/*************************************************************************/ /* wrapped.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef GODOT_CPP_WRAPPED_HPP #define GODOT_CPP_WRAPPED_HPP #include #include namespace godot { typedef void GodotObject; // Base for all engine classes, to contain the pointer to the engine instance. class Wrapped { friend class GDExtensionBinding; // Private constructor, this should not be created directly by users. Wrapped(GodotObject *p_owner) : _owner(p_owner) {} protected: Wrapped() = default; public: // Must be public but you should not touch this. GodotObject *_owner = nullptr; static Wrapped *_new() { return nullptr; } }; namespace internal { template struct Creator { static T *_new() { return nullptr; } }; template struct Creator>::type> { static T *_new() { return T::_new(); } }; // template // struct Creator { // }; // template // struct Creator, bool>> { // static T *_new() { return T::_new(); } // }; }; // namespace internal } // namespace godot #ifdef DEBUG_ENABLED #define CHECK_CLASS_CONSTRUCTOR(m_constructor, m_class) \ if (unlikely(!m_constructor)) { \ ERR_PRINT_ONCE("Constructor for class " #m_class "not found. Likely wasn't registered in ClassDB."); \ return nullptr; \ } else \ ((void)0) #else #define CHECK_CLASS_CONSTRUCTOR(m_constructor, m_class) #endif #define GDCLASS(m_class, m_inherits) \ private: \ friend class ClassDB; \ \ using SelfType = m_class; \ \ protected: \ static void (*_get_bind_methods())() { \ return &m_class::_bind_methods; \ } \ \ template \ static void register_virtuals() { \ m_inherits::register_virtuals(); \ } \ \ public: \ static void initialize_class() { \ static bool initialized = false; \ if (initialized) { \ return; \ } \ m_inherits::initialize_class(); \ if (m_class::_get_bind_methods() != m_inherits::_get_bind_methods()) { \ _bind_methods(); \ m_inherits::register_virtuals(); \ } \ initialized = true; \ } \ \ static const char *get_class_static() { \ return #m_class; \ } \ \ static const char *get_parent_class_static() { \ return #m_inherits; \ } \ \ static GDExtensionClassInstancePtr create(void *data) { \ return reinterpret_cast(new ("") m_class); \ } \ \ static void free(void *data, GDExtensionClassInstancePtr ptr) { \ if (ptr) { \ m_class *cls = reinterpret_cast(ptr); \ cls->~m_class(); \ ::godot::Memory::free_static(cls); \ } \ } \ \ static void set_object_instance(GDExtensionClassInstancePtr p_instance, GDNativeObjectPtr p_object_instance) { \ godot::internal::interface->object_set_instance_binding(p_object_instance, godot::internal::token, p_instance, &m_class::___binding_callbacks); \ reinterpret_cast(p_instance)->_owner = reinterpret_cast(p_object_instance); \ } \ \ static void *___binding_create_callback(void *p_token, void *p_instance) { \ return nullptr; \ } \ static void ___binding_free_callback(void *p_token, void *p_instance, void *p_binding) { \ } \ static GDNativeBool ___binding_reference_callback(void *p_token, void *p_instance, GDNativeBool p_reference) { \ return true; \ } \ static constexpr GDNativeInstanceBindingCallbacks ___binding_callbacks = { \ ___binding_create_callback, \ ___binding_free_callback, \ ___binding_reference_callback, \ }; \ \ static m_class *_new() { \ static GDNativeExtensionPtr ___extension = nullptr; \ static GDNativeClassConstructor ___constructor = godot::internal::interface->classdb_get_constructor(#m_class, &___extension); \ CHECK_CLASS_CONSTRUCTOR(___constructor, m_class); \ GDNativeObjectPtr obj = godot::internal::interface->classdb_construct_object(___constructor, ___extension); \ return reinterpret_cast(godot::internal::interface->object_get_instance_binding(obj, godot::internal::token, &m_class::___binding_callbacks)); \ } \ \ private: // Don't use this for your classes, use GDCLASS() instead. #define GDNATIVE_CLASS(m_class, m_inherits) \ protected: \ static void (*_get_bind_methods())() { \ return nullptr; \ } \ \ public: \ static void initialize_class() {} \ \ static const char *get_class_static() { \ return #m_class; \ } \ \ static const char *get_parent_class_static() { \ return #m_inherits; \ } \ \ static void *___binding_create_callback(void *p_token, void *p_instance) { \ m_class *obj = new ("") m_class; \ obj->_owner = (godot::GodotObject *)p_instance; \ return obj; \ } \ static void ___binding_free_callback(void *p_token, void *p_instance, void *p_binding) { \ Memory::free_static(reinterpret_cast(p_binding)); \ } \ static GDNativeBool ___binding_reference_callback(void *p_token, void *p_instance, GDNativeBool p_reference) { \ return true; \ } \ static constexpr GDNativeInstanceBindingCallbacks ___binding_callbacks = { \ ___binding_create_callback, \ ___binding_free_callback, \ ___binding_reference_callback, \ }; \ static m_class *_new() { \ static GDNativeClassConstructor ___constructor = godot::internal::interface->classdb_get_constructor(#m_class, nullptr); \ CHECK_CLASS_CONSTRUCTOR(___constructor, m_class); \ GDNativeObjectPtr obj = ___constructor(); \ return reinterpret_cast(godot::internal::interface->object_get_instance_binding(obj, godot::internal::token, &m_class::___binding_callbacks)); \ } \ \ private: #endif // ! GODOT_CPP_WRAPPED_HPP