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C#: Fix marshaling generic Godot collections
Add support for generic Godot collections to `ConvertManagedObjectToVariant`.
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c2babb6558
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3 changed files with 22 additions and 2 deletions
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@ -474,6 +474,11 @@ namespace Godot.Collections
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}
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}
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}
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}
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internal interface IGenericGodotArray
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{
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public Array UnderlyingArray { get; }
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}
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/// <summary>
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/// <summary>
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/// Typed wrapper around Godot's Array class, an array of Variant
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/// Typed wrapper around Godot's Array class, an array of Variant
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/// typed elements allocated in the engine in C++. Useful when
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/// typed elements allocated in the engine in C++. Useful when
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@ -487,7 +492,8 @@ namespace Godot.Collections
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IList<T>,
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IList<T>,
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IReadOnlyList<T>,
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IReadOnlyList<T>,
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ICollection<T>,
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ICollection<T>,
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IEnumerable<T>
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IEnumerable<T>,
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IGenericGodotArray
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{
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{
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// ReSharper disable StaticMemberInGenericType
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// ReSharper disable StaticMemberInGenericType
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// Warning is about unique static fields being created for each generic type combination:
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// Warning is about unique static fields being created for each generic type combination:
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@ -516,6 +522,8 @@ namespace Godot.Collections
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private readonly Array _underlyingArray;
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private readonly Array _underlyingArray;
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Array IGenericGodotArray.UnderlyingArray => _underlyingArray;
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internal ref godot_array.movable NativeValue
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internal ref godot_array.movable NativeValue
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{
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -344,6 +344,11 @@ namespace Godot.Collections
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}
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}
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}
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}
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internal interface IGenericGodotDictionary
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{
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public Dictionary UnderlyingDictionary { get; }
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}
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/// <summary>
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/// <summary>
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/// Typed wrapper around Godot's Dictionary class, a dictionary of Variant
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/// Typed wrapper around Godot's Dictionary class, a dictionary of Variant
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/// typed elements allocated in the engine in C++. Useful when
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/// typed elements allocated in the engine in C++. Useful when
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@ -354,7 +359,8 @@ namespace Godot.Collections
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/// <typeparam name="TValue">The type of the dictionary's values.</typeparam>
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/// <typeparam name="TValue">The type of the dictionary's values.</typeparam>
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public class Dictionary<[MustBeVariant] TKey, [MustBeVariant] TValue> :
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public class Dictionary<[MustBeVariant] TKey, [MustBeVariant] TValue> :
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IDictionary<TKey, TValue>,
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IDictionary<TKey, TValue>,
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IReadOnlyDictionary<TKey, TValue>
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IReadOnlyDictionary<TKey, TValue>,
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IGenericGodotDictionary
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{
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{
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// ReSharper disable StaticMemberInGenericType
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// ReSharper disable StaticMemberInGenericType
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// Warning is about unique static fields being created for each generic type combination:
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// Warning is about unique static fields being created for each generic type combination:
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@ -393,6 +399,8 @@ namespace Godot.Collections
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private readonly Dictionary _underlyingDict;
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private readonly Dictionary _underlyingDict;
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Dictionary IGenericGodotDictionary.UnderlyingDictionary => _underlyingDict;
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internal ref godot_dictionary.movable NativeValue
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internal ref godot_dictionary.movable NativeValue
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{
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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@ -293,6 +293,10 @@ namespace Godot.NativeInterop
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return VariantUtils.CreateFromDictionary(godotDictionary);
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return VariantUtils.CreateFromDictionary(godotDictionary);
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case Collections.Array godotArray:
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case Collections.Array godotArray:
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return VariantUtils.CreateFromArray(godotArray);
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return VariantUtils.CreateFromArray(godotArray);
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case Collections.IGenericGodotDictionary godotDictionary:
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return VariantUtils.CreateFromDictionary(godotDictionary.UnderlyingDictionary);
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case Collections.IGenericGodotArray godotArray:
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return VariantUtils.CreateFromArray(godotArray.UnderlyingArray);
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case Variant variant:
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case Variant variant:
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return NativeFuncs.godotsharp_variant_new_copy((godot_variant)variant.NativeVar);
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return NativeFuncs.godotsharp_variant_new_copy((godot_variant)variant.NativeVar);
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}
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}
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