godot-cpp/include/godot_cpp/core/method_ptrcall.hpp

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/**************************************************************************/
/* method_ptrcall.hpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_METHOD_PTRCALL_HPP
#define GODOT_METHOD_PTRCALL_HPP
Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Update binding_generator.py update to also take missing classes/structs Update binding_generator.py Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Add support for build profiles. Allow enabling or disabling specific classes (which will not be built). Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations update to also take missing classes/structs Update binding_generator.py update update naming of files add godot mappings. update and run output_header_mapping.json Update README.md make godot_compat work without a file generated fix the test Update binding_generator.py Update binding_generator.py Update binding_generator.py use files from include too Update README.md lint lint lint Update CMakeLists.txt update to use all. fix linting a bit update wip fix posix path Update CMakeLists.txt Update binding_generator.py add using namespace godot; everywhere to includes fix includes Try fixes. generate new include files 123 Update binding_generator.py Update binding_generator.py Update binding_generator.py Update binding_generator.py update fix GODOT_MODULE_COMPAT fix manual includes to match. Update godot.hpp Update color_names.inc.hpp
2024-03-15 08:57:36 +00:00
#ifdef GODOT_MODULE
#include "core/variant/method_ptrcall.h"
#else
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/core/object.hpp>
#include <godot_cpp/godot.hpp>
#include <godot_cpp/variant/variant.hpp>
namespace godot {
template <typename T>
struct PtrToArg {};
#define MAKE_PTRARG(m_type) \
template <> \
struct PtrToArg<m_type> { \
_FORCE_INLINE_ static m_type convert(const void *p_ptr) { \
return *reinterpret_cast<const m_type *>(p_ptr); \
} \
typedef m_type EncodeT; \
_FORCE_INLINE_ static void encode(m_type p_val, void *p_ptr) { \
*reinterpret_cast<m_type *>(p_ptr) = p_val; \
} \
}; \
template <> \
struct PtrToArg<const m_type &> { \
_FORCE_INLINE_ static m_type convert(const void *p_ptr) { \
return *reinterpret_cast<const m_type *>(p_ptr); \
} \
typedef m_type EncodeT; \
_FORCE_INLINE_ static void encode(m_type p_val, void *p_ptr) { \
*reinterpret_cast<m_type *>(p_ptr) = p_val; \
} \
}
#define MAKE_PTRARGCONV(m_type, m_conv) \
template <> \
struct PtrToArg<m_type> { \
_FORCE_INLINE_ static m_type convert(const void *p_ptr) { \
return static_cast<m_type>(*reinterpret_cast<const m_conv *>(p_ptr)); \
} \
typedef m_conv EncodeT; \
_FORCE_INLINE_ static void encode(m_type p_val, void *p_ptr) { \
*reinterpret_cast<m_conv *>(p_ptr) = static_cast<m_conv>(p_val); \
} \
_FORCE_INLINE_ static m_conv encode_arg(m_type p_val) { \
return static_cast<m_conv>(p_val); \
} \
}; \
template <> \
struct PtrToArg<const m_type &> { \
_FORCE_INLINE_ static m_type convert(const void *p_ptr) { \
return static_cast<m_type>(*reinterpret_cast<const m_conv *>(p_ptr)); \
} \
typedef m_conv EncodeT; \
_FORCE_INLINE_ static void encode(m_type p_val, void *p_ptr) { \
*reinterpret_cast<m_conv *>(p_ptr) = static_cast<m_conv>(p_val); \
} \
_FORCE_INLINE_ static m_conv encode_arg(m_type p_val) { \
return static_cast<m_conv>(p_val); \
} \
}
#define MAKE_PTRARG_BY_REFERENCE(m_type) \
template <> \
struct PtrToArg<m_type> { \
_FORCE_INLINE_ static m_type convert(const void *p_ptr) { \
return *reinterpret_cast<const m_type *>(p_ptr); \
} \
typedef m_type EncodeT; \
_FORCE_INLINE_ static void encode(const m_type &p_val, void *p_ptr) { \
*reinterpret_cast<m_type *>(p_ptr) = p_val; \
} \
}; \
template <> \
struct PtrToArg<const m_type &> { \
_FORCE_INLINE_ static m_type convert(const void *p_ptr) { \
return *reinterpret_cast<const m_type *>(p_ptr); \
} \
typedef m_type EncodeT; \
_FORCE_INLINE_ static void encode(const m_type &p_val, void *p_ptr) { \
*reinterpret_cast<m_type *>(p_ptr) = p_val; \
} \
}
MAKE_PTRARGCONV(bool, uint8_t);
// Integer types.
