godot-cpp/binding_generator.py

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#!/usr/bin/env python
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import json
from os import set_blocking
import re
import shutil
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from pathlib import Path
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def print_file_list(api_filepath, output_dir, headers=False, sources=False):
api = {}
end = ";"
with open(api_filepath) as api_file:
api = json.load(api_file)
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include_gen_folder = Path(output_dir) / "gen" / "include" / "godot_cpp"
source_gen_folder = Path(output_dir) / "gen" / "src"
for builtin_class in api["builtin_classes"]:
if is_pod_type(builtin_class["name"]):
continue
header_filename = include_gen_folder / "variant" / (camel_to_snake(builtin_class["name"]) + ".hpp")
source_filename = source_gen_folder / "variant" / (camel_to_snake(builtin_class["name"]) + ".cpp")
if headers:
print(str(header_filename.as_posix()), end=end)
if sources:
print(str(source_filename.as_posix()), end=end)
for engine_class in api["classes"]:
header_filename = include_gen_folder / "classes" / (camel_to_snake(engine_class["name"]) + ".hpp")
source_filename = source_gen_folder / "classes" / (camel_to_snake(engine_class["name"]) + ".cpp")
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if headers:
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print(str(header_filename.as_posix()), end=end)
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if sources:
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print(str(source_filename.as_posix()), end=end)
utility_functions_header_path = include_gen_folder / "variant" / "utility_functions.hpp"
utility_functions_source_path = source_gen_folder / "variant" / "utility_functions.cpp"
global_constants_header_path = include_gen_folder / "classes" / "global_constants.hpp"
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if headers:
print(str(utility_functions_header_path.as_posix()), end=end)
print(str(global_constants_header_path.as_posix()), end=end)
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if sources:
print(str(utility_functions_source_path.as_posix()), end=end)
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def generate_bindings(api_filepath, use_template_get_node, output_dir="."):
api = None
target_dir = Path(output_dir) / "gen"
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with open(api_filepath) as api_file:
api = json.load(api_file)
shutil.rmtree(target_dir, ignore_errors=True)
target_dir.mkdir(parents=True)
generate_global_constants(api, target_dir)
generate_builtin_bindings(api, target_dir, "float_64")
generate_engine_classes_bindings(api, target_dir, use_template_get_node)
generate_utility_functions(api, target_dir)
builtin_classes = []
# Key is class name, value is boolean where True means the class is refcounted.
engine_classes = {}
singletons = []
def generate_builtin_bindings(api, output_dir, build_config):
global builtin_classes
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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include_gen_folder = Path(output_dir) / "include" / "godot_cpp" / "variant"
source_gen_folder = Path(output_dir) / "src" / "variant"
include_gen_folder.mkdir(parents=True, exist_ok=True)
source_gen_folder.mkdir(parents=True, exist_ok=True)
# Store types beforehand.
for builtin_api in api["builtin_classes"]:
if is_pod_type(builtin_api["name"]):
continue
builtin_classes.append(builtin_api["name"])
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builtin_sizes = {}
for size_list in api["builtin_class_sizes"]:
if size_list["build_configuration"] == build_config:
for size in size_list["sizes"]:
builtin_sizes[size["name"]] = size["size"]
break
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# Create a file for Variant size, since that class isn't generated.
variant_size_filename = include_gen_folder / "variant_size.hpp"
with variant_size_filename.open("+w") as variant_size_file:
variant_size_source = []
add_header("variant_size.hpp", variant_size_source)
header_guard = "GODOT_CPP_VARIANT_SIZE_HPP"
variant_size_source.append(f"#ifndef {header_guard}")
variant_size_source.append(f"#define {header_guard}")
variant_size_source.append(f'#define GODOT_CPP_VARIANT_SIZE {builtin_sizes["Variant"]}')
variant_size_source.append(f"#endif // ! {header_guard}")
variant_size_file.write("\n".join(variant_size_source))
for builtin_api in api["builtin_classes"]:
if is_pod_type(builtin_api["name"]):
continue
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size = builtin_sizes[builtin_api["name"]]
header_filename = include_gen_folder / (camel_to_snake(builtin_api["name"]) + ".hpp")
source_filename = source_gen_folder / (camel_to_snake(builtin_api["name"]) + ".cpp")
# Check used classes for header include
used_classes = set()
fully_used_classes = set()
class_name = builtin_api["name"]
if "constructors" in builtin_api:
for constructor in builtin_api["constructors"]:
if "arguments" in constructor:
for argument in constructor["arguments"]:
if is_included(argument["type"], class_name):
if "default_value" in argument and argument["type"] != "Variant":
fully_used_classes.add(argument["type"])
else:
used_classes.add(argument["type"])
if "methods" in builtin_api:
for method in builtin_api["methods"]:
if "arguments" in method:
for argument in method["arguments"]:
if is_included(argument["type"], class_name):
if "default_value" in argument and argument["type"] != "Variant":
fully_used_classes.add(argument["type"])
else:
used_classes.add(argument["type"])
if "return_type" in method:
if is_included(method["return_type"], class_name):
used_classes.add(method["return_type"])
if "members" in builtin_api:
for member in builtin_api["members"]:
if is_included(member["type"], class_name):
used_classes.add(member["type"])
if "indexing_return_type" in builtin_api:
if is_included(builtin_api["indexing_return_type"], class_name):
used_classes.add(builtin_api["indexing_return_type"])
if "operators" in builtin_api:
for operator in builtin_api["operators"]:
if "right_type" in operator:
if is_included(operator["right_type"], class_name):
used_classes.add(operator["right_type"])
for type_name in fully_used_classes:
if type_name in used_classes:
used_classes.remove(type_name)
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with header_filename.open("w+") as header_file:
header_file.write(generate_builtin_class_header(builtin_api, size, used_classes, fully_used_classes))
with source_filename.open("w+") as source_file:
source_file.write(generate_builtin_class_source(builtin_api, size, used_classes, fully_used_classes))
# Create a header with all builtin types for convenience.
builtin_header_filename = include_gen_folder / "builtin_types.hpp"
with builtin_header_filename.open("w+") as builtin_header_file:
builtin_header = []
add_header("builtin_types.hpp", builtin_header)
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builtin_header.append("#ifndef GODOT_CPP_BUILTIN_TYPES_HPP")
builtin_header.append("#define GODOT_CPP_BUILTIN_TYPES_HPP")
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builtin_header.append("")
for builtin in builtin_classes:
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builtin_header.append(f"#include <godot_cpp/variant/{camel_to_snake(builtin)}.hpp>")
builtin_header.append("")
builtin_header.append("#endif // ! GODOT_CPP_BUILTIN_TYPES_HPP")
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builtin_header_file.write("\n".join(builtin_header))
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def generate_builtin_class_header(builtin_api, size, used_classes, fully_used_classes):
result = []
class_name = builtin_api["name"]
snake_class_name = camel_to_snake(class_name).upper()
header_guard = f"GODOT_CPP_{snake_class_name}_HPP"
add_header(f"{snake_class_name.lower()}.hpp", result)
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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result.append(f"#ifndef {header_guard}")
result.append(f"#define {header_guard}")
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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result.append("")
result.append("#include <godot_cpp/core/defs.hpp>")
result.append("")
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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# Special cases.
