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https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
124 lines
3.2 KiB
C#
124 lines
3.2 KiB
C#
namespace Sandbox;
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/// <summary>
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/// Provides data about a wrapped property setter in a <see cref="CodeGeneratorAttribute"/> callback.
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/// </summary>
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/// <typeparam name="T">The expected type of the wrapped property.</typeparam>
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public readonly ref struct WrappedPropertySet<T>
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{
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/// <summary>
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/// The value the property wants to be set to.
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/// </summary>
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public T Value { get; init; }
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/// <summary>
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/// The object whose property is being wrapped. This will be null if we're wrapping a static property.
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/// </summary>
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public object Object { get; init; }
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/// <summary>
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/// Invoke the original setter with the provided value.
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/// </summary>
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public Action<T> Setter { get; init; }
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/// <summary>
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/// Get the current value
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/// </summary>
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public Func<T> Getter { get; init; }
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/// <summary>
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/// Is this a static property?
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/// </summary>
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public bool IsStatic { get; init; }
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/// <summary>
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/// The name of the type that the property belongs to.
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/// </summary>
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public string TypeName { get; init; }
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/// <summary>
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/// The name of the original property. If static, will return the full name including the type.
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/// </summary>
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public string PropertyName { get; init; }
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/// <summary>
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/// The identity of the original property. Used by TypeLibrary as a unique identifier for the property.
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/// </summary>
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public int MemberIdent { get; init; }
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/// <summary>
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/// An array of all attributes on the original property.
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/// </summary>
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public Attribute[] Attributes { get; init; }
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/// <summary>
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/// Get the attribute of type, or null if it doesn't exist
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/// </summary>
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public U GetAttribute<U>() where U : System.Attribute
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{
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for ( int i = 0; i < Attributes.Length; i++ )
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{
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if ( Attributes[i] is U t )
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return t;
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}
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return default;
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}
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}
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/// <summary>
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/// Provides data about a wrapped property getter in a <see cref="CodeGeneratorAttribute"/> callback.
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/// </summary>
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/// <typeparam name="T">The expected type of the wrapped property.</typeparam>
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public readonly ref struct WrappedPropertyGet<T>
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{
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/// <summary>
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/// The value from the original getter.
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/// </summary>
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public T Value { get; init; }
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/// <summary>
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/// The object whose property is being wrapped. This will be null if we're wrapping a static property.
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/// </summary>
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public object Object { get; init; }
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/// <summary>
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/// Is this a static property?
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/// </summary>
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public bool IsStatic { get; init; }
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/// <summary>
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/// The name of the type that the property belongs to.
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/// </summary>
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public string TypeName { get; init; }
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/// <summary>
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/// The name of the original property. If static, will return the full name including the type.
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/// </summary>
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public string PropertyName { get; init; }
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/// <summary>
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/// The identity of the original property. Used by TypeLibrary as a unique identifier for the property.
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/// </summary>
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public int MemberIdent { get; init; }
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/// <summary>
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/// An array of all attributes on the original property.
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/// </summary>
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public Attribute[] Attributes { get; init; }
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/// <summary>
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/// Get the attribute of type, or null if it doesn't exist
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/// </summary>
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public U GetAttribute<U>() where U : System.Attribute
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{
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for ( int i = 0; i < Attributes.Length; i++ )
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{
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if ( Attributes[i] is U t )
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return t;
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}
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return default;
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}
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}
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