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C#: Add source generator for signals as events
Changed the signal declaration signal to: ``` // The following generates a MySignal event [Signal] public delegate void MySignalEventHandler(int param); ```
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31 changed files with 997 additions and 523 deletions
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using Microsoft.CodeAnalysis;
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using Microsoft.CodeAnalysis.CSharp.Syntax;
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using Microsoft.CodeAnalysis.Text;
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// TODO:
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// Determine a proper way to emit the signal.
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// 'Emit(nameof(TheEvent))' creates a StringName everytime and has the overhead of string marshaling.
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// I haven't decided on the best option yet. Some possibilities:
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// - Expose the generated StringName fields to the user, for use with 'Emit(...)'.
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// - Generate a 'EmitSignalName' method for each event signal.
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namespace Godot.SourceGenerators
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{
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[Generator]
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public class ScriptSignalsGenerator : ISourceGenerator
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{
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public void Initialize(GeneratorInitializationContext context)
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{
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}
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public void Execute(GeneratorExecutionContext context)
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{
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if (context.AreGodotSourceGeneratorsDisabled())
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return;
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INamedTypeSymbol[] godotClasses = context
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.Compilation.SyntaxTrees
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.SelectMany(tree =>
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tree.GetRoot().DescendantNodes()
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.OfType<ClassDeclarationSyntax>()
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.SelectGodotScriptClasses(context.Compilation)
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// Report and skip non-partial classes
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.Where(x =>
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{
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if (x.cds.IsPartial())
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{
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if (x.cds.IsNested() && !x.cds.AreAllOuterTypesPartial(out var typeMissingPartial))
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{
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Common.ReportNonPartialGodotScriptOuterClass(context, typeMissingPartial!);
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return false;
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}
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return true;
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}
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Common.ReportNonPartialGodotScriptClass(context, x.cds, x.symbol);
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return false;
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})
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.Select(x => x.symbol)
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)
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.Distinct<INamedTypeSymbol>(SymbolEqualityComparer.Default)
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.ToArray();
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if (godotClasses.Length > 0)
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{
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var typeCache = new MarshalUtils.TypeCache(context);
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foreach (var godotClass in godotClasses)
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{
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VisitGodotScriptClass(context, typeCache, godotClass);
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}
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}
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}
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internal static string SignalDelegateSuffix = "EventHandler";
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private static void VisitGodotScriptClass(
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GeneratorExecutionContext context,
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MarshalUtils.TypeCache typeCache,
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INamedTypeSymbol symbol
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)
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{
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INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace;
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string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ?
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namespaceSymbol.FullQualifiedName() :
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string.Empty;
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bool hasNamespace = classNs.Length != 0;
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bool isInnerClass = symbol.ContainingType != null;
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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+ "_ScriptSignals_Generated";
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var source = new StringBuilder();
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source.Append("using Godot;\n");
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source.Append("using Godot.NativeInterop;\n");
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source.Append("\n");
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if (hasNamespace)
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{
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source.Append("namespace ");
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source.Append(classNs);
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source.Append(" {\n\n");
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}
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if (isInnerClass)
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{
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var containingType = symbol.ContainingType;
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while (containingType != null)
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{
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source.Append("partial ");
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source.Append(containingType.GetDeclarationKeyword());
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source.Append(" ");
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source.Append(containingType.NameWithTypeParameters());
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source.Append("\n{\n");
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containingType = containingType.ContainingType;
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}
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}
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source.Append("partial class ");
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source.Append(symbol.NameWithTypeParameters());
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source.Append("\n{\n");
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// TODO:
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// The delegate name already needs to end with 'Signal' to avoid collision with the event name.
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// Requiring SignalAttribute is redundant. Should we remove it to make declaration shorter?
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var members = symbol.GetMembers();
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var signalDelegateSymbols = members
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.Where(s => s.Kind == SymbolKind.NamedType)
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.Cast<INamedTypeSymbol>()
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.Where(namedTypeSymbol => namedTypeSymbol.TypeKind == TypeKind.Delegate)
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.Where(s => s.GetAttributes()
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.Any(a => a.AttributeClass?.IsGodotSignalAttribute() ?? false));
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List<GodotSignalDelegateData> godotSignalDelegates = new();
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foreach (var signalDelegateSymbol in signalDelegateSymbols)
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{
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if (!signalDelegateSymbol.Name.EndsWith(SignalDelegateSuffix))
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{
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Common.ReportSignalDelegateMissingSuffix(context, signalDelegateSymbol);
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continue;
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}
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string signalName = signalDelegateSymbol.Name;
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signalName = signalName.Substring(0, signalName.Length - SignalDelegateSuffix.Length);
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var invokeMethodData = signalDelegateSymbol
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.DelegateInvokeMethod?.HasGodotCompatibleSignature(typeCache);
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if (invokeMethodData == null)
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{
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// TODO: Better error for incompatible signature. We should indicate incompatible argument types, as we do with exported properties.