if class_name == "String":
result.append("#include <godot_cpp/variant/char_string.hpp>")
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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for include in fully_used_classes:
result.append(f"#include <godot_cpp/{get_include_path(include)}>")
if len(fully_used_classes) > 0:
result.append("")
result.append(f"#include <godot/gdnative_interface.h>")
result.append("")
result.append("namespace godot {")
result.append("")
for type_name in used_classes:
result.append(f"class {type_name};")
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if len(used_classes) > 0:
result.append("")
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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result.append(f"class {class_name} {{")
result.append(f"\tstatic constexpr size_t {snake_class_name}_SIZE = {size};")
result.append(f"\tuint8_t opaque[{snake_class_name}_SIZE] {{ 0 }};")
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result.append(
f"\t_FORCE_INLINE_ GDNativeTypePtr ptr() const {{ return const_cast<uint8_t (*)[{snake_class_name}_SIZE]>(&opaque); }}"
)
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
2018-02-11 14:50:01 +00:00
result.append("")
result.append("\tfriend class Variant;")
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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result.append("")
result.append("\tstatic struct _MethodBindings {")
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if "constructors" in builtin_api:
for constructor in builtin_api["constructors"]:
result.append(f'\t\tGDNativePtrConstructor constructor_{constructor["index"]};')
if builtin_api["has_destructor"]:
result.append("\t\tGDNativePtrDestructor destructor;")
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if "methods" in builtin_api:
for method in builtin_api["methods"]:
result.append(f'\t\tGDNativePtrBuiltInMethod method_{method["name"]};')
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if "members" in builtin_api:
for member in builtin_api["members"]:
result.append(f'\t\tGDNativePtrSetter member_{member["name"]}_setter;')
result.append(f'\t\tGDNativePtrGetter member_{member["name"]}_getter;')
if "indexing_return_type" in builtin_api:
result.append(f"\t\tGDNativePtrIndexedSetter indexed_setter;")
result.append(f"\t\tGDNativePtrIndexedGetter indexed_getter;")
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if "is_keyed" in builtin_api and builtin_api["is_keyed"]:
result.append(f"\t\tGDNativePtrKeyedSetter keyed_setter;")
result.append(f"\t\tGDNativePtrKeyedGetter keyed_getter;")
result.append(f"\t\tGDNativePtrKeyedChecker keyed_checker;")
if "operators" in builtin_api:
for operator in builtin_api["operators"]:
if "right_type" in operator:
result.append(
f'\t\tGDNativePtrOperatorEvaluator operator_{get_operator_id_name(operator["name"])}_{operator["right_type"]};'
)
else:
result.append(f'\t\tGDNativePtrOperatorEvaluator operator_{get_operator_id_name(operator["name"])};')
result.append("\t} _method_bindings;")
result.append("")
result.append("\tstatic void init_bindings();")
result.append("")
result.append("public:")
copy_constructor_index = -1
if "constructors" in builtin_api:
for constructor in builtin_api["constructors"]:
method_signature = f"\t{class_name}("
if "arguments" in constructor:
method_signature += make_function_parameters(
constructor["arguments"], include_default=True, for_builtin=True
)
if len(constructor["arguments"]) == 1 and constructor["arguments"][0]["type"] == class_name:
copy_constructor_index = constructor["index"]
method_signature += ");"
result.append(method_signature)
# Move constructor.
result.append(f'\t{class_name}({class_name} &&other);')
# Special cases.
if class_name == "String" or class_name == "StringName" or class_name == "NodePath":
result.append(f"\t{class_name}(const char *from);")
result.append(f"\t{class_name}(const wchar_t *from);")
result.append(f"\t{class_name}(const char16_t *from);")
result.append(f"\t{class_name}(const char32_t *from);")
if "constants" in builtin_api:
axis_constants_count = 0
for constant in builtin_api["constants"]:
# Special case: Vector3.Axis is the only enum in the bindings.
# It's technically not supported by Variant but works for direct access.
if class_name == "Vector3" and constant["name"].startswith("AXIS"):
if axis_constants_count == 0:
result.append("\tenum Axis {")
result.append(f'\t\t{constant["name"]} = {constant["value"]},')
axis_constants_count += 1
if axis_constants_count == 3:
result.append("\t};")
else:
result.append(f'\tstatic const {correct_type(constant["type"])} {constant["name"]};')
if builtin_api["has_destructor"]:
result.append(f"\t~{class_name}();")
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
2018-02-11 14:50:01 +00:00
method_list = []
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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if "methods" in builtin_api:
for method in builtin_api["methods"]:
method_list.append(method["name"])
vararg = method["is_vararg"]
if vararg:
result.append("\ttemplate<class... Args>")
method_signature = "\t"
if "is_static" in method and method["is_static"]:
method_signature += "static "
if "return_type" in method:
method_signature += f'{correct_type(method["return_type"])} '
else:
method_signature += "void "
method_signature += f'{method["name"]}('
method_arguments = []
if "arguments" in method:
method_arguments = method["arguments"]
method_signature += make_function_parameters(
method_arguments, include_default=True, for_builtin=True, is_vararg=vararg
)
method_signature += ")"
if method["is_const"]:
method_signature += " const"
method_signature += ";"
result.append(method_signature)
# Special cases.
if class_name == "String":
result.append("\tCharString utf8() const;")
result.append("\tCharString ascii() const;")
result.append("\tChar16String utf16() const;")
result.append("\tChar32String utf32() const;")
result.append("\tCharWideString wide_string() const;")
if "members" in builtin_api:
for member in builtin_api["members"]:
if f'get_{member["name"]}' not in method_list:
result.append(f'\t{correct_type(member["type"])} get_{member["name"]}() const;')
if f'set_{member["name"]}' not in method_list:
result.append(f'\tvoid set_{member["name"]}({type_for_parameter(member["type"])}value);')
if "operators" in builtin_api:
for operator in builtin_api["operators"]:
if operator["name"] not in ["in", "xor"]:
if "right_type" in operator:
result.append(
f'\t{correct_type(operator["return_type"])} operator{operator["name"]}({type_for_parameter(operator["right_type"])}other) const;'
)
else:
result.append(
f'\t{correct_type(operator["return_type"])} operator{operator["name"].replace("unary", "")}() const;'
)
