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[C#] Unexpose GodotSharp
This class seems to have been exposed accidentally, and breaks documentation on non-mono builds, requiring hacks
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@ -1570,9 +1570,6 @@
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<member name="Geometry3D" type="Geometry3D" setter="" getter="">
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The [Geometry3D] singleton.
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</member>
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<member name="GodotSharp" type="GodotSharp" setter="" getter="">
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The [GodotSharp] singleton.
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</member>
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<member name="IP" type="IP" setter="" getter="">
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The [IP] singleton.
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</member>
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@ -344,25 +344,6 @@ void DocTools::merge_from(const DocTools &p_data) {
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merge_theme_properties(c.theme_properties, cf.theme_properties);
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merge_operators(c.operators, cf.operators);
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#ifndef MODULE_MONO_ENABLED
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// The Mono module defines some properties that we want to keep when
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// re-generating docs with a non-Mono build, to prevent pointless diffs
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// (and loss of descriptions) depending on the config of the doc writer.
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// We use a horrible hack to force keeping the relevant properties,
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// hardcoded below. At least it's an ad hoc hack... ¯\_(ツ)_/¯
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// Don't show this to your kids.
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if (c.name == "@GlobalScope") {
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// Retrieve GodotSharp singleton.
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for (int j = 0; j < cf.properties.size(); j++) {
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if (cf.properties[j].name == "GodotSharp") {
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c.properties.push_back(cf.properties[j]);
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c.properties.sort();
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break;
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}
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}
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}
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#endif
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}
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}
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@ -5,7 +5,6 @@
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</brief_description>
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<description>
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This class represents a C# script. It is the C# equivalent of the [GDScript] class and is only available in Mono-enabled Godot builds.
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See also [GodotSharp].
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</description>
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<tutorials>
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<link title="C# documentation index">$DOCS_URL/tutorials/scripting/c_sharp/index.html</link>
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@ -1,20 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GodotSharp" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Bridge between Godot and the Mono runtime (Mono-enabled builds only).
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</brief_description>
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<description>
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This class is a bridge between Godot and the Mono runtime. It exposes several low-level operations and is only available in Mono-enabled Godot builds.
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See also [CSharpScript].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="is_runtime_initialized">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the .NET runtime is initialized, [code]false[/code] otherwise.
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</description>
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</method>
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</methods>
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</class>
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@ -143,7 +143,7 @@ bool godot_icall_Internal_IsAssembliesReloadingNeeded() {
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void godot_icall_Internal_ReloadAssemblies(bool p_soft_reload) {
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#ifdef GD_MONO_HOT_RELOAD
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mono_bind::GodotSharp::get_singleton()->call_deferred(SNAME("_reload_assemblies"), (bool)p_soft_reload);
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callable_mp(mono_bind::GodotSharp::get_singleton(), &mono_bind::GodotSharp::reload_assemblies).call_deferred(p_soft_reload);
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#endif
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}
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@ -564,11 +564,7 @@ namespace mono_bind {
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GodotSharp *GodotSharp::singleton = nullptr;
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bool GodotSharp::_is_runtime_initialized() {
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return GDMono::get_singleton() != nullptr && GDMono::get_singleton()->is_runtime_initialized();
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}
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void GodotSharp::_reload_assemblies(bool p_soft_reload) {
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void GodotSharp::reload_assemblies(bool p_soft_reload) {
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#ifdef GD_MONO_HOT_RELOAD
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CRASH_COND(CSharpLanguage::get_singleton() == nullptr);
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// This method may be called more than once with `call_deferred`, so we need to check
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@ -579,11 +575,6 @@ void GodotSharp::_reload_assemblies(bool p_soft_reload) {
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#endif
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}
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void GodotSharp::_bind_methods() {
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ClassDB::bind_method(D_METHOD("is_runtime_initialized"), &GodotSharp::_is_runtime_initialized);
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ClassDB::bind_method(D_METHOD("_reload_assemblies"), &GodotSharp::_reload_assemblies);
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}
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GodotSharp::GodotSharp() {
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singleton = this;
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}
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@ -167,18 +167,14 @@ namespace mono_bind {
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class GodotSharp : public Object {
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GDCLASS(GodotSharp, Object);
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friend class GDMono;
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void _reload_assemblies(bool p_soft_reload);
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bool _is_runtime_initialized();
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protected:
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static GodotSharp *singleton;
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static void _bind_methods();
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public:
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static GodotSharp *get_singleton() { return singleton; }
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void reload_assemblies(bool p_soft_reload);
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GodotSharp();
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~GodotSharp();
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};
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@ -49,9 +49,6 @@ void initialize_mono_module(ModuleInitializationLevel p_level) {
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_godotsharp = memnew(mono_bind::GodotSharp);
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GDREGISTER_CLASS(mono_bind::GodotSharp);
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Engine::get_singleton()->add_singleton(Engine::Singleton("GodotSharp", mono_bind::GodotSharp::get_singleton()));
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script_language_cs = memnew(CSharpLanguage);
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script_language_cs->set_language_index(ScriptServer::get_language_count());
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ScriptServer::register_language(script_language_cs);
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