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Common.ReportSignalDelegateSignatureNotSupported(context, signalDelegateSymbol);
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continue;
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}
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godotSignalDelegates.Add(new(signalName, signalDelegateSymbol, invokeMethodData.Value));
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}
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source.Append(" private partial class GodotInternal {\n");
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// Generate cached StringNames for methods and properties, for fast lookup
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foreach (var signalDelegate in godotSignalDelegates)
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{
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string signalName = signalDelegate.Name;
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source.Append(" public static readonly StringName SignalName_");
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source.Append(signalName);
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source.Append(" = \"");
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source.Append(signalName);
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source.Append("\";\n");
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}
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source.Append(" }\n"); // class GodotInternal
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// Generate GetGodotSignalList
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if (godotSignalDelegates.Count > 0)
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{
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source.Append("#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword\n");
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const string listType = "System.Collections.Generic.List<global::Godot.Bridge.MethodInfo>";
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source.Append(" internal new static ")
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.Append(listType)
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.Append(" GetGodotSignalList()\n {\n");
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source.Append(" var signals = new ")
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.Append(listType)
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.Append("(")
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.Append(godotSignalDelegates.Count)
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.Append(");\n");
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foreach (var signalDelegateData in godotSignalDelegates)
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{
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var methodInfo = DetermineMethodInfo(signalDelegateData);
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AppendMethodInfo(source, methodInfo);
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}
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source.Append(" return signals;\n");
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source.Append(" }\n");
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source.Append("#pragma warning restore CS0109\n");
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}
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// Generate signal event
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foreach (var signalDelegate in godotSignalDelegates)
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{
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string signalName = signalDelegate.Name;
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// TODO: Hide backing event from code-completion and debugger
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// The reason we have a backing field is to hide the invoke method from the event,
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// as it doesn't emit the signal, only the event delegates. This can confuse users.
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// Maybe we should directly connect the delegates, as we do with native signals?
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source.Append(" private ")
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.Append(signalDelegate.DelegateSymbol.FullQualifiedName())
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.Append(" backing_")
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.Append(signalName)
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.Append(";\n");
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source.Append(" public event ")
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.Append(signalDelegate.DelegateSymbol.FullQualifiedName())
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.Append(" ")
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.Append(signalName)
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.Append(" {\n")
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.Append(" add => backing_")
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.Append(signalName)
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.Append(" += value;\n")
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.Append(" remove => backing_")
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.Append(signalName)
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.Append(" -= value;\n")
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.Append("}\n");
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}
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source.Append("}\n"); // partial class
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if (isInnerClass)
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{
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var containingType = symbol.ContainingType;
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while (containingType != null)
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{
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source.Append("}\n"); // outer class
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containingType = containingType.ContainingType;
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}
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}
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if (hasNamespace)
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{
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source.Append("\n}\n");
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}
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context.AddSource(uniqueHint, SourceText.From(source.ToString(), Encoding.UTF8));
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}
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private static void AppendMethodInfo(StringBuilder source, MethodInfo methodInfo)
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{
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source.Append(" signals.Add(new(name: GodotInternal.SignalName_")
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.Append(methodInfo.Name)
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.Append(", returnVal: ");
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AppendPropertyInfo(source, methodInfo.ReturnVal);
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source.Append(", flags: (Godot.MethodFlags)")
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.Append((int)methodInfo.Flags)
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.Append(", arguments: ");
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if (methodInfo.Arguments is { Count: > 0 })
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{
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source.Append("new() { ");
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foreach (var param in methodInfo.Arguments)
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{
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AppendPropertyInfo(source, param);
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// C# allows colon after the last element
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source.Append(", ");
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}
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source.Append(" }");
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}
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else
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{
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source.Append("null");
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}
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source.Append(", defaultArguments: null));\n");
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}
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private static void AppendPropertyInfo(StringBuilder source, PropertyInfo propertyInfo)
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{
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source.Append("new(type: (Godot.Variant.Type)")
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.Append((int)propertyInfo.Type)
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.Append(", name: \"")
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.Append(propertyInfo.Name)
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.Append("\", hint: (Godot.PropertyHint)")
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.Append((int)propertyInfo.Hint)
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.Append(", hintString: \"")
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.Append(propertyInfo.HintString)
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.Append("\", usage: (Godot.PropertyUsageFlags)")
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.Append((int)propertyInfo.Usage)
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.Append(", exported: ")
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.Append(propertyInfo.Exported ? "true" : "false")
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.Append(")");
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}
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private static MethodInfo DetermineMethodInfo(GodotSignalDelegateData signalDelegateData)
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{
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var invokeMethodData = signalDelegateData.InvokeMethodData;
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PropertyInfo returnVal;
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if (invokeMethodData.RetType != null)
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{
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returnVal = DeterminePropertyInfo(invokeMethodData.RetType.Value, name: string.Empty);
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}
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else
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{
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returnVal = new PropertyInfo(VariantType.Nil, string.Empty, PropertyHint.None,
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hintString: null, PropertyUsageFlags.Default, exported: false);
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}
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int paramCount = invokeMethodData.ParamTypes.Length;
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List<PropertyInfo>? arguments;
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if (paramCount > 0)
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{
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arguments = new(capacity: paramCount);
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for (int i = 0; i < paramCount; i++)
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{
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arguments.Add(DeterminePropertyInfo(invokeMethodData.ParamTypes[i],
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name: invokeMethodData.Method.Parameters[i].Name));
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}
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}
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else
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{
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arguments = null;
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}
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return new MethodInfo(signalDelegateData.Name, returnVal, MethodFlags.Default, arguments,
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defaultArguments: null);
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}
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private static PropertyInfo DeterminePropertyInfo(MarshalType marshalType, string name)
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{
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var memberVariantType = MarshalUtils.ConvertMarshalTypeToVariantType(marshalType)!.Value;
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var propUsage = PropertyUsageFlags.Default;
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if (memberVariantType == VariantType.Nil)
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propUsage |= PropertyUsageFlags.NilIsVariant;
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return new PropertyInfo(memberVariantType, name,
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PropertyHint.None, string.Empty, propUsage, exported: false);
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}
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}
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}
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