This commit is contained in:
Nyx
2025-08-26 13:24:16 -06:00
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This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
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 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.
For more information, please refer to <http://unlicense.org/>

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extends SceneTree
const CSharpGDExtensionBindgen = preload("csharp_gdextension_bindgen.gd")
func _initialize():
CSharpGDExtensionBindgen.generate_gdextension_csharp_scripts.callv(OS.get_cmdline_user_args())
quit()

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uid://najinjv0m445

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## GDExtension to C# binding generator
##
## The C# classes generated are not attached scripts, but rather wrappers that
## forward execution to a GodotObject using dynamic calls.
##
## Use the "Project -> Tools -> Generate C# GDExtension Bindings" menu item to
## generate C# bindings from GDExtension.
@tool
extends EditorPlugin
const MENU_ITEM_NAME = "Generate C# GDExtension Bindings"
const GENERATED_NAMESPACE = "GDExtensionBindgen"
const GENERATED_SCRIPTS_FOLDER = "res://GDExtensionBindgen"
enum StringNameType {
PROPERTY_NAME,
METHOD_NAME,
SIGNAL_NAME,
}
const StringNameTypeName = {
StringNameType.PROPERTY_NAME: "PropertyName",
StringNameType.METHOD_NAME: "MethodName",
StringNameType.SIGNAL_NAME: "SignalName",
}
const PASCAL_CASE_NAME_OVERRIDES = {
"BitMap": "Bitmap",
"JSONRPC": "JsonRpc",
"Object": "GodotObject",
"OpenXRIPBinding": "OpenXRIPBinding",
"SkeletonModification2DCCDIK": "SkeletonModification2DCcdik",
"SkeletonModification2DFABRIK": "SkeletonModification2DFabrik",
"SkeletonModification3DCCDIK": "SkeletonModification3DCcdik",
"SkeletonModification3DFABRIK": "SkeletonModification3DFabrik",
"System": "System_",
"Thread": "GodotThread",
}
const PASCAL_CASE_PART_OVERRIDES = {
"AA": "AA", # Anti Aliasing
"AO": "AO", # Ambient Occlusion
"FILENAME": "FileName",
"FADEIN": "FadeIn",
"FADEOUT": "FadeOut",
"FX": "FX",
"GI": "GI", # Global Illumination
"GZIP": "GZip",
"HBOX": "HBox", # Horizontal Box
"ID": "Id",
"IO": "IO", # Input/Output
"IP": "IP", # Internet Protocol
"IV": "IV", # Initialization Vector
"MACOS": "MacOS",
"NODEPATH": "NodePath",
"SPIRV": "SpirV",
"STDIN": "StdIn",
"STDOUT": "StdOut",
"USERNAME": "UserName",
"UV": "UV",
"UV2": "UV2",
"VBOX": "VBox", # Vertical Box
"WHITESPACE": "WhiteSpace",
"WM": "WM",
"XR": "XR",
"XRAPI": "XRApi",
}
func _enter_tree():
add_tool_menu_item(MENU_ITEM_NAME, generate_gdextension_csharp_scripts)
func _exit_tree():
remove_tool_menu_item(MENU_ITEM_NAME)
static func generate_csharp_script(
cls_name: StringName,
output_dir := GENERATED_SCRIPTS_FOLDER,
name_space := GENERATED_NAMESPACE,
):
var class_is_editor_only = _is_editor_extension_class(cls_name)
var parent_class = ClassDB.get_parent_class(cls_name)
var parent_class_is_extension = _is_extension_class(parent_class)
var no_inheritance = parent_class_is_extension
var engine_class = _first_non_extension_parent(cls_name)
var regions = PackedStringArray()
# Engine object used for calling engine methods
if not parent_class_is_extension:
regions.append("// Engine object used for calling engine methods\nprotected %s _object;" % parent_class)
