/**************************************************************************/ /* defs.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_DEFS_HPP #define GODOT_DEFS_HPP #ifdef GODOT_MODULE #include "core/math/math_defs.h" #include "core/typedefs.h" #else #include #include #include #if !defined(GDE_EXPORT) #if defined(_WIN32) #define GDE_EXPORT __declspec(dllexport) #elif defined(__GNUC__) #define GDE_EXPORT __attribute__((visibility("default"))) #else #define GDE_EXPORT #endif #endif // Turn argument to string constant: // https://gcc.gnu.org/onlinedocs/cpp/Stringizing.html#Stringizing #ifndef _STR #define _STR(m_x) #m_x #define _MKSTR(m_x) _STR(m_x) #endif // Should always inline no matter what. #ifndef _ALWAYS_INLINE_ #if defined(__GNUC__) #define _ALWAYS_INLINE_ __attribute__((always_inline)) inline #elif defined(_MSC_VER) #define _ALWAYS_INLINE_ __forceinline #else #define _ALWAYS_INLINE_ inline #endif #endif // Should always inline, except in debug builds because it makes debugging harder. #ifndef _FORCE_INLINE_ #ifdef DISABLE_FORCED_INLINE #define _FORCE_INLINE_ inline #else #define _FORCE_INLINE_ _ALWAYS_INLINE_ #endif #endif #ifndef _NO_DISCARD_ #define _NO_DISCARD_ [[nodiscard]] #endif // Windows badly defines a lot of stuff we'll never use. Undefine it. #ifdef _WIN32 #undef min // override standard definition #undef max // override standard definition #undef ERROR // override (really stupid) wingdi.h standard definition #undef DELETE // override (another really stupid) winnt.h standard definition #undef MessageBox // override winuser.h standard definition #undef MIN // override standard definition #undef MAX // override standard definition #undef CLAMP // override standard definition #undef Error #undef OK #undef CONNECT_DEFERRED // override from Windows SDK, clashes with Object enum #endif #if defined(__GNUC__) #define likely(x) __builtin_expect(!!(x), 1) #define unlikely(x) __builtin_expect(!!(x), 0) #else #define likely(x) x #define unlikely(x) x #endif #ifdef REAL_T_IS_DOUBLE typedef double real_t; #else typedef float real_t; #endif // Generic swap template. #ifndef SWAP #define SWAP(m_x, m_y) __swap_tmpl((m_x), (m_y)) template inline void __swap_tmpl(T &x, T &y) { T aux = x; x = y; y = aux; } #endif // SWAP // Home-made index sequence trick, so it can be used everywhere without the costly include of std::tuple. // https://stackoverflow.com/questions/15014096/c-index-of-type-during-variadic-template-expansion template struct IndexSequence {}; template struct BuildIndexSequence : BuildIndexSequence {}; template struct BuildIndexSequence<0, Is...> : IndexSequence {}; #endif #endif // GODOT_DEFS_HPP