MAKE_PTRARGCONV(uint8_t, int64_t);
MAKE_PTRARGCONV(int8_t, int64_t);
MAKE_PTRARGCONV(uint16_t, int64_t);
MAKE_PTRARGCONV(int16_t, int64_t);
MAKE_PTRARGCONV(uint32_t, int64_t);
MAKE_PTRARGCONV(int32_t, int64_t);
MAKE_PTRARG(int64_t);
MAKE_PTRARG(uint64_t);
// Float types
MAKE_PTRARGCONV(float, double);
MAKE_PTRARG(double);
MAKE_PTRARG(String);
MAKE_PTRARG(Vector2);
MAKE_PTRARG(Vector2i);
MAKE_PTRARG(Rect2);
MAKE_PTRARG(Rect2i);
MAKE_PTRARG_BY_REFERENCE(Vector3);
MAKE_PTRARG_BY_REFERENCE(Vector3i);
MAKE_PTRARG(Transform2D);
MAKE_PTRARG_BY_REFERENCE(Vector4);
MAKE_PTRARG_BY_REFERENCE(Vector4i);
MAKE_PTRARG_BY_REFERENCE(Plane);
MAKE_PTRARG(Quaternion);
MAKE_PTRARG_BY_REFERENCE(AABB);
MAKE_PTRARG_BY_REFERENCE(Basis);
MAKE_PTRARG_BY_REFERENCE(Transform3D);
MAKE_PTRARG_BY_REFERENCE(Projection);
MAKE_PTRARG_BY_REFERENCE(Color);
MAKE_PTRARG(StringName);
MAKE_PTRARG(NodePath);
MAKE_PTRARG(RID);
// Object doesn't need this.
MAKE_PTRARG(Callable);
MAKE_PTRARG(Signal);
MAKE_PTRARG(Dictionary);
MAKE_PTRARG(Array);
MAKE_PTRARG(PackedByteArray);
MAKE_PTRARG(PackedInt32Array);
MAKE_PTRARG(PackedInt64Array);
MAKE_PTRARG(PackedFloat32Array);
MAKE_PTRARG(PackedFloat64Array);
MAKE_PTRARG(PackedStringArray);
MAKE_PTRARG(PackedVector2Array);
MAKE_PTRARG(PackedVector3Array);
MAKE_PTRARG(PackedVector4Array);
MAKE_PTRARG(PackedColorArray);
MAKE_PTRARG_BY_REFERENCE(Variant);
// This is for Object.
template <typename T>
struct PtrToArg<T *> {
static_assert(std::is_base_of<Object, T>::value, "Cannot encode non-Object value as an Object");
_FORCE_INLINE_ static T *convert(const void *p_ptr) {
return likely(p_ptr) ? reinterpret_cast<T *>(godot::internal::get_object_instance_binding(*reinterpret_cast<GDExtensionObjectPtr *>(const_cast<void *>(p_ptr)))) : nullptr;
}
typedef Object *EncodeT;
_FORCE_INLINE_ static void encode(T *p_var, void *p_ptr) {
*reinterpret_cast<const void **>(p_ptr) = likely(p_var) ? p_var->_owner : nullptr;
}
};
template <typename T>
struct PtrToArg<const T *> {
static_assert(std::is_base_of<Object, T>::value, "Cannot encode non-Object value as an Object");
_FORCE_INLINE_ static const T *convert(const void *p_ptr) {
return likely(p_ptr) ? reinterpret_cast<const T *>(godot::internal::get_object_instance_binding(*reinterpret_cast<GDExtensionObjectPtr *>(const_cast<void *>(p_ptr)))) : nullptr;
}
typedef const Object *EncodeT;
_FORCE_INLINE_ static void encode(T *p_var, void *p_ptr) {
*reinterpret_cast<const void **>(p_ptr) = likely(p_var) ? p_var->_owner : nullptr;
}
};
// Pointers.