# Constructors
var ctor_fmt
if parent_class_is_extension:
ctor_fmt = """
public {cls_name}() : base(NativeName)
{
}
protected {cls_name}(StringName @class) : base(@class)
{
}
protected {cls_name}(Variant variant) : base(variant)
{
}
protected {cls_name}([NotNull] {engine_class} @object) : base(@object)
{
}
"""
else:
ctor_fmt = """
public {cls_name}() : this(NativeName)
{
}
protected {cls_name}(StringName @class) : this(ClassDB.Instantiate(@class))
{
}
protected {cls_name}(Variant variant) : this(({engine_class}) variant)
{
}
protected {cls_name}([NotNull] {engine_class} @object)
{
_object = @object;
}
"""
var ctor = ctor_fmt.dedent().format({
cls_name = cls_name,
engine_class = engine_class,
}).strip_edges()
regions.append(ctor)
var casts = """
public static implicit operator {engine_class}({cls_name} self) => self?._object;
public static implicit operator Variant({cls_name} self) => self?._object;
public static explicit operator {cls_name}(Variant variant) => variant.AsGodotObject() != null ? new(variant) : null;
""".dedent().format({
cls_name = cls_name,
engine_class = engine_class,
}).strip_edges()
regions.append(casts)
# ENUMS
var enums = PackedStringArray()
for enum_name in ClassDB.class_get_enum_list(cls_name, true):
enums.append(_generate_enum(cls_name, enum_name))
# INTEGER CONSTANTS
var integer_constants = PackedStringArray()
for constant_name in ClassDB.class_get_integer_constant_list(cls_name, true):
if not ClassDB.class_get_integer_constant_enum(cls_name, constant_name, true).is_empty():
continue
integer_constants.append(_generate_integer_constant(cls_name, constant_name))
# PROPERTIES
var properties = PackedStringArray()
var property_names = PackedStringArray()
for property in ClassDB.class_get_property_list(cls_name, true):
if property["usage"] & (PROPERTY_USAGE_GROUP | PROPERTY_USAGE_SUBGROUP):
continue
property_names.append(property["name"])
properties.append(_generate_property(cls_name, property))
var inherited_properties = PackedStringArray()
if not parent_class_is_extension:
for inherited_class in _get_parent_classes(cls_name):
for property in ClassDB.class_get_property_list(inherited_class, true):
if property["usage"] & (PROPERTY_USAGE_GROUP | PROPERTY_USAGE_SUBGROUP):
continue
inherited_properties.append(_generate_property(inherited_class, property))
# METHODS
var methods = PackedStringArray()
var method_names = PackedStringArray()
for method in ClassDB.class_get_method_list(cls_name, true):
if method["flags"] & (METHOD_FLAG_VIRTUAL | METHOD_FLAG_VIRTUAL_REQUIRED):
continue
if method["name"].begins_with("_"):
continue
method_names.append(method["name"])
methods.append(_generate_method(cls_name, method))
var inherited_methods = PackedStringArray()
if not parent_class_is_extension:
for inherited_class in _get_parent_classes(cls_name):
for method in ClassDB.class_get_method_list(inherited_class, true):
if method["flags"] & (METHOD_FLAG_VIRTUAL | METHOD_FLAG_VIRTUAL_REQUIRED):
continue
if method["name"].begins_with("_"):
continue
inherited_methods.append(_generate_method(inherited_class, method))
# SIGNALS
var signals = PackedStringArray()
var signal_names = PackedStringArray()
for sig in ClassDB.class_get_signal_list(cls_name, true):
