Type aliases for passed callbacks are ignored, and each function gets its own callback, even if the rust file contains information that shows.
temp.rs:
pub type SingleIntCallback = extern "C" fn(param: i32);
#[no_mangle]
pub unsafe extern "C" fn first(_callback: SingleIntCallback) {}
#[no_mangle]
pub unsafe extern "C" fn second(_callback: SingleIntCallback) {}
build.rs::
csbindgen::Builder::default()
.input_extern_file("src/temp.rs")
.csharp_dll_name("example")
.always_included_types(["SingleIntCallback"])
.csharp_use_function_pointer(false)
.generate_csharp_file("../unity/Runtime/NativeMethods.cs")
.unwrap()
Output:
// <auto-generated>
// This code is generated by csbindgen.
// DON'T CHANGE THIS DIRECTLY.
// </auto-generated>
#pragma warning disable CS8500
#pragma warning disable CS8981
using System;
using System.Runtime.InteropServices;
namespace CsBindgen
{
internal static unsafe partial class NativeMethods
{
const string __DllName = "example";
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
internal delegate void first__callback_delegate(int param);
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
internal delegate void second__callback_delegate(int param);
[DllImport(__DllName, EntryPoint = "first", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
internal static extern void first(first__callback_delegate _callback);
[DllImport(__DllName, EntryPoint = "second", CallingConvention = CallingConvention.Cdecl, ExactSpelling = true)]
internal static extern void second(second__callback_delegate _callback);
}
}
This requires in Unity:
[AOT.MonoPInvokeCallback(typeof(first__callback_delegate))]
[AOT.MonoPInvokeCallback(typeof(second__callback_delegate))]
Which easily explodes with the number of generated functions.
I'd be happy to fix this, but I don't know the structure of this project, so I'll appreciate pointers on where to look.
Type aliases for passed callbacks are ignored, and each function gets its own callback, even if the rust file contains information that shows.
temp.rs:
build.rs::
Output:
This requires in Unity:
Which easily explodes with the number of generated functions.
I'd be happy to fix this, but I don't know the structure of this project, so I'll appreciate pointers on where to look.