# Copy assignment.
if copy_constructor_index >= 0:
result.append(f"\t{class_name} &operator=(const {class_name} &other);")
# Move assignment.
result.append(f"\t{class_name} &operator=({class_name} &&other);")
# Special cases.
if class_name == "String":
result.append("String &operator=(const char *p_str);")
result.append("String &operator=(const wchar_t *p_str);")
result.append("String &operator=(const char16_t *p_str);")
result.append("String &operator=(const char32_t *p_str);")
result.append("bool operator==(const char *p_str) const;")
result.append("bool operator==(const wchar_t *p_str) const;")
result.append("bool operator==(const char16_t *p_str) const;")
result.append("bool operator==(const char32_t *p_str) const;")
result.append("bool operator!=(const char *p_str) const;")
result.append("bool operator!=(const wchar_t *p_str) const;")
result.append("bool operator!=(const char16_t *p_str) const;")
result.append("bool operator!=(const char32_t *p_str) const;")
result.append("};")
if class_name == "String":
result.append("")
result.append("bool operator==(const char *p_chr, const String &p_str);")
result.append("bool operator==(const wchar_t *p_chr, const String &p_str);")
result.append("bool operator==(const char16_t *p_chr, const String &p_str);")
result.append("bool operator==(const char32_t *p_chr, const String &p_str);")
result.append("bool operator!=(const char *p_chr, const String &p_str);")
result.append("bool operator!=(const wchar_t *p_chr, const String &p_str);")
result.append("bool operator!=(const char16_t *p_chr, const String &p_str);")
result.append("bool operator!=(const char32_t *p_chr, const String &p_str);")
result.append("String operator+(const char *p_chr, const String &p_str);")
result.append("String operator+(const wchar_t *p_chr, const String &p_str);")
result.append("String operator+(const char16_t *p_chr, const String &p_str);")
result.append("String operator+(const char32_t *p_chr, const String &p_str);")
result.append("")
result.append("} // namespace godot")
result.append(f"#endif // ! {header_guard}")
return "\n".join(result)
def generate_builtin_class_source(builtin_api, size, used_classes, fully_used_classes):
result = []
class_name = builtin_api["name"]
snake_class_name = camel_to_snake(class_name)
enum_type_name = f"GDNATIVE_VARIANT_TYPE_{snake_class_name.upper()}"
add_header(f"{snake_class_name}.cpp", result)
result.append("")
result.append(f"#include <godot_cpp/variant/{snake_class_name}.hpp>")
result.append("")
result.append("#include <godot_cpp/core/binder_common.hpp>")
result.append("")
result.append("#include <godot_cpp/godot.hpp>")
result.append("")
# Only used since the "fully used" is included in header already.
for include in used_classes:
result.append(f"#include <godot_cpp/{get_include_path(include)}>")
if len(used_classes) > 0:
result.append("")
result.append("#include <godot_cpp/core/builtin_ptrcall.hpp>")
result.append("")
result.append("#include <utility>")
result.append("")
result.append("namespace godot {")
result.append("")
result.append(f"{class_name}::_MethodBindings {class_name}::_method_bindings;")
result.append("")
result.append(f"void {class_name}::init_bindings() {{")
if "constructors" in builtin_api:
for constructor in builtin_api["constructors"]:
result.append(
f'\t_method_bindings.constructor_{constructor["index"]} = internal::interface->variant_get_ptr_constructor({enum_type_name}, {constructor["index"]});'
)
if builtin_api["has_destructor"]:
result.append(
f"\t_method_bindings.destructor = internal::interface->variant_get_ptr_destructor({enum_type_name});"
)
if "methods" in builtin_api:
for method in builtin_api["methods"]:
# TODO: Add error check for hash mismatch.
result.append(
f'\t_method_bindings.method_{method["name"]} = internal::interface->variant_get_ptr_builtin_method({enum_type_name}, "{method["name"]}", {method["hash"]});'
)
if "members" in builtin_api:
for member in builtin_api["members"]:
result.append(
f'\t_method_bindings.member_{member["name"]}_setter = internal::interface->variant_get_ptr_setter({enum_type_name}, "{member["name"]}");'
)
result.append(
f'\t_method_bindings.member_{member["name"]}_getter = internal::interface->variant_get_ptr_getter({enum_type_name}, "{member["name"]}");'
)
if "indexing_return_type" in builtin_api:
result.append(
f"\t_method_bindings.indexed_setter = internal::interface->variant_get_ptr_indexed_setter({enum_type_name});"
)
result.append(
f"\t_method_bindings.indexed_getter = internal::interface->variant_get_ptr_indexed_getter({enum_type_name});"
)
if "is_keyed" in builtin_api and builtin_api["is_keyed"]:
result.append(
f"\t_method_bindings.keyed_setter = internal::interface->variant_get_ptr_keyed_setter({enum_type_name});"
)
result.append(
f"\t_method_bindings.keyed_getter = internal::interface->variant_get_ptr_keyed_getter({enum_type_name});"
)
result.append(
f"\t_method_bindings.keyed_checker = internal::interface->variant_get_ptr_keyed_checker({enum_type_name});"
)
if "operators" in builtin_api:
for operator in builtin_api["operators"]:
if "right_type" in operator:
result.append(
f'\t_method_bindings.operator_{get_operator_id_name(operator["name"])}_{operator["right_type"]} = internal::interface->variant_get_ptr_operator_evaluator(GDNATIVE_VARIANT_OP_{get_operator_id_name(operator["name"]).upper()}, {enum_type_name}, GDNATIVE_VARIANT_TYPE_{camel_to_snake(operator["right_type"]).upper()});'
)
else:
result.append(
f'\t_method_bindings.operator_{get_operator_id_name(operator["name"])} = internal::interface->variant_get_ptr_operator_evaluator(GDNATIVE_VARIANT_OP_{get_operator_id_name(operator["name"]).upper()}, {enum_type_name}, GDNATIVE_VARIANT_TYPE_NIL);'
)
result.append("}")
result.append("")
copy_constructor_index = -1
if "constructors" in builtin_api:
for constructor in builtin_api["constructors"]:
method_signature = f"{class_name}::{class_name}("
if "arguments" in constructor:
method_signature += make_function_parameters(
constructor["arguments"], include_default=False, for_builtin=True
)
method_signature += ") {"
result.append(method_signature)
method_call = (
f'\tinternal::_call_builtin_constructor(_method_bindings.constructor_{constructor["index"]}, &opaque'
)
if "arguments" in constructor:
if len(constructor["arguments"]) == 1 and constructor["arguments"][0]["type"] == class_name:
copy_constructor_index = constructor["index"]
method_call += ", "
arguments = []
for argument in constructor["arguments"]:
(encode, arg_name) = get_encoded_arg(
argument["name"],
argument["type"],
argument["meta"] if "meta" in argument else None,
)
result += encode
arguments.append(arg_name)
method_call += ", ".join(arguments)
method_call += ");"
result.append(method_call)
result.append("}")
result.append("")