signal_names.append(sig["name"])
signals.append(_generate_signal(cls_name, sig))
var inherited_signals = PackedStringArray()
if not parent_class_is_extension:
for inherited_class in _get_parent_classes(cls_name):
for method in ClassDB.class_get_signal_list(inherited_class, true):
inherited_signals.append(_generate_signal(inherited_class, method))
# StringName caches
regions.append(_generate_strings_class(cls_name, StringNameType.PROPERTY_NAME, property_names))
regions.append(_generate_strings_class(cls_name, StringNameType.METHOD_NAME, method_names))
regions.append(_generate_strings_class(cls_name, StringNameType.SIGNAL_NAME, signal_names))
regions.append("private static readonly StringName NativeName = \"{cls_name}\";".format({
cls_name = cls_name,
}))
if not enums.is_empty():
regions.append("#region Enums")
regions.append("\n\n".join(enums))
regions.append("#endregion")
if not integer_constants.is_empty():
regions.append("#region Integer Constants")
regions.append("\n\n".join(integer_constants))
regions.append("#endregion")
if not properties.is_empty():
regions.append("#region Properties")
regions.append("\n\n".join(properties))
regions.append("#endregion")
if not inherited_properties.is_empty():
regions.append("#region Inherited Properties")
regions.append("\n\n".join(inherited_properties))
regions.append("#endregion")
if not methods.is_empty():
regions.append("#region Methods")
regions.append("\n\n".join(methods))
regions.append("#endregion")
if not inherited_methods.is_empty():
regions.append("#region Inherited Methods")
regions.append("\n\n".join(inherited_methods))
regions.append("#endregion")
if not signals.is_empty():
regions.append("#region Signals")
regions.append("\n\n".join(signals))
regions.append("#endregion")
if not inherited_signals.is_empty():
regions.append("#region Inherited Signals")
regions.append("\n\n".join(inherited_signals))
regions.append("#endregion")
var code = """
// This code was automatically generated by GDExtension C# Bindgen
using System;
using System.Diagnostics.CodeAnalysis;
using Godot;
namespace {name_space};
public class {cls_name}{inheritance}
{
{regions}
}
""".dedent().format({
name_space = name_space,
cls_name = cls_name,
inheritance = " : " + parent_class if parent_class_is_extension else "",
regions = "\n\n".join(regions).indent("\t"),
}).strip_edges()
if class_is_editor_only:
code = """
#if TOOLS
{code}
#endif
""".dedent().format({
code = code,
}).strip_edges()
code += "\n"
if not DirAccess.dir_exists_absolute(output_dir):
DirAccess.make_dir_recursive_absolute(output_dir)
var new_script = FileAccess.open(output_dir.path_join(cls_name + ".cs"), FileAccess.WRITE)
new_script.store_string(code)
static func generate_gdextension_csharp_scripts(
output_dir := GENERATED_SCRIPTS_FOLDER,
name_space := GENERATED_NAMESPACE,
):
var classes = ClassDB.get_class_list()
for cls_name in classes:
if _is_extension_class(cls_name):
generate_csharp_script(cls_name, output_dir, name_space)
static func _generate_enum(cls_name: StringName, enum_name: StringName) -> String:
var common_prefix = null
for constant_name in ClassDB.class_get_enum_constants(cls_name, enum_name, true):
if common_prefix == null:
common_prefix = constant_name
else:
common_prefix = _get_common_prefix(common_prefix, constant_name)
