2021-08-18 14:03:52 +00:00
/*************************************************************************/
/* wrapped.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2022-03-15 09:17:53 +00:00
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
2021-08-18 14:03:52 +00:00
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* 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 OR COPYRIGHT HOLDERS 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. */
/*************************************************************************/
# ifndef GODOT_CPP_WRAPPED_HPP
# define GODOT_CPP_WRAPPED_HPP
# include <godot_cpp/core/memory.hpp>
2021-09-09 23:40:40 +00:00
# include <godot_cpp/godot.hpp>
2021-11-30 13:00:13 +00:00
2021-08-18 14:03:52 +00:00
namespace godot {
typedef void GodotObject ;
// Base for all engine classes, to contain the pointer to the engine instance.
class Wrapped {
friend class GDExtensionBinding ;
2021-11-30 13:00:13 +00:00
friend void postinitialize_handler ( Wrapped * ) ;
2021-08-18 14:03:52 +00:00
protected :
2021-12-06 14:39:51 +00:00
virtual const char * _get_extension_class ( ) const ; // This is needed to retrieve the class name before the godot object has its _extension and _extension_instance members assigned.
2021-11-30 13:00:13 +00:00
virtual const GDNativeInstanceBindingCallbacks * _get_bindings_callbacks ( ) const = 0 ;
void _postinitialize ( ) ;
Wrapped ( const char * p_godot_class ) ;
Wrapped ( GodotObject * p_godot_object ) ;
2021-08-18 14:03:52 +00:00
public :
2022-02-20 19:23:14 +00:00
static const char * get_class_static ( ) {
return " Wrapped " ;
}
2021-08-18 14:03:52 +00:00
// Must be public but you should not touch this.
GodotObject * _owner = nullptr ;
2021-09-09 23:40:40 +00:00
} ;
2021-08-18 14:03:52 +00:00
} // namespace godot
2021-11-30 13:00:13 +00:00
# define GDCLASS(m_class, m_inherits) \
private : \
void operator = ( const m_class & p_rval ) { } \
friend class ClassDB ; \
\
protected : \
2021-12-06 14:39:51 +00:00
virtual const char * _get_extension_class ( ) const override { \
2021-11-30 13:00:13 +00:00
return get_class_static ( ) ; \
} \
\
virtual const GDNativeInstanceBindingCallbacks * _get_bindings_callbacks ( ) const override { \
return & ___binding_callbacks ; \
} \
\
static void ( * _get_bind_methods ( ) ) ( ) { \
return & m_class : : _bind_methods ; \
} \
\
template < class T > \
static void register_virtuals ( ) { \
m_inherits : : register_virtuals < T > ( ) ; \
} \
\
public : \
static void initialize_class ( ) { \
static bool initialized = false ; \
if ( initialized ) { \
return ; \
} \
m_inherits : : initialize_class ( ) ; \
if ( m_class : : _get_bind_methods ( ) ! = m_inherits : : _get_bind_methods ( ) ) { \
_bind_methods ( ) ; \
m_inherits : : register_virtuals < m_class > ( ) ; \
} \
initialized = true ; \
} \
\
static const char * get_class_static ( ) { \
return # m_class ; \
} \
\
static const char * get_parent_class_static ( ) { \
2022-02-20 19:23:14 +00:00
return m_inherits : : get_class_static ( ) ; \
2021-11-30 13:00:13 +00:00
} \
\
static GDNativeObjectPtr create ( void * data ) { \
m_class * new_object = memnew ( m_class ) ; \
return new_object - > _owner ; \
} \
\
static void free ( void * data , GDExtensionClassInstancePtr ptr ) { \
if ( ptr ) { \
m_class * cls = reinterpret_cast < m_class * > ( ptr ) ; \
cls - > ~ m_class ( ) ; \
: : godot : : Memory : : free_static ( cls ) ; \
} \
} \
\
static void * ___binding_create_callback ( void * p_token , void * p_instance ) { \
return nullptr ; \
} \
static void ___binding_free_callback ( void * p_token , void * p_instance , void * p_binding ) { \
} \
static GDNativeBool ___binding_reference_callback ( void * p_token , void * p_instance , GDNativeBool p_reference ) { \
return true ; \
} \
static constexpr GDNativeInstanceBindingCallbacks ___binding_callbacks = { \
___binding_create_callback , \
___binding_free_callback , \
___binding_reference_callback , \
} ;
2021-08-18 14:03:52 +00:00
// Don't use this for your classes, use GDCLASS() instead.
2021-11-30 13:00:13 +00:00
# define GDNATIVE_CLASS(m_class, m_inherits) \
private : \
void operator = ( const m_class & p_rval ) { } \
\
protected : \
virtual const GDNativeInstanceBindingCallbacks * _get_bindings_callbacks ( ) const override { \
return & ___binding_callbacks ; \
} \
\
m_class ( const char * p_godot_class ) : m_inherits ( p_godot_class ) { } \
m_class ( GodotObject * p_godot_object ) : m_inherits ( p_godot_object ) { } \
\
static void ( * _get_bind_methods ( ) ) ( ) { \
return nullptr ; \
} \
\
public : \
static void initialize_class ( ) { } \
\
static const char * get_class_static ( ) { \
return # m_class ; \
} \
\
static const char * get_parent_class_static ( ) { \
2022-02-20 19:23:14 +00:00
return m_inherits : : get_class_static ( ) ; \
2021-11-30 13:00:13 +00:00
} \
\
static void * ___binding_create_callback ( void * p_token , void * p_instance ) { \
return memnew ( m_class ( ( GodotObject * ) p_instance ) ) ; \
} \
static void ___binding_free_callback ( void * p_token , void * p_instance , void * p_binding ) { \
Memory : : free_static ( reinterpret_cast < m_class * > ( p_binding ) ) ; \
} \
static GDNativeBool ___binding_reference_callback ( void * p_token , void * p_instance , GDNativeBool p_reference ) { \
return true ; \
} \
static constexpr GDNativeInstanceBindingCallbacks ___binding_callbacks = { \
___binding_create_callback , \
___binding_free_callback , \
___binding_reference_callback , \
} ; \
m_class ( ) : m_class ( # m_class ) { }
2021-08-18 14:03:52 +00:00
# endif // ! GODOT_CPP_WRAPPED_HPP