# Move constructor.
result.append(f'{class_name}::{class_name}({class_name} &&other) {{')
result.append("\tstd::swap(opaque, other.opaque);")
result.append("}")
result.append("")
if builtin_api["has_destructor"]:
result.append(f"{class_name}::~{class_name}() {{")
result.append("\t_method_bindings.destructor(&opaque);")
result.append("}")
result.append("")
method_list = []
if "methods" in builtin_api:
for method in builtin_api["methods"]:
method_list.append(method["name"])
if "is_vararg" in method and method["is_vararg"]:
# Done in the header because of the template.
continue
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method_signature = make_signature(class_name, method, for_builtin=True)
result.append(method_signature + "{")
method_call = "\t"
if "return_type" in method:
method_call += f'return internal::_call_builtin_method_ptr_ret<{correct_type(method["return_type"])}>('
else:
method_call += f"internal::_call_builtin_method_ptr_no_ret("
method_call += f'_method_bindings.method_{method["name"]}, '
if "is_static" in method and method["is_static"]:
method_call += "nullptr"
else:
method_call += "(GDNativeTypePtr)&opaque"
if "arguments" in method:
arguments = []
method_call += ", "
for argument in method["arguments"]:
(encode, arg_name) = get_encoded_arg(
argument["name"],
argument["type"],
argument["meta"] if "meta" in argument else None,
)
result += encode
arguments.append(arg_name)
method_call += ", ".join(arguments)
method_call += ");"
result.append(method_call)
result.append("}")
result.append("")
if "members" in builtin_api:
for member in builtin_api["members"]:
if f'get_{member["name"]}' not in method_list:
result.append(f'{correct_type(member["type"])} {class_name}::get_{member["name"]}() const {{')
result.append(
f'\treturn internal::_call_builtin_ptr_getter<{correct_type(member["type"])}>(_method_bindings.member_{member["name"]}_getter, (const GDNativeTypePtr)&opaque);'
)
result.append("}")
if f'set_{member["name"]}' not in method_list:
result.append(f'void {class_name}::set_{member["name"]}({type_for_parameter(member["type"])}value) {{')
(encode, arg_name) = get_encoded_arg("value", member["type"], None)
result += encode
result.append(
f'\t_method_bindings.member_{member["name"]}_setter((const GDNativeTypePtr)&opaque, (const GDNativeTypePtr){arg_name});'
)
result.append("}")
result.append("")
if "operators" in builtin_api:
for operator in builtin_api["operators"]:
if operator["name"] not in ["in", "xor"]:
if "right_type" in operator:
result.append(
f'{correct_type(operator["return_type"])} {class_name}::operator{operator["name"]}({type_for_parameter(operator["right_type"])}other) const {{'
)
(encode, arg_name) = get_encoded_arg("other", operator["right_type"], None)
result += encode
result.append(
f'\treturn internal::_call_builtin_operator_ptr<{correct_type(operator["return_type"])}>(_method_bindings.operator_{get_operator_id_name(operator["name"])}_{operator["right_type"]}, (const GDNativeTypePtr)&opaque, (const GDNativeTypePtr){arg_name});'
)
result.append("}")
else:
result.append(
f'{correct_type(operator["return_type"])} {class_name}::operator{operator["name"].replace("unary", "")}() const {{'
)
result.append(
f'\treturn internal::_call_builtin_operator_ptr<{correct_type(operator["return_type"])}>(_method_bindings.operator_{get_operator_id_name(operator["name"])}, (const GDNativeTypePtr)&opaque, (const GDNativeTypePtr)nullptr);'
)
result.append("}")
result.append("")
# Copy assignment.
if copy_constructor_index >= 0:
result.append(f"{class_name} &{class_name}::operator=(const {class_name} &other) {{")
if builtin_api["has_destructor"]:
result.append("\t_method_bindings.destructor(&opaque);")
(encode, arg_name) = get_encoded_arg(
"other",
class_name,
None,
)
result += encode
result.append(
f"\tinternal::_call_builtin_constructor(_method_bindings.constructor_{copy_constructor_index}, &opaque, {arg_name});"
)
result.append("\treturn *this;")
result.append("}")
result.append("")
# Move assignment.
result.append(f"{class_name} &{class_name}::operator=({class_name} &&other) {{")
result.append("\tstd::swap(opaque, other.opaque);")
result.append("\treturn *this;")
result.append("}")
result.append("")
result.append("} //namespace godot")
return "\n".join(result)
def generate_engine_classes_bindings(api, output_dir, use_template_get_node):
global engine_classes
global singletons
include_gen_folder = Path(output_dir) / "include" / "godot_cpp" / "classes"
source_gen_folder = Path(output_dir) / "src" / "classes"
include_gen_folder.mkdir(parents=True, exist_ok=True)
source_gen_folder.mkdir(parents=True, exist_ok=True)
# First create map of classes and singletons.
for class_api in api["classes"]:
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# TODO: Properly setup this singleton since it conflicts with ClassDB in the bindings.
if class_api["name"] == "ClassDB":
continue
engine_classes[class_api["name"]] = class_api["is_refcounted"]
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for native_struct in api["native_structures"]:
engine_classes[native_struct["name"]] = False
for singleton in api["singletons"]:
singletons.append(singleton["name"])
for class_api in api["classes"]:
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# TODO: Properly setup this singleton since it conflicts with ClassDB in the bindings.
if class_api["name"] == "ClassDB":