# Handle special case where one of the constants is present in all constant
# names: remove last word from prefix.
# Example case: Node.ProcessThreadMessages and FLAG_PROCESS_THREAD_MESSAGES
if common_prefix in ClassDB.class_get_enum_constants(cls_name, enum_name, true):
common_prefix = common_prefix.rsplit("_", false, 1)[0]
var constants = PackedStringArray()
for constant_name in ClassDB.class_get_enum_constants(cls_name, enum_name, true):
constants.append("{csharp_constant_name} = {constant_value}L,".format({
csharp_constant_name = constant_name.substr(common_prefix.length()).to_pascal_case(),
constant_value = ClassDB.class_get_integer_constant(cls_name, constant_name),
}))
return """
{flags}
public enum {enum_name}{maybe_enum_suffix} : long
{
{constants}
}
""".dedent().format({
flags = "[Flags]" if ClassDB.is_class_enum_bitfield(cls_name, enum_name) else "",
enum_name = enum_name,
constants = "\n".join(constants).indent("\t"),
maybe_enum_suffix = "Enum" if _needs_enum_suffix(cls_name, enum_name) else "",
}).strip_edges()
static func _generate_integer_constant(cls_name: StringName, constant_name: StringName) -> String:
return "public const long {csharp_constant_name} = {constant_value}L;".format({
csharp_constant_name = constant_name.to_pascal_case(),
constant_value = ClassDB.class_get_integer_constant(cls_name, constant_name),
})
static func _generate_property(cls_name: StringName, property: Dictionary) -> String:
var property_name = property["name"]
var csharp_property_name = property_name.to_pascal_case()
var property_type = _get_property_type(cls_name, property)
var getset = PackedStringArray()
var getter = ClassDB.class_get_property_getter(cls_name, property_name)
if getter:
if _is_extension_class(cls_name):
getset.append("get => {get_cast}_object.Get(PropertyName.{csharp_property_name});".format({
get_cast = _property_get_cast(cls_name, property),
csharp_property_name = csharp_property_name,
}))
else:
getset.append("get => _object.{csharp_property_name};".format({
csharp_property_name = csharp_property_name,
}))
var setter = ClassDB.class_get_property_setter(cls_name, property_name)
if setter:
if _is_extension_class(cls_name):
getset.append("set => _object.Set(PropertyName.{csharp_property_name}, {set_cast}value);".format({
set_cast = _property_set_cast(property),
csharp_property_name = csharp_property_name,
}))
else:
getset.append("set => _object.{csharp_property_name} = value;".format({
csharp_property_name = csharp_property_name,
}))
return """
public {property_type} {csharp_property_name}
{
{getset}
}
""".dedent().format({
property_type = property_type,
csharp_property_name = csharp_property_name,
getset = "\n".join(getset).indent("\t"),
}).strip_edges()
static func _generate_method(cls_name: StringName, method: Dictionary) -> String:
var method_name = method["name"]
var csharp_method_name = method_name.to_pascal_case()
var return_type = _get_method_return_type(cls_name, method_name, method["return"])
var is_static = method["flags"] & METHOD_FLAG_STATIC
var arg_types = PackedStringArray()
var arg_names = PackedStringArray()
var args = PackedStringArray()
for argument in method["args"]:
var arg_type = _get_property_type(cls_name, argument)
var arg_name = "@" + argument["name"]
# hardcode type that cannot be known from reflection in GDScript
if method["name"] == "connect" and arg_name == "@flags":
arg_type = "uint"
args.append("{arg_type} {arg_name}".format({
arg_type = arg_type,
arg_name = arg_name,
}))
arg_types.append(arg_type)
if _property_is_enum(argument):
arg_names.append("(int)" + arg_name)
else:
arg_names.append(arg_name)
var implementation = PackedStringArray()
var default_args = method["default_args"]
var i = args.size() - default_args.size()
for default_value in default_args:
if default_value == null:
default_value = "default"
# handle enums
elif default_value is int and arg_types[i] != "int":
default_value = ("(%s)" % arg_types[i]) + str(default_value)
# C# requires the "f" suffix for float literals
elif default_value is float and arg_types[i] == "float":
default_value = "%sf" % default_value
# NOTE: don't move this branch below the String one, since most of the
# time when arg_types[i] == StringName, default_value is String
elif default_value is StringName or arg_types[i] == "Godot.StringName":
implementation.append('%s ??= "%s";' % [arg_names[i], default_value])
default_value = "null"
elif default_value is String:
default_value = '"%s"' % default_value
elif default_value is Array:
assert(default_value.is_empty(), "Populated Array not supported yet! " + str(default_value)) # TODO: support populated array as default value
implementation.append("%s ??= new();" % arg_names[i])
default_value = "null"
elif default_value is Dictionary:
assert(default_value.is_empty(), "Populated Dictionary not supported yet! " + str(default_value)) # TODO: support populated dictionary as default value
implementation.append("%s ??= new();" % arg_names[i])
default_value = "null"
elif (
default_value is Vector2 or default_value is Vector3 or default_value is Vector4
or default_value is Color
):
args[i] = args[i].replace(arg_types[i], arg_types[i] + "?")