#define GDVIRTUAL_NATIVE_PTR(m_type) \
template <> \
struct PtrToArg<m_type *> { \
_FORCE_INLINE_ static m_type *convert(const void *p_ptr) { \
return (m_type *)(*(void **)p_ptr); \
} \
typedef m_type *EncodeT; \
_FORCE_INLINE_ static void encode(m_type *p_var, void *p_ptr) { \
*reinterpret_cast<m_type **>(p_ptr) = p_var; \
} \
}; \
\
template <> \
struct PtrToArg<const m_type *> { \
_FORCE_INLINE_ static const m_type *convert(const void *p_ptr) { \
return (const m_type *)(*(const void **)p_ptr); \
} \
typedef const m_type *EncodeT; \
_FORCE_INLINE_ static void encode(const m_type *p_var, void *p_ptr) { \
*reinterpret_cast<const m_type **>(p_ptr) = p_var; \
} \
}
GDVIRTUAL_NATIVE_PTR(void);
GDVIRTUAL_NATIVE_PTR(bool);
GDVIRTUAL_NATIVE_PTR(char);
GDVIRTUAL_NATIVE_PTR(char16_t);
GDVIRTUAL_NATIVE_PTR(char32_t);
GDVIRTUAL_NATIVE_PTR(wchar_t);
GDVIRTUAL_NATIVE_PTR(uint8_t);
GDVIRTUAL_NATIVE_PTR(uint8_t *);
GDVIRTUAL_NATIVE_PTR(int8_t);
GDVIRTUAL_NATIVE_PTR(uint16_t);
GDVIRTUAL_NATIVE_PTR(int16_t);
GDVIRTUAL_NATIVE_PTR(uint32_t);
GDVIRTUAL_NATIVE_PTR(int32_t);
GDVIRTUAL_NATIVE_PTR(int64_t);
GDVIRTUAL_NATIVE_PTR(uint64_t);
GDVIRTUAL_NATIVE_PTR(float);
GDVIRTUAL_NATIVE_PTR(double);
} // namespace godot
Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Update binding_generator.py update to also take missing classes/structs Update binding_generator.py Generate godot compat for dual build generate compat generate compat Update ci.yml Update binding_generator.py generate compat generate compat lint python files Update compat_generator.py update docs Update binding_generator.py Update module_converter.py also collect defines Add module converter file that converts module based projects to godot_compat Update ci.yml update docs Update compat_generator.py lint python files generate compat generate compat generate compat generate compat Update ci.yml fix path issue when caling from outside Add support for build profiles. Allow enabling or disabling specific classes (which will not be built). Allow forwarding from `ClassDB` to `ClassDBSingleton` to support enumerations update to also take missing classes/structs Update binding_generator.py update update naming of files add godot mappings. update and run output_header_mapping.json Update README.md make godot_compat work without a file generated fix the test Update binding_generator.py Update binding_generator.py Update binding_generator.py use files from include too Update README.md lint lint lint Update CMakeLists.txt update to use all. fix linting a bit update wip fix posix path Update CMakeLists.txt Update binding_generator.py add using namespace godot; everywhere to includes fix includes Try fixes. generate new include files 123 Update binding_generator.py Update binding_generator.py Update binding_generator.py Update binding_generator.py update fix GODOT_MODULE_COMPAT fix manual includes to match. Update godot.hpp Update color_names.inc.hpp
2024-03-15 08:57:36 +00:00
#endif
#endif // GODOT_METHOD_PTRCALL_HPP