continue
# Check used classes for header include.
used_classes = set()
fully_used_classes = set()
class_name = class_api["name"]
header_filename = include_gen_folder / (camel_to_snake(class_api["name"]) + ".hpp")
source_filename = source_gen_folder / (camel_to_snake(class_api["name"]) + ".cpp")
if "methods" in class_api:
for method in class_api["methods"]:
if "arguments" in method:
for argument in method["arguments"]:
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type_name = argument["type"]
if type_name.endswith("*"):
type_name = type_name[:-1]
if is_included(type_name, class_name):
if is_enum(type_name):
fully_used_classes.add(get_enum_class(type_name))
elif "default_value" in argument:
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fully_used_classes.add(type_name)
else:
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used_classes.add(type_name)
if is_refcounted(type_name):
fully_used_classes.add("Ref")
if "return_value" in method:
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type_name = method["return_value"]["type"]
if type_name.endswith("*"):
type_name = type_name[:-1]
if is_included(type_name, class_name):
if is_enum(type_name):
fully_used_classes.add(get_enum_class(type_name))
elif is_variant(type_name):
fully_used_classes.add(type_name)
else:
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used_classes.add(type_name)
if is_refcounted(type_name):
fully_used_classes.add("Ref")
if "members" in class_api:
for member in class_api["members"]:
if is_included(member["type"], class_name):
if is_enum(member["type"]):
fully_used_classes.add(get_enum_class(member["type"]))
else:
used_classes.add(member["type"])
if is_refcounted(member["type"]):
fully_used_classes.add("Ref")
if "inherits" in class_api:
if is_included(class_api["inherits"], class_name):
fully_used_classes.add(class_api["inherits"])
if is_refcounted(class_api["name"]):
fully_used_classes.add("Ref")
else:
fully_used_classes.add("Wrapped")
for type_name in fully_used_classes:
if type_name in used_classes:
used_classes.remove(type_name)
with header_filename.open("w+") as header_file:
header_file.write(
generate_engine_class_header(class_api, used_classes, fully_used_classes, use_template_get_node)
)
with source_filename.open("w+") as source_file:
source_file.write(
generate_engine_class_source(class_api, used_classes, fully_used_classes, use_template_get_node)
)
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for native_struct in api["native_structures"]:
struct_name = native_struct["name"]
snake_struct_name = camel_to_snake(struct_name)
header_filename = include_gen_folder / (snake_struct_name + ".hpp")
result = []
add_header(f"{snake_struct_name}.hpp", result)
header_guard = f"GODOT_CPP_{snake_struct_name.upper()}_HPP"
result.append(f"#ifndef {header_guard}")
result.append(f"#define {header_guard}")
result.append("")
result.append("namespace godot {")
result.append("")
result.append(f"struct {struct_name} {{")
for field in native_struct["format"].split(","):
result.append(f"\t{field};")
result.append("};")
result.append("")
result.append("} // namespace godot")
result.append("")
result.append(f"#endif // ! {header_guard}")
with header_filename.open("w+") as header_file:
header_file.write("\n".join(result))
def generate_engine_class_header(class_api, used_classes, fully_used_classes, use_template_get_node):
global singletons
result = []
class_name = class_api["name"]
snake_class_name = camel_to_snake(class_name).upper()
is_singleton = class_name in singletons
add_header(f"{snake_class_name.lower()}.hpp", result)
header_guard = f"GODOT_CPP_{snake_class_name}_HPP"
result.append(f"#ifndef {header_guard}")
result.append(f"#define {header_guard}")
result.append("")
for included in fully_used_classes:
result.append(f"#include <godot_cpp/{get_include_path(included)}>")
if len(fully_used_classes) > 0:
result.append("")
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if class_name != "Object":
result.append("#include <godot_cpp/core/class_db.hpp>")
result.append("")
result.append("#include <type_traits>")
result.append("")
result.append("namespace godot {")
result.append("")
for type_name in used_classes:
result.append(f"class {type_name};")
if len(used_classes) > 0:
result.append("")
inherits = class_api["inherits"] if "inherits" in class_api else "Wrapped"
result.append(f"class {class_name} : public {inherits} {{")
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result.append(f"\tGDNATIVE_CLASS({class_name}, {inherits})")
result.append("")
result.append("public:")
if "enums" in class_api:
for enum_api in class_api["enums"]:
result.append(f'\tenum {enum_api["name"]} {{')
for value in enum_api["values"]:
result.append(f'\t\t{value["name"]} = {value["value"]},')
result.append("\t};")
result.append("")
if is_singleton:
result.append(f"\tstatic {class_name} *get_singleton();")
result.append("")
if "methods" in class_api:
for method in class_api["methods"]:
if method["is_virtual"]:
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# Will be done later.
continue
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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vararg = "is_vararg" in method and method["is_vararg"]
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method_signature = "\t"
if vararg:
method_signature += "private: "
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method_signature += make_signature(
class_name, method, for_header=True, use_template_get_node=use_template_get_node
)
result.append(method_signature + ";")
if vararg:
# Add templated version.
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result += make_varargs_template(method)
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# Virtuals now.
for method in class_api["methods"]:
if not method["is_virtual"]:
continue
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
2018-02-11 14:50:01 +00:00
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method_signature = "\t"
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method_signature += make_signature(
class_name, method, for_header=True, use_template_get_node=use_template_get_node
)
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result.append(method_signature + ";")
result.append("protected:")
result.append("\ttemplate <class T>")
result.append("\tstatic void register_virtuals() {")
if class_name != "Object":
result.append(f"\t\t{inherits}::register_virtuals<T>();")
if "methods" in class_api:
for method in class_api["methods"]:
if not method["is_virtual"]:
continue
method_name = escape_identifier(method["name"])
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result.append(
f"\t\tif constexpr (!std::is_same_v<decltype(&{class_name}::{method_name}),decltype(&T::{method_name})>) {{"
)
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result.append(f"\t\t\tBIND_VIRTUAL_METHOD(T, {method_name});")
result.append("\t\t}")
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result.append("\t}")
result.append("")
result.append("public:")
# Special cases.
if class_name == "Object":
result.append("")
result.append("\ttemplate<class T>")
result.append("\tstatic T *cast_to(Object *p_object);")
elif use_template_get_node and class_name == "Node":
result.append("\ttemplate<class T>")
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result.append(
"\tT *get_node(const NodePath &p_path) const { return Object::cast_to<T>(get_node_internal(p_path)); }"
)
# Constructor.
result.append("")
result.append(f"\t{class_name}();")
result.append("")
result.append("};")
result.append("")
result.append("} // namespace godot")
result.append(f"#endif // ! {header_guard}")
return "\n".join(result)
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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def generate_engine_class_source(class_api, used_classes, fully_used_classes, use_template_get_node):
global singletons
result = []
class_name = class_api["name"]
snake_class_name = camel_to_snake(class_name)
inherits = class_api["inherits"] if "inherits" in class_api else "Wrapped"
is_singleton = class_name in singletons
add_header(f"{snake_class_name}.cpp", result)
result.append(f"#include <godot_cpp/classes/{snake_class_name}.hpp>")
result.append("")
result.append(f"#include <godot_cpp/core/engine_ptrcall.hpp>")
result.append(f"#include <godot_cpp/core/error_macros.hpp>")
result.append("")
for included in used_classes:
result.append(f"#include <godot_cpp/{get_include_path(included)}>")
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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if len(used_classes) > 0:
result.append(f"")
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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result.append("namespace godot {")
result.append("")
if is_singleton:
result.append(f"{class_name} *{class_name}::get_singleton() {{")
result.append(
f'\tstatic GDNativeObjectPtr singleton_obj = internal::interface->global_get_singleton("{class_name}");'
)
result.append("#ifdef DEBUG_ENABLED")
result.append("\tERR_FAIL_COND_V(singleton_obj == nullptr, nullptr);")
result.append("#endif // DEBUG_ENABLED")
result.append(
f"\tstatic {class_name} *singleton = reinterpret_cast<{class_name} *>(internal::interface->object_get_instance_binding(singleton_obj, internal::token, &{class_name}::___binding_callbacks));"
)
result.append("\treturn singleton;")
result.append("}")
result.append("")
if "methods" in class_api:
for method in class_api["methods"]:
if method["is_virtual"]:
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# Will be done later
continue
vararg = "is_vararg" in method and method["is_vararg"]
