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

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/*************************************************************************/
/* class_db.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 CLASS_DB_HPP
#define CLASS_DB_HPP
#include <godot/gdnative_interface.h>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/method_bind.hpp>
#include <godot_cpp/core/object.hpp>
#include <list>
#include <set>
#include <string>
#include <unordered_map>
#include <vector>
namespace godot {
struct MethodDefinition {
const char *name = nullptr;
std::list<std::string> args;
MethodDefinition() {}
MethodDefinition(const char *p_name) :
name(p_name) {}
};
MethodDefinition D_METHOD(const char *p_name);
MethodDefinition D_METHOD(const char *p_name, const char *p_arg1);
template <typename... Args>
MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, Args... args) {
MethodDefinition md = D_METHOD(p_name, args...);
md.args.push_front(p_arg1);
return md;
}
class ClassDB {
static GDNativeInitializationLevel current_level;
friend class godot::GDExtensionBinding;
public:
struct PropertySetGet {
int index;
const char *setter;
const char *getter;
MethodBind *_setptr;
MethodBind *_getptr;
Variant::Type type;
};
struct ClassInfo {
const char *name = nullptr;
const char *parent_name = nullptr;
GDNativeInitializationLevel level = GDNATIVE_INITIALIZATION_SCENE;
std::unordered_map<std::string, MethodBind *> method_map;
std::set<std::string> signal_names;
std::unordered_map<std::string, GDNativeExtensionClassCallVirtual> virtual_methods;
std::set<std::string> property_names;
std::set<std::string> constant_names;
ClassInfo *parent_ptr = nullptr;
};
private:
static std::unordered_map<std::string, ClassInfo> classes;
static MethodBind *bind_methodfi(uint32_t p_flags, MethodBind *p_bind, const MethodDefinition &method_name, const void **p_defs, int p_defcount);
static void initialize_class(const ClassInfo &cl);
static void bind_method_godot(const char *p_class_name, MethodBind *p_method);
public:
template <class T>
static void register_class();
template <class N, class M>
static MethodBind *bind_method(N p_method_name, M p_method);
template <class M>
static MethodBind *bind_vararg_method(uint32_t p_flags, const char *p_name, M p_method, const MethodInfo &p_info = MethodInfo(), const std::vector<Variant> &p_default_args = std::vector<Variant>{}, bool p_return_nil_is_variant = true);
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static void add_property_group(const char *p_class, const char *p_name, const char *p_prefix);
static void add_property_subgroup(const char *p_class, const char *p_name, const char *p_prefix);
static void add_property(const char *p_class, const PropertyInfo &p_pinfo, const char *p_setter, const char *p_getter, int p_index = -1);
static void add_signal(const char *p_class, const MethodInfo &p_signal);
static void bind_integer_constant(const char *p_class_name, const char *p_enum_name, const char *p_constant_name, GDNativeInt p_constant_value);
static void bind_virtual_method(const char *p_class, const char *p_method, GDNativeExtensionClassCallVirtual p_call);
static MethodBind *get_method(const char *p_class, const char *p_method);
static GDNativeExtensionClassCallVirtual get_virtual_func(void *p_userdata, const char *p_name);
static void initialize(GDNativeInitializationLevel p_level);
static void deinitialize(GDNativeInitializationLevel p_level);
};
#define BIND_CONSTANT(m_constant) \
ClassDB::bind_integer_constant(get_class_static(), "", #m_constant, m_constant);
#define BIND_ENUM_CONSTANT(m_constant) \
ClassDB::bind_integer_constant(get_class_static(), __constant_get_enum_name(m_constant, #m_constant), #m_constant, m_constant);
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#define BIND_VIRTUAL_METHOD(m_class, m_method) \
{ \
auto ___call##m_method = [](GDNativeObjectPtr p_instance, const GDNativeTypePtr *p_args, GDNativeTypePtr p_ret) -> void { \
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call_with_ptr_args(reinterpret_cast<m_class *>(p_instance), &m_class::m_method, p_args, p_ret); \
}; \
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ClassDB::bind_virtual_method(m_class::get_class_static(), #m_method, ___call##m_method); \
}
template <class T>
void ClassDB::register_class() {
// Register this class within our plugin
ClassInfo cl;
cl.name = T::get_class_static();
cl.parent_name = T::get_parent_class_static();
cl.level = current_level;
classes[cl.name] = cl;
if (classes.find(cl.parent_name) != classes.end()) {
cl.parent_ptr = &classes[cl.parent_name];
}
// Register this class with Godot
GDNativeExtensionClassCreationInfo class_info = {
nullptr, // GDNativeExtensionClassSet set_func;
nullptr, // GDNativeExtensionClassGet get_func;
nullptr, // GDNativeExtensionClassGetPropertyList get_property_list_func;
nullptr, // GDNativeExtensionClassFreePropertyList free_property_list_func;
nullptr, // GDNativeExtensionClassNotification notification_func;
nullptr, // GDNativeExtensionClassToString to_string_func;
nullptr, // GDNativeExtensionClassReference reference_func;
nullptr, // GDNativeExtensionClassUnreference
T::create, // GDNativeExtensionClassCreateInstance create_instance_func; /* this one is mandatory */
T::free, // GDNativeExtensionClassFreeInstance free_instance_func; /* this one is mandatory */
&ClassDB::get_virtual_func, // GDNativeExtensionClassGetVirtual get_virtual_func;
(void *)cl.name, // void *class_userdata;
};
internal::gdn_interface->classdb_register_extension_class(internal::library, cl.name, cl.parent_name, &class_info);
// call bind_methods etc. to register all members of the class
T::initialize_class();
// now register our class within ClassDB within Godot
initialize_class(classes[cl.name]);
}
template <class N, class M>
MethodBind *ClassDB::bind_method(N p_method_name, M p_method) {
MethodBind *bind = create_method_bind(p_method);
return bind_methodfi(0, bind, p_method_name, nullptr, 0);
}
template <class M>
MethodBind *ClassDB::bind_vararg_method(uint32_t p_flags, const char *p_name, M p_method, const MethodInfo &p_info, const std::vector<Variant> &p_default_args, bool p_return_nil_is_variant) {
MethodBind *bind = create_vararg_method_bind(p_method, p_info, p_return_nil_is_variant);
ERR_FAIL_COND_V(!bind, nullptr);
bind->set_name(p_name);
bind->set_default_arguments(p_default_args);
const char *instance_type = bind->get_instance_class();
std::unordered_map<std::string, ClassInfo>::iterator type_it = classes.find(instance_type);
if (type_it == classes.end()) {
memdelete(bind);
ERR_FAIL_V_MSG(nullptr, "Class doesn't exist.");
}
ClassInfo &type = type_it->second;
if (type.method_map.find(p_name) != type.method_map.end()) {
memdelete(bind);
ERR_FAIL_V_MSG(nullptr, "Binding duplicate method.");
}
// register our method bind within our plugin
type.method_map[p_name] = bind;
// and register with godot
bind_method_godot(type.name, bind);
return bind;
}
} // namespace godot
#endif // ! CLASS_DB_HPP