var impl = "%s ??= new%s;" % [arg_names[i], default_value]
if not OS.has_feature("double"):
impl = impl.replace(",", "f,").replace(")", "f)")
implementation.append(impl)
default_value = "null"
elif (
default_value is PackedByteArray
or default_value is PackedInt32Array or default_value is PackedInt64Array
or default_value is PackedFloat32Array or default_value is PackedFloat64Array
or default_value is PackedVector2Array or default_value is PackedVector3Array or default_value is PackedVector4Array
or default_value is PackedColorArray
):
assert(default_value.is_empty(), "Populated Packed Array not supported yet! " + str(default_value))
implementation.append("%s ??= System.Array.Empty<%s>();" % [arg_names[i], arg_types[i].replace("[]", "")])
default_value = "null"
elif default_value is Transform2D:
assert(default_value == Transform2D.IDENTITY, "Only identity Transform2D is supported as default value")
args[i] = args[i].replace(arg_types[i], arg_types[i] + "?")
implementation.append("%s ??= Godot.Transform2D.Identity;" % arg_names[i])
default_value = "null"
elif default_value is Transform3D:
assert(default_value == Transform3D.IDENTITY, "Only identity Transform3D is supported as default value")
args[i] = args[i].replace(arg_types[i], arg_types[i] + "?")
implementation.append("%s ??= Godot.Transform3D.Identity;" % arg_names[i])
default_value = "null"
args[i] += " = " + str(default_value)
i += 1
if method["flags"] & METHOD_FLAG_VARARG:
args.append("params Variant[] varargs")
arg_names.append("varargs")
if _is_extension_class(cls_name):
arg_names.insert(0, "MethodName.{csharp_method_name}".format({
csharp_method_name = csharp_method_name,
}))
if is_static:
implementation.append("{maybe_return}ClassDB.ClassCallStatic(NativeName, {arg_names});".format({
arg_names = ", ".join(arg_names),
maybe_return = "return " + _property_get_cast(cls_name, method["return"]) if return_type != "void" else "",
}))
else:
implementation.append("{maybe_return}_object.Call({arg_names});".format({
arg_names = ", ".join(arg_names),
maybe_return = "return " + _property_get_cast(cls_name, method["return"]) if return_type != "void" else "",
}))
else:
if is_static:
implementation.append("{maybe_return}{engine_class}.{csharp_method_name}({arg_names});".format({
arg_names = ", ".join(arg_names),
engine_class = _first_non_extension_parent(cls_name),
csharp_method_name = csharp_method_name,
maybe_return = "return " if return_type != "void" else "",
}))
else:
implementation.append("{maybe_return}_object.{csharp_method_name}({arg_names});".format({
arg_names = ", ".join(arg_names),
csharp_method_name = csharp_method_name,
maybe_return = "return " if return_type != "void" else "",
}))
return """
public {maybe_static}{maybe_override}{return_type} {csharp_method_name}({args})
{
{implementation}
}
""".dedent().format({
args = ", ".join(args),
csharp_method_name = csharp_method_name,
implementation = "\n".join(implementation).indent("\t"),
maybe_override = "override " if csharp_method_name == "ToString" else "",
maybe_static = "static " if is_static else "",
return_type = return_type,
}).strip_edges()
static func _generate_signal(cls_name: StringName, sig: Dictionary):
var signal_name = sig["name"]
var csharp_signal_name = signal_name.to_pascal_case()
var return_type = _get_method_return_type(cls_name, signal_name, sig["return"])
var arg_types = PackedStringArray()
for argument in sig["args"]:
var arg_type = _get_property_type(cls_name, argument)
arg_types.append(arg_type)
var delegate_type
if return_type == "void":
if not arg_types.is_empty():
delegate_type = "Action<{arg_types}>".format({
arg_types = ", ".join(arg_types)
})
else:
delegate_type = "Action"
else:
arg_types.append(return_type)
delegate_type = "Func<{arg_types}>".format({
arg_types = ", ".join(arg_types)
})
return """
public event {delegate_type} {csharp_signal_name}
{
add
{
Connect(SignalName.{csharp_signal_name}, Callable.From(value));
}
remove
{
Disconnect(SignalName.{csharp_signal_name}, Callable.From(value));
}
}
""".dedent().format({
delegate_type = delegate_type,
csharp_signal_name = csharp_signal_name,
}).strip_edges()
static func _property_is_enum(property: Dictionary) -> bool:
return property["usage"] & (PROPERTY_USAGE_CLASS_IS_ENUM | PROPERTY_USAGE_CLASS_IS_BITFIELD)
static func _get_property_type(cls_name: StringName, property: Dictionary) -> String:
match property["type"]:
TYPE_NIL:
return "Variant"
TYPE_BOOL:
return "bool"
TYPE_INT:
if _property_is_enum(property):
var enum_name = property["class_name"]
if enum_name == "Error":
return "Godot.Error"
var split = enum_name.split(".")