# Method signature.
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method_signature = make_signature(class_name, method, use_template_get_node=use_template_get_node)
result.append(method_signature + " {")
# Method body.
result.append(
f'\tstatic GDNativeMethodBindPtr ___method_bind = internal::interface->classdb_get_method_bind("{class_name}", "{method["name"]}", {method["hash"]});'
)
method_call = "\t"
has_return = "return_value" in method and method["return_value"]["type"] != "void"
if has_return:
result.append(
f'\tCHECK_METHOD_BIND_RET(___method_bind, {get_default_value_for_type(method["return_value"]["type"])});'
)
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else:
result.append(f"\tCHECK_METHOD_BIND(___method_bind);")
is_ref = False
if not vararg:
if has_return:
return_type = method["return_value"]["type"]
meta_type = method["return_value"]["meta"] if "meta" in method["return_value"] else None
if is_pod_type(return_type) or is_variant(return_type) or is_enum(return_type):
method_call += f"return internal::_call_native_mb_ret<{correct_type(return_type, meta_type)}>(___method_bind, _owner"
elif is_refcounted(return_type):
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method_call += f"return Ref<{return_type}>::___internal_constructor(internal::_call_native_mb_ret_obj<{return_type}>(___method_bind, _owner"
is_ref = True
else:
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method_call += f"return ({correct_type(return_type)})internal::_call_native_mb_ret_obj<{return_type}>(___method_bind, _owner"
else:
method_call += f"internal::_call_native_mb_no_ret(___method_bind, _owner"
if "arguments" in method:
method_call += ", "
arguments = []
for argument in method["arguments"]:
(encode, arg_name) = get_encoded_arg(
argument["name"],
argument["type"],
argument["meta"] if "meta" in argument else None,
)
result += encode
arguments.append(arg_name)
method_call += ", ".join(arguments)
else: # vararg.
result.append("\tGDNativeCallError error;")
result.append("\tVariant ret;")
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method_call += "internal::interface->object_method_bind_call(___method_bind, _owner, (const GDNativeVariantPtr *)args, arg_count, &ret, &error"
if is_ref:
method_call += ")" # Close Ref<> constructor.
method_call += ");"
result.append(method_call)
if vararg and ("return_value" in method and method["return_value"]["type"] != "void"):
result.append("\treturn ret;")
result.append("}")
result.append("")
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# Virtuals now.
for method in class_api["methods"]:
if not method["is_virtual"]:
continue
method_signature = make_signature(class_name, method, use_template_get_node=use_template_get_node)
method_signature += " {"
if "return_value" in method and correct_type(method["return_value"]["type"]) != "void":
result.append(method_signature)
result.append(f'\treturn {get_default_value_for_type(method["return_value"]["type"])};')
result.append("}")
else:
method_signature += "}"
result.append(method_signature)
result.append("")
# Constructor.
result.append(f"{class_name}::{class_name}() : {inherits}(godot::internal::empty_constructor()) {{")
result.append(
f'\tstatic GDNativeClassConstructor constructor = internal::interface->classdb_get_constructor("{class_name}");'
)
result.append("\t_owner = (GodotObject *)constructor();")
result.append(
f"\tinternal::interface->object_set_instance_binding((GDNativeObjectPtr)_owner, internal::token, this, &{class_name}::___binding_callbacks);"
)
result.append("}")
result.append("")
result.append("} // namespace godot ")
return "\n".join(result)
def generate_global_constants(api, output_dir):
include_gen_folder = Path(output_dir) / "include" / "godot_cpp" / "classes"
source_gen_folder = Path(output_dir) / "src" / "classes"
include_gen_folder.mkdir(parents=True, exist_ok=True)
source_gen_folder.mkdir(parents=True, exist_ok=True)
# Generate header
header = []
add_header("global_constants.hpp", header)
header_filename = include_gen_folder / "global_constants.hpp"
header_guard = "GODOT_CPP_GLOBAL_CONSTANTS_HPP"
header.append(f"#ifndef {header_guard}")
header.append(f"#define {header_guard}")
header.append("")
header.append("namespace godot {")
header.append("")
for constant in api["global_constants"]:
header.append(f'\tconst int {escape_identifier(constant["name"])} = {constant["value"]};')
header.append("")
for enum_def in api["global_enums"]:
if enum_def["name"].startswith("Variant."):
continue
header.append(f'\tenum {enum_def["name"]} {{')
for value in enum_def["values"]:
header.append(f'\t\t{value["name"]} = {value["value"]},')
header.append("\t};")
header.append("")
header.append("} // namespace godot")
header.append("")
header.append(f"#endif // ! {header_guard}")
with header_filename.open("w+") as header_file:
header_file.write("\n".join(header))
def generate_utility_functions(api, output_dir):
include_gen_folder = Path(output_dir) / "include" / "godot_cpp" / "variant"
source_gen_folder = Path(output_dir) / "src" / "variant"
include_gen_folder.mkdir(parents=True, exist_ok=True)
source_gen_folder.mkdir(parents=True, exist_ok=True)
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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# Generate header.
header = []
add_header("utility_functions.hpp", header)
header_filename = include_gen_folder / "utility_functions.hpp"
header_guard = "GODOT_CPP_UTILITY_FUNCTIONS_HPP"
header.append(f"#ifndef {header_guard}")
header.append(f"#define {header_guard}")
header.append("")
header.append("#include <godot_cpp/variant/builtin_types.hpp>")
header.append("#include <godot_cpp/variant/variant.hpp>")
header.append("")
header.append("#include <array>")
header.append("")
header.append("namespace godot {")
header.append("")
header.append("class UtilityFunctions {")
header.append("public:")
for function in api["utility_functions"]:
vararg = "is_vararg" in function and function["is_vararg"]
function_signature = "\t"
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function_signature += make_signature("UtilityFunctions", function, for_header=True, static=True)
header.append(function_signature + ";")
if vararg:
# Add templated version.
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header += make_varargs_template(function, static=True)
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header.append("};")
header.append("")
header.append("} // namespace godot")
header.append("")
header.append(f"#endif // ! {header_guard}")
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with header_filename.open("w+") as header_file:
header_file.write("\n".join(header))
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# Generate source.
