A string representation of this object.</returns>
- public override string ToString()
- {
- return godot_icall_Object_ToString(GetPtr(this));
- }
- /// <summary>
- /// Returns a new <see cref="SignalAwaiter"/> awaiter configured to complete when the instance
- /// <paramref name="source"/> emits the signal specified by the <paramref name="signal"/> parameter.
- /// </summary>
- /// <param name="source">
- /// The instance the awaiter will be listening to.
- /// </param>
- /// <param name="signal">
- /// The signal the awaiter will be waiting for.
- /// </param>
- /// <example>
- /// This sample prints a message once every frame up to 100 times.
- /// <code>
- /// public override void _Ready()
- /// {
- /// for (int i = 0; i < 100; i++)
- /// {
- /// await ToSignal(GetTree(), "process_frame");
- /// GD.Print($"Frame {i}");
- /// }
- /// }
- /// </code>
- /// </example>
- /// <returns>
- /// A <see cref="SignalAwaiter"/> that completes when
- /// <paramref name="source"/> emits the <paramref name="signal"/>.
- /// </returns>
- public SignalAwaiter ToSignal(Object source, StringName signal)
- {
- return new SignalAwaiter(source, signal, this);
- }
- /// <summary>
- /// Gets a new <see cref="DynamicGodotObject"/> associated with this instance.
- /// </summary>
- public dynamic DynamicObject => new DynamicGodotObject(this);
- internal static IntPtr __ClassDB_get_method(StringName type, string method)
- {
- return godot_icall_Object_ClassDB_get_method(StringName.GetPtr(type), method);
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- internal static extern IntPtr godot_icall_Object_Ctor(Object obj);
- [MethodImpl(MethodImplOptions.InternalCall)]
- internal static extern void godot_icall_Object_Disposed(Object obj, IntPtr ptr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- internal static extern void godot_icall_RefCounted_Disposed(Object obj, IntPtr ptr, bool isFinalizer);
- [MethodImpl(MethodImplOptions.InternalCall)]
- internal static extern void godot_icall_Object_ConnectEventSignals(IntPtr obj);
- [MethodImpl(MethodImplOptions.InternalCall)]
- internal static extern string godot_icall_Object_ToString(IntPtr ptr);
- // Used by the generated API
- [MethodImpl(MethodImplOptions.InternalCall)]
- internal static extern IntPtr godot_icall_Object_ClassDB_get_method(IntPtr type, string method);
- }
- }
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