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godot/modules/mono/register_types.cpp
A Thousand Ships aff2e47bff
[C#] Unexpose GodotSharp
This class seems to have been exposed accidentally, and breaks
documentation on non-mono builds, requiring hacks
2024-05-04 14:09:42 +02:00

84 lines
3.5 KiB
C++

/**************************************************************************/
/* register_types.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "register_types.h"
#include "csharp_script.h"
#include "core/config/engine.h"
CSharpLanguage *script_language_cs = nullptr;
Ref<ResourceFormatLoaderCSharpScript> resource_loader_cs;
Ref<ResourceFormatSaverCSharpScript> resource_saver_cs;
mono_bind::GodotSharp *_godotsharp = nullptr;
void initialize_mono_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GDREGISTER_CLASS(CSharpScript);
_godotsharp = memnew(mono_bind::GodotSharp);
script_language_cs = memnew(CSharpLanguage);
script_language_cs->set_language_index(ScriptServer::get_language_count());
ScriptServer::register_language(script_language_cs);
resource_loader_cs.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_cs);
resource_saver_cs.instantiate();
ResourceSaver::add_resource_format_saver(resource_saver_cs);
}
void uninitialize_mono_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
ScriptServer::unregister_language(script_language_cs);
if (script_language_cs) {
memdelete(script_language_cs);
}
ResourceLoader::remove_resource_format_loader(resource_loader_cs);
resource_loader_cs.unref();
ResourceSaver::remove_resource_format_saver(resource_saver_cs);
resource_saver_cs.unref();
if (_godotsharp) {
memdelete(_godotsharp);
}
}