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source = []
add_header("utility_functions.cpp", source)
source_filename = source_gen_folder / "utility_functions.cpp"
source.append("#include <godot_cpp/variant/utility_functions.hpp>")
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source.append("")
source.append("#include <godot_cpp/core/error_macros.hpp>")
source.append("#include <godot_cpp/core/engine_ptrcall.hpp>")
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source.append("")
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source.append("namespace godot {")
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source.append("")
for function in api["utility_functions"]:
vararg = "is_vararg" in function and function["is_vararg"]
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function_signature = make_signature("UtilityFunctions", function)
source.append(function_signature + " {")
# Function body.
source.append(
f'\tstatic GDNativePtrUtilityFunction ___function = internal::interface->variant_get_ptr_utility_function("{function["name"]}", {function["hash"]});'
)
has_return = "return_type" in function and function["return_type"] != "void"
if has_return:
source.append(
f'\tCHECK_METHOD_BIND_RET(___function, {get_default_value_for_type(function["return_type"])});'
)
else:
source.append(f"\tCHECK_METHOD_BIND(___function);")
function_call = "\t"
if not vararg:
if has_return:
function_call += "return "
if function["return_type"] == "Object":
function_call += "internal::_call_utility_ret_obj(___function"
else:
function_call += f'internal::_call_utility_ret<{correct_type(function["return_type"])}>(___function'
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else:
function_call += "internal::_call_utility_no_ret(___function"
if "arguments" in function:
function_call += ", "
arguments = []
for argument in function["arguments"]:
(encode, arg_name) = get_encoded_arg(
argument["name"],
argument["type"],
argument["meta"] if "meta" in argument else None,
)
source += encode
arguments.append(arg_name)
function_call += ", ".join(arguments)
else:
source.append("\tVariant ret;")
function_call += "___function(&ret, (const GDNativeVariantPtr *)args, arg_count"
function_call += ");"
source.append(function_call)
if vararg and has_return:
source.append("\treturn ret;")
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source.append("}")
source.append("")
source.append("} // namespace godot")
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
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with source_filename.open("w+") as source_file:
source_file.write("\n".join(source))
Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
2018-02-11 14:50:01 +00:00
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# Helper functions.
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Nativescript 1.1 implemented instance binding data usage This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes. new and free change, custom free will crash engine, be wary fix exporting of non-object types fix free() crash with custom resources added type tags and safe object casting fix global type registration order fix cast_to changed build system to be more self contained updated .gitignore use typeid() for type tags now fix indentation in bindings generator remove accidentally added files fix gitignore Fixed up registering tool and updated godot_headers Fix crash when calling String::split/split_floats Was casting to the wrong object type. Also adds parse_ints function to String with the same logic Better warning/error macros Change gitignore so we get our gen folders New documentation based on nativescript 1.1 Fixed GODOT_SUBCLASS macro Preventing crash when function returned null ptr Adds needed include <typeinfo> Solves this issue #168 due to not having the include of typeinfo Fix compile error of 'WARN_PRINT' and 'ERR_PRINT'. cannot pass non-trivial object of type 'godot::String' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs] update vector3::distance_to Remove godot_api.json as its now in the godot_headers submodule (api.json)
2018-02-11 14:50:01 +00:00
def camel_to_snake(name):
name = re.sub("(.)([A-Z][a-z]+)", r"\1_\2", name)
name = re.sub("([a-z0-9])([A-Z])", r"\1_\2", name)
return name.replace("2_D", "2D").replace("3_D", "3D").lower()
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def make_function_parameters(parameters, include_default=False, for_builtin=False, is_vararg=False):
signature = []
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for index, par in enumerate(parameters):
parameter = type_for_parameter(par["type"], par["meta"] if "meta" in par else None)
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parameter_name = escape_identifier(par["name"])
if len(parameter_name) == 0:
parameter_name = "arg_" + str(index + 1)
parameter += parameter_name
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if include_default and "default_value" in par and (not for_builtin or par["type"] != "Variant"):
parameter += " = "
if is_enum(par["type"]):
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parameter_type = correct_type(par["type"])
if parameter_type == "void":
parameter_type = "Variant"
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parameter += f"({parameter_type})"
parameter += correct_default_value(par["default_value"], par["type"])
signature.append(parameter)
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if is_vararg:
signature.append("const Args&... args")
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return ", ".join(signature)
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def type_for_parameter(type_name, meta=None):
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if type_name == "void":
return "Variant "
elif is_pod_type(type_name) and type_name != "Nil" or is_enum(type_name):
return f"{correct_type(type_name, meta)} "
elif is_variant(type_name) or is_refcounted(type_name):
return f"const {correct_type(type_name)} &"
else:
return f"{correct_type(type_name)}"
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def get_include_path(type_name):
base_dir = ""
if type_name == "Object":
base_dir = "core"
elif is_variant(type_name):
base_dir = "variant"
else:
base_dir = "classes"
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return f"{base_dir}/{camel_to_snake(type_name)}.hpp"
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def get_encoded_arg(arg_name, type_name, type_meta):
result = []
name = escape_identifier(arg_name)
arg_type = correct_type(type_name)
if is_pod_type(arg_type):
result.append(f"\t{get_gdnative_type(arg_type)} {name}_encoded;")
result.append(f"\tPtrToArg<{correct_type(type_name, type_meta)}>::encode({name}, &{name}_encoded);")
name = f"&{name}_encoded"
elif is_engine_class(type_name):
name = f"{name}->_owner"
else:
name = f"&{name}"
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return (result, name)
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def make_signature(
class_name, function_data, for_header=False, use_template_get_node=True, for_builtin=False, static=False
):
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function_signature = ""
is_vararg = "is_vararg" in function_data and function_data["is_vararg"]
if for_header:
if "is_virtual" in function_data and function_data["is_virtual"]:
function_signature += "virtual "
if is_vararg:
function_signature += "private: "
if static:
function_signature += "static "
return_type = "void"
return_meta = None
if "return_type" in function_data:
return_type = correct_type(function_data["return_type"])
elif "return_value" in function_data:
return_type = function_data["return_value"]["type"]
return_meta = function_data["return_value"]["meta"] if "meta" in function_data["return_value"] else None
function_signature += correct_type(
return_type,
return_meta,
)
if not function_signature.endswith("*"):
function_signature += " "
if not for_header:
function_signature += f"{class_name}::"
