godot-cpp/include/godot_cpp/classes/wrapped.hpp

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/*************************************************************************/
/* wrapped.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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>
#include <godot_cpp/godot.hpp>
namespace godot {
typedef void GodotObject;
// Base for all engine classes, to contain the pointer to the engine instance.
class Wrapped {
friend class GDExtensionBinding;
// Private constructor, this should not be created directly by users.
Wrapped(GodotObject *p_owner) :
_owner(p_owner) {}
protected:
Wrapped() = default;
public:
// Must be public but you should not touch this.
GodotObject *_owner = nullptr;
static Wrapped *_new() {
return nullptr;
}
};
namespace internal {
template <class T, class Enable = void>
struct Creator {
static T *_new() { return nullptr; }
};
template <class T>
struct Creator<T, typename std::enable_if<std::is_base_of_v<godot::Wrapped, T>>::type> {
static T *_new() { return T::_new(); }
};
// template <class T>
// struct Creator<T, std::false_type> {
// };
// template <class T>
// struct Creator<T, std::enable_if_t<std::is_base_of_v<godot::Wrapped, T>, bool>> {
// static T *_new() { return T::_new(); }
// };
}; // namespace internal
} // namespace godot
#ifdef DEBUG_ENABLED
#define CHECK_CLASS_CONSTRUCTOR(m_constructor, m_class) \
if (unlikely(!m_constructor)) { \
ERR_PRINT_ONCE("Constructor for class " #m_class "not found. Likely wasn't registered in ClassDB."); \
return nullptr; \
} else \
((void)0)
#else
#define CHECK_CLASS_CONSTRUCTOR(m_constructor, m_class)
#endif
#define GDCLASS(m_class, m_inherits) \
private: \
friend class ClassDB; \
\
using SelfType = m_class; \
\
protected: \
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() { \
return #m_inherits; \
} \
\
static GDExtensionClassInstancePtr create(void *data) { \
return reinterpret_cast<GDExtensionClassInstancePtr>(new ("") m_class); \
} \
\
static void free(void *data, GDExtensionClassInstancePtr ptr) { \
Memory::free_static(reinterpret_cast<m_class *>(ptr)); \
} \
\
static void set_object_instance(GDExtensionClassInstancePtr p_instance, GDNativeObjectPtr p_object_instance) { \
reinterpret_cast<m_class *>(p_instance)->_owner = reinterpret_cast<GodotObject *>(p_object_instance); \
} \
\
static void *___binding_create_callback(void *p_token, void *p_instance) { \
m_class *result = new ("") m_class; \
result->_owner = reinterpret_cast<godot::GodotObject *>(p_instance); \
return result; \
} \
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, \
}; \
\
static m_class *_new() { \
static GDNativeClassConstructor ___constructor = godot::internal::interface->classdb_get_constructor(#m_class); \
CHECK_CLASS_CONSTRUCTOR(___constructor, m_class); \
GDNativeObjectPtr obj = ___constructor(); \
return reinterpret_cast<m_class *>(godot::internal::interface->object_get_instance_binding(obj, godot::internal::token, &m_class::___binding_callbacks)); \
} \
\
private:
// Don't use this for your classes, use GDCLASS() instead.
#define GDNATIVE_CLASS(m_class, m_inherits) \
protected: \
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() { \
return #m_inherits; \
} \
\
static void *___binding_create_callback(void *p_token, void *p_instance) { \
m_class *obj = new ("") m_class; \
obj->_owner = (godot::GodotObject *)p_instance; \
return obj; \
} \
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, \
}; \
static m_class *_new() { \
static GDNativeClassConstructor ___constructor = godot::internal::interface->classdb_get_constructor(#m_class); \
CHECK_CLASS_CONSTRUCTOR(___constructor, m_class); \
GDNativeObjectPtr obj = ___constructor(); \
return reinterpret_cast<m_class *>(godot::internal::interface->object_get_instance_binding(obj, godot::internal::token, &m_class::___binding_callbacks)); \
} \
\
private:
#endif // ! GODOT_CPP_WRAPPED_HPP