if split.size() == 1:
return enum_name + ("Enum" if _needs_enum_suffix(cls_name, enum_name) else "")
else:
return enum_name + ("Enum" if _needs_enum_suffix(split[0], split[1]) else "")
return "int"
TYPE_FLOAT:
return "double" if OS.has_feature("double") else "float"
TYPE_STRING:
return "string"
TYPE_VECTOR2I:
return "Godot.Vector2I"
TYPE_RECT2I:
return "Godot.Rect2I"
TYPE_VECTOR3I:
return "Godot.Vector3I"
TYPE_VECTOR4I:
return "Godot.Vector4I"
TYPE_AABB:
return "Godot.Aabb"
TYPE_RID:
return "Godot.Rid"
TYPE_OBJECT:
if property["class_name"] and property["class_name"] != "Object":
return _pascal_to_pascal_case(_get_class_from_class_name(property["class_name"]))
else:
return "GodotObject"
TYPE_ARRAY:
if property["hint"] & PROPERTY_HINT_ARRAY_TYPE:
return "Godot.Collections.Array<%s>" % _get_mapped_variant_type(property["hint_string"])
else:
return "Godot.Collections.Array"
TYPE_DICTIONARY:
return "Godot.Collections.Dictionary"
TYPE_PACKED_BYTE_ARRAY:
return "byte[]"
TYPE_PACKED_INT32_ARRAY:
return "int[]"
TYPE_PACKED_INT64_ARRAY:
return "long[]"
TYPE_PACKED_FLOAT32_ARRAY:
return "float[]"
TYPE_PACKED_FLOAT64_ARRAY:
return "double[]"
TYPE_PACKED_STRING_ARRAY:
return "string[]"
TYPE_PACKED_VECTOR2_ARRAY:
return "Godot.Vector2[]"
TYPE_PACKED_VECTOR3_ARRAY:
return "Godot.Vector3[]"
TYPE_PACKED_VECTOR4_ARRAY:
return "Godot.Vector4[]"
TYPE_PACKED_COLOR_ARRAY:
return "Godot.Color[]"
var t:
return "Godot." + type_string(t)
static func _get_mapped_variant_type(variant_type_name: String) -> String:
var _type_map = {
"Variant": "Variant",
type_string(TYPE_BOOL): "bool",
type_string(TYPE_INT): "int",
type_string(TYPE_FLOAT): "double" if OS.has_feature("double") else "float",
type_string(TYPE_STRING): "string",
type_string(TYPE_STRING_NAME): "StringName",
type_string(TYPE_VECTOR2I): "Godot.Vector2I",
type_string(TYPE_RECT2I): "Godot.Rect2I",
type_string(TYPE_VECTOR3I): "Godot.Vector3I",
type_string(TYPE_VECTOR4I): "Godot.Vector4I",
type_string(TYPE_AABB): "Godot.Aabb",
type_string(TYPE_RID): "Godot.Rid",
type_string(TYPE_OBJECT): "GodotObject",
type_string(TYPE_ARRAY): "Godot.Collections.Array",
type_string(TYPE_DICTIONARY): "Godot.Collections.Dictionary",
type_string(TYPE_PACKED_BYTE_ARRAY): "byte[]",
type_string(TYPE_PACKED_INT32_ARRAY): "int[]",
type_string(TYPE_PACKED_INT64_ARRAY): "long[]",
type_string(TYPE_PACKED_FLOAT32_ARRAY): "float[]",
type_string(TYPE_PACKED_FLOAT64_ARRAY): "double[]",
type_string(TYPE_PACKED_STRING_ARRAY): "string[]",
type_string(TYPE_PACKED_VECTOR2_ARRAY): "Godot.Vector2[]",
type_string(TYPE_PACKED_VECTOR3_ARRAY): "Godot.Vector3[]",
type_string(TYPE_PACKED_VECTOR4_ARRAY): "Godot.Vector4[]",
type_string(TYPE_PACKED_COLOR_ARRAY): "Godot.Color[]",
}
return _type_map.get(variant_type_name, "Godot." + variant_type_name)