function_signature += escape_identifier(function_data["name"])
if is_vararg or (
not for_builtin and use_template_get_node and class_name == "Node" and function_data["name"] == "get_node"
):
function_signature += "_internal"
function_signature += "("
arguments = function_data["arguments"] if "arguments" in function_data else []
if not is_vararg:
function_signature += make_function_parameters(arguments, for_header, for_builtin, is_vararg)
else:
function_signature += "const Variant **args, GDNativeInt arg_count"
function_signature += ")"
if "is_const" in function_data and function_data["is_const"]:
function_signature += " const"
return function_signature
def make_varargs_template(function_data, static=False):
result = []
function_signature = "\tpublic: template<class... Args> "
if static:
function_signature += "static "
return_type = "void"
return_meta = None
if "return_type" in function_data:
return_type = correct_type(function_data["return_type"])
elif "return_value" in function_data:
return_type = function_data["return_value"]["type"]
return_meta = function_data["return_value"]["meta"] if "meta" in function_data["return_value"] else None
function_signature += correct_type(
return_type,
return_meta,
)
if not function_signature.endswith("*"):
function_signature += " "
function_signature += f'{escape_identifier(function_data["name"])}'
method_arguments = []
if "arguments" in function_data:
method_arguments = function_data["arguments"]
function_signature += "("
is_vararg = "is_vararg" in function_data and function_data["is_vararg"]
function_signature += make_function_parameters(method_arguments, include_default=True, is_vararg=is_vararg)
function_signature += ")"
if "is_const" in function_data and function_data["is_const"]:
function_signature += " const"
function_signature += " {"
result.append(function_signature)
args_array = f"\t\tstd::array<Variant, {len(method_arguments)} + sizeof...(Args)> variant_args {{ "
for argument in method_arguments:
if argument["type"] == "Variant":
args_array += argument["name"]
else:
args_array += f'Variant({argument["name"]})'
args_array += ", "
args_array += "Variant(args)... };"
result.append(args_array)
result.append(f"\t\tstd::array<const Variant *, {len(method_arguments)} + sizeof...(Args)> call_args;")
result.append("\t\tfor(size_t i = 0; i < variant_args.size(); i++) {")
result.append("\t\t\tcall_args[i] = &variant_args[i];")
result.append("\t\t}")
call_line = "\t\t"
if "return_value" in function_data and function_data["return_value"]["type"] != "void":
call_line += "return "
call_line += f'{escape_identifier(function_data["name"])}_internal(call_args.data(), variant_args.size());'
result.append(call_line)
result.append("\t}")
return result
# Engine idiosyncrasies.
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def is_pod_type(type_name):
"""
Those are types for which no class should be generated.
"""
return type_name in [
"Nil",
"void",
"int",
"float",
"bool",
]
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def is_enum(type_name):
return type_name.startswith("enum::")
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def get_enum_class(enum_name: str):
if "." in enum_name:
return enum_name.replace("enum::", "").split(".")[0]
else:
return "GlobalConstants"
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def get_enum_name(enum_name: str):
return enum_name.replace("enum::", "").split(".")[-1]
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def is_variant(type_name):
return type_name == "Variant" or type_name in builtin_classes or type_name == "Nil"
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def is_engine_class(type_name):
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global engine_classes
return type_name == "Object" or type_name in engine_classes
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def is_refcounted(type_name):
return type_name in engine_classes and engine_classes[type_name]
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def is_included(type_name, current_type):
"""
Check if a builtin type should be included.
This removes Variant and POD types from inclusion, and the current type.
"""
to_include = get_enum_class(type_name) if is_enum(type_name) else type_name
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if to_include == current_type or is_pod_type(to_include):
return False
if to_include == "GlobalConstants" or to_include == "UtilityFunctions":
return True
return is_engine_class(to_include) or is_variant(to_include)
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def correct_default_value(value, type_name):
value_map = {
"null": "nullptr",
'""': "String()",
'&""': "StringName()",
"[]": "Array()",
"{}": "Dictionary()",
"Transform2D(1, 0, 0, 1, 0, 0)": "Transform2D()", # Default transform.
"Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)": "Transform3D()", # Default transform.
}
if value in value_map:
return value_map[value]
if value == "":
return f"{type_name}()"
return value
def correct_type(type_name, meta=None):
type_conversion = {"float": "double", "int": "int64_t", "Nil": "Variant"}
if meta != None:
if "int" in meta:
return f"{meta}_t"
else:
return meta
if type_name in type_conversion:
return type_conversion[type_name]
if is_enum(type_name):
base_class = get_enum_class(type_name)
if base_class == "GlobalConstants":
return f"{get_enum_name(type_name)}"
return f"{base_class}::{get_enum_name(type_name)}"
if is_refcounted(type_name):
return f"Ref<{type_name}>"
if type_name == "Object" or is_engine_class(type_name):
return f"{type_name} *"
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if type_name.endswith("*"):
return f"{type_name[:-1]} *"
return type_name
def get_gdnative_type(type_name):
type_conversion_map = {
"bool": "uint32_t",
"int": "int64_t",
"float": "double",
}
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if type_name in type_conversion_map:
return type_conversion_map[type_name]
return type_name
def escape_identifier(id):
cpp_keywords_map = {
"class": "_class",
"char": "_char",
"short": "_short",
"bool": "_bool",
"int": "_int",
"default": "_default",
"case": "_case",
"switch": "_switch",
"export": "_export",
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"template": "_template",
"new": "new_",
"operator": "_operator",
"typeof": "type_of",
"typename": "type_name",
}
if id in cpp_keywords_map:
return cpp_keywords_map[id]
return id
def get_operator_id_name(op):
op_id_map = {
"==": "equal",
"!=": "not_equal",
"<": "less",
"<=": "less_equal",
">": "greater",
">=": "greater_equal",
"+": "add",
"-": "subtract",
"*": "multiply",
"/": "divide",
"unary-": "negate",
"unary+": "positive",
"%": "module",
"<<": "shift_left",
">>": "shift_right",
"&": "bit_and",
"|": "bit_or",
"^": "bit_xor",
"~": "bit_negate",
"and": "and",
"or": "or",
"xor": "xor",
"not": "not",
"and": "and",
"in": "in",
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}
return op_id_map[op]
def get_default_value_for_type(type_name):
if type_name == "int":
return "0"
if type_name == "float":
return "0.0"
if type_name == "bool":
return "false"
if is_enum(type_name):
return f"{correct_type(type_name)}(0)"
if is_variant(type_name):
return f"{type_name}()"
if is_refcounted(type_name):
return f"Ref<{type_name}>()"
return "nullptr"
header = """\
/*************************************************************************/
/* $filename */
/*************************************************************************/
/* 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. */
/*************************************************************************/
"""
def add_header(filename, lines):
desired_length = len(header.split("\n")[0])
pad_spaces = desired_length - 6 - len(filename)
for num, line in enumerate(header.split("\n")):
if num == 1:
new_line = f"/* {filename}{' ' * pad_spaces}*/"
lines.append(new_line)
else:
lines.append(line)
lines.append("// THIS FILE IS GENERATED. EDITS WILL BE LOST.")
lines.append("")