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mirror of https://github.com/godotengine/godot.git synced 2025-12-04 17:04:49 +00:00

Added documentation comments to the .NET library

Comments have been added for the following:
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotTaskScheduler.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/GodotSynchronizationContext.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/AssemblyHasScriptsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/DisableGodotGeneratorsAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ExportAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/GodotMethodAttribute.cs
modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/ScriptPathAttribute.cs
This commit is contained in:
Joshua Quinones
2022-04-10 22:26:17 -04:00
committed by Aaron Franke
parent 8df8fff54b
commit 003ad31ed5
12 changed files with 89 additions and 0 deletions

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@@ -2,17 +2,27 @@ using System;
namespace Godot
{
/// <summary>
/// An attribute that determines if an assembly has scripts. If so, what types of scripts the assembly has.
/// </summary>
[AttributeUsage(AttributeTargets.Assembly)]
public class AssemblyHasScriptsAttribute : Attribute
{
private readonly bool requiresLookup;
private readonly System.Type[] scriptTypes;
/// <summary>
/// Constructs a new AssemblyHasScriptsAttribute instance.
/// </summary>
public AssemblyHasScriptsAttribute()
{
requiresLookup = true;
}
/// <summary>
/// Constructs a new AssemblyHasScriptsAttribute instance.
/// </summary>
/// <param name="scriptTypes">The specified type(s) of scripts.</param>
public AssemblyHasScriptsAttribute(System.Type[] scriptTypes)
{
requiresLookup = false;

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@@ -2,6 +2,9 @@ using System;
namespace Godot
{
/// <summary>
/// An attribute that disables Godot Generators.
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class DisableGodotGeneratorsAttribute : Attribute { }
}

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@@ -2,12 +2,20 @@ using System;
namespace Godot
{
/// <summary>
/// An attribute used to export objects.
/// </summary>
[AttributeUsage(AttributeTargets.Field | AttributeTargets.Property)]
public class ExportAttribute : Attribute
{
private PropertyHint hint;
private string hintString;
/// <summary>
/// Constructs a new ExportAttribute Instance.
/// </summary>
/// <param name="hint">A hint to the exported object.</param>
/// <param name="hintString">A string representing the exported object.</param>
public ExportAttribute(PropertyHint hint = PropertyHint.None, string hintString = "")
{
this.hint = hint;

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@@ -2,6 +2,9 @@ using System;
namespace Godot
{
/// <summary>
/// An attribute for a method.
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
internal class GodotMethodAttribute : Attribute
{
@@ -9,6 +12,10 @@ namespace Godot
public string MethodName { get { return methodName; } }
/// <summary>
/// Constructs a new GodotMethodAttribute instance.
/// </summary>
/// <param name="methodName">The name of the method.</param>
public GodotMethodAttribute(string methodName)
{
this.methodName = methodName;

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@@ -2,9 +2,15 @@ using System;
namespace Godot
{
/// <summary>
/// Constructs a new AnyPeerAttribute instance. Members with the AnyPeerAttribute are given authority over their own player.
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class AnyPeerAttribute : Attribute { }
/// <summary>
/// Constructs a new AuthorityAttribute instance. Members with the AuthorityAttribute are given authority over the game.
/// </summary>
[AttributeUsage(AttributeTargets.Method)]
public class AuthorityAttribute : Attribute { }
}

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@@ -2,11 +2,18 @@ using System;
namespace Godot
{
/// <summary>
/// An attribute that contains the path to the object's script.
/// </summary>
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class ScriptPathAttribute : Attribute
{
private string path;
/// <summary>
/// Constructs a new ScriptPathAttribute instance.
/// </summary>
/// <param name="path">The file path to the script</param>
public ScriptPathAttribute(string path)
{
this.path = path;

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@@ -4,9 +4,16 @@ namespace Godot
{
public static class Dispatcher
{
/// <summary>
/// Implements an external instance of GodotTaskScheduler.
/// </summary>
/// <returns>A GodotTaskScheduler instance.</returns>
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern GodotTaskScheduler godot_icall_DefaultGodotTaskScheduler();
/// <summary>
/// Initializes the synchronization context as the context of the GodotTaskScheduler.
/// </summary>
public static GodotSynchronizationContext SynchronizationContext =>
godot_icall_DefaultGodotTaskScheduler().Context;
}

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@@ -14,6 +14,9 @@ namespace Godot
_queue.Add(new KeyValuePair<SendOrPostCallback, object>(d, state));
}
/// <summary>
/// Calls the Key method on each workItem object in the _queue to activate their callbacks.
/// </summary>
public void ExecutePendingContinuations()
{
while (_queue.TryTake(out var workItem))

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@@ -6,11 +6,25 @@ using System.Threading.Tasks;
namespace Godot
{
/// <summary>
/// GodotTaskScheduler contains a linked list of tasks to perform as a queue. Methods
/// within the class are used to control the queue and perform the contained tasks.
/// </summary>
public class GodotTaskScheduler : TaskScheduler
{
/// <summary>
/// The current synchronization context.
/// </summary>
internal GodotSynchronizationContext Context { get; }
/// <summary>
/// The queue of tasks for the task scheduler.
/// </summary>
private readonly LinkedList<Task> _tasks = new LinkedList<Task>();
/// <summary>
/// Constructs a new GodotTaskScheduler instance.
/// </summary>
public GodotTaskScheduler()
{
Context = new GodotSynchronizationContext();
@@ -53,12 +67,19 @@ namespace Godot
}
}
/// <summary>
/// Executes all queued tasks and pending tasks from the current context.
/// </summary>
public void Activate()
{
ExecuteQueuedTasks();
Context.ExecutePendingContinuations();
}
/// <summary>
/// Loops through and attempts to execute each task in _tasks.
/// </summary>
/// <exception cref="InvalidOperationException"></exception>
private void ExecuteQueuedTasks()
{
while (true)

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@@ -1,10 +1,17 @@
namespace Godot
{
/// <summary>
/// An interface that requires a GetAwaiter() method to get a reference to the Awaiter.
/// </summary>
public interface IAwaitable
{
IAwaiter GetAwaiter();
}
/// <summary>
/// A templated interface that requires a GetAwaiter() method to get a reference to the Awaiter.
/// </summary>
/// <typeparam name="TResult">A reference to the result to be passed out.</typeparam>
public interface IAwaitable<out TResult>
{
IAwaiter<TResult> GetAwaiter();

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@@ -2,6 +2,9 @@ using System.Runtime.CompilerServices;
namespace Godot
{
/// <summary>
/// An interface that requires a boolean for completion status and a method that gets the result of completion.
/// </summary>
public interface IAwaiter : INotifyCompletion
{
bool IsCompleted { get; }
@@ -9,6 +12,10 @@ namespace Godot
void GetResult();
}
/// <summary>
/// A templated interface that requires a boolean for completion status and a method that gets the result of completion and returns it.
/// </summary>
/// <typeparam name="TResult">A reference to the result to be passed out.</typeparam>
public interface IAwaiter<out TResult> : INotifyCompletion
{
bool IsCompleted { get; }

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@@ -1,5 +1,8 @@
namespace Godot
{
/// <summary>
/// An interface that requires methods for before and after serialization.
/// </summary>
public interface ISerializationListener
{
void OnBeforeSerialize();