static func _property_get_cast(cls_name: StringName, property: Dictionary):
var property_type = _get_property_type(cls_name, property)
if _property_is_enum(property):
return "(%s)(int)" % property_type
else:
return "(%s)" % property_type
static func _property_set_cast(property: Dictionary):
if _property_is_enum(property):
return "(int)"
else:
return ""
static func _is_extension_class(cls_name: StringName) -> bool:
return ClassDB.class_get_api_type(cls_name) in [
ClassDB.APIType.API_EXTENSION,
ClassDB.APIType.API_EDITOR_EXTENSION,
]
static func _is_editor_extension_class(cls_name: StringName) -> bool:
return ClassDB.class_get_api_type(cls_name) == ClassDB.APIType.API_EDITOR_EXTENSION
static func _first_non_extension_parent(cls_name: StringName) -> StringName:
while _is_extension_class(cls_name):
cls_name = ClassDB.get_parent_class(cls_name)
return cls_name
static func _get_method_return_type(cls_name: StringName, method_name: StringName, method_return: Dictionary) -> String:
# hardcode type that cannot be known from reflection in GDScript
if method_name == "get_instance_id":
return "ulong"
if method_return["type"] == TYPE_NIL:
if method_return["usage"] & PROPERTY_USAGE_NIL_IS_VARIANT:
return "Variant"
else:
return "void"
else:
return _get_property_type(cls_name, method_return)
static func _get_parent_classes(cls_name: StringName) -> Array[StringName]:
var parent_classes = [] as Array[StringName]
while true:
cls_name = ClassDB.get_parent_class(cls_name)
parent_classes.append(cls_name)
if cls_name == "Object":
break
return parent_classes
static func _generate_strings_class(cls_name: StringName, string_name_type: StringNameType, string_names: PackedStringArray) -> String:
var parent_class = ClassDB.get_parent_class(cls_name)
var lines = PackedStringArray()
for name in string_names:
if string_name_type == StringNameType.METHOD_NAME and ClassDB.class_has_method(parent_class, name):
continue
if string_name_type == StringNameType.SIGNAL_NAME and ClassDB.class_has_signal(parent_class, name):
continue
lines.append("public static readonly StringName {cs_name} = \"{name}\";".format({
cs_name = name.to_pascal_case(),
name = name,
}))
return """
public {maybe_new}class {strings_class} : {parent_class}.{strings_class}
{
{lines}
}
""".dedent().format({
lines = "\n".join(lines).indent("\t"),
maybe_new = "new " if _is_extension_class(parent_class) else "",
parent_class = parent_class,
strings_class = StringNameTypeName[string_name_type],
}).strip_edges()
static func _get_common_prefix(s1: String, s2: String) -> String:
var common_length = min(s1.length(), s2.length())
for i in range(common_length):
if s1[i] != s2[i]:
return s1.substr(0, i)
return s1.substr(0, common_length)
static func _get_class_from_class_name(cls_name: String) -> String:
var classes = cls_name.split(",")
if classes.size() == 1:
return cls_name
# Handle special case where 2 or more class names are present separated
# by ",": calculate the common parent class.
# Example case: CanvasItem.material uses "CanvasItemMaterial,ShaderMaterial"
var parent_classes = _get_parent_classes(classes[0])
for i in range(1, classes.size()):
var test_cls = classes[i]
while not ClassDB.is_parent_class(test_cls, parent_classes[0]):
parent_classes.pop_front()
return parent_classes[0]
static func _needs_enum_suffix(cls_name: StringName, enum_name: String) -> bool:
var snake_case_enum_name = enum_name.to_snake_case()
if ClassDB.class_has_method(cls_name, snake_case_enum_name):
return true
if ClassDB.class_has_signal(cls_name, snake_case_enum_name):
return true
var properties = ClassDB.class_get_property_list(cls_name)
for property in properties:
if snake_case_enum_name == property["name"]:
return true
return false
# Pascal case conversion used for class names.
# Replicates the logic from `godot/modules/mono/utils/naming_utils.cpp`
static func _is_ascii_upper_case(c: String) -> bool:
return c.to_upper() == c
static func _is_ascii_lower_case(c: String) -> bool:
return c.to_lower() == c
static func _is_digit(c: String) -> bool:
return c >= "0" and c <= "9"
static func _split_pascal_case(p_identifier: String) -> PackedStringArray:
var parts := PackedStringArray()
var current_part_start := 0
var prev_was_upper := _is_ascii_upper_case(p_identifier[0])
for i in range(1, p_identifier.length()):
if prev_was_upper:
if _is_digit(p_identifier[i]) or _is_ascii_lower_case(p_identifier[i]):
if not _is_digit(p_identifier[i]):
# These conditions only apply when the separator is not a digit.
if i - current_part_start == 1:
# Upper character was only the beginning of a word.
prev_was_upper = false
continue
if i != p_identifier.length():
# If this is not the last character, the last uppercase
# character is the start of the next word.
i -= 1
if i - current_part_start > 0:
parts.append(p_identifier.substr(current_part_start, i - current_part_start))
current_part_start = i
prev_was_upper = false
else:
if _is_digit(p_identifier[i]) or _is_ascii_upper_case(p_identifier[i]):
parts.append(p_identifier.substr(current_part_start, i - current_part_start))
current_part_start = i
prev_was_upper = true
# Add the rest of the identifier as the last part.
if current_part_start != p_identifier.length():
parts.append(p_identifier.substr(current_part_start))
return parts
static func _pascal_to_pascal_case(p_identifier: String) -> String:
if p_identifier.length() == 0:
return p_identifier
if p_identifier.length() <= 2:
return p_identifier.to_upper()
if PASCAL_CASE_NAME_OVERRIDES.has(p_identifier):
return PASCAL_CASE_NAME_OVERRIDES[p_identifier]
var parts := _split_pascal_case(p_identifier)
var ret := ""
for part in parts:
if PASCAL_CASE_PART_OVERRIDES.has(part):
ret += PASCAL_CASE_PART_OVERRIDES[part]
continue
if part.length() <= 2 and _is_ascii_upper_case(part):
ret += part.to_upper()
continue
part[0] = part[0].to_upper()
for i in range(1, part.length()):
if _is_digit(part[i - 1]):
# Use uppercase after digits.
part[i] = part[i].to_upper()
else:
part[i] = part[i].to_lower()
ret += part
return ret

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importer="texture"
type="CompressedTexture2D"
uid="uid://blckign68biqs"
path="res://.godot/imported/icon.png-6749c396fd9e755f292f935bb84594b0.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://addons/csharp_gdextension_bindgen/icon.png"
dest_files=["res://.godot/imported/icon.png-6749c396fd9e755f292f935bb84594b0.ctex"]
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compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
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@@ -0,0 +1,7 @@
[plugin]
name="C# GDExtension Bindgen"
description="Automatic C# bindings generator for GDExtension classes (Godot 4.4+)"
author="gilzoide"
version="0.3.1"
script="csharp_gdextension_bindgen.gd"