/*************************************************************************/ /* 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; friend void postinitialize_handler(Wrapped *); protected: virtual const char *_get_extension_class() const; // This is needed to retrieve the class name before the godot object has its _extension and _extension_instance members assigned. virtual const GDNativeInstanceBindingCallbacks *_get_bindings_callbacks() const = 0; void _postinitialize(); Wrapped(const char *p_godot_class); Wrapped(GodotObject *p_godot_object); public: // Must be public but you should not touch this. GodotObject *_owner = nullptr; }; } // namespace godot #define GDCLASS(m_class, m_inherits) \ private: \ void operator=(const m_class &p_rval) {} \ friend class ClassDB; \ \ protected: \ virtual const char *_get_extension_class() const override { \ return get_class_static(); \ } \ \ virtual const GDNativeInstanceBindingCallbacks *_get_bindings_callbacks() const override { \ return &___binding_callbacks; \ } \ \ 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 GDNativeObjectPtr create(void *data) { \ m_class *new_object = memnew(m_class); \ return new_object->_owner; \ } \ \ 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 *___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, \ }; // Don't use this for your classes, use GDCLASS() instead. #define GDNATIVE_CLASS(m_class, m_inherits) \ private: \ void operator=(const m_class &p_rval) {} \ \ protected: \ virtual const GDNativeInstanceBindingCallbacks *_get_bindings_callbacks() const override { \ return &___binding_callbacks; \ } \ \ m_class(const char *p_godot_class) : m_inherits(p_godot_class) {} \ m_class(GodotObject *p_godot_object) : m_inherits(p_godot_object) {} \ \ 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) { \ return memnew(m_class((GodotObject *)p_instance)); \ } \ 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, \ }; \ m_class() : m_class(#m_class) {} #endif // ! GODOT_CPP_WRAPPED_HPP