#ifndef GODOT_HPP #define GODOT_HPP #include #include #include #include #include #include "CoreTypes.hpp" #include "Ref.hpp" #include "TagDB.hpp" #include "Variant.hpp" #include "Object.hpp" #include "GodotGlobal.hpp" namespace godot { namespace detail { // Godot classes are wrapped by heap-allocated instances mimicking them through the C API. // They all inherit `_Wrapped`. template T *get_wrapper(godot_object *obj) { return (T *)godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, obj); } // Custom class instances are not obtainable by just casting the pointer to the base class they inherit, // partly because in Godot, scripts are not instances of the classes themselves, they are only attached to them. // Yet we want to "fake" it as if they were the same entity. template T *get_custom_class_instance(const Object *obj) { return (obj) ? (T *)godot::nativescript_api->godot_nativescript_get_userdata(obj->_owner) : nullptr; } template inline T *create_custom_class_instance() { // Usually, script instances hold a reference to their NativeScript resource. // that resource is obtained from a `.gdns` file, which in turn exists because // of the resource system of Godot. We can't cleanly hardcode that here, // so the easiest for now (though not really clean) is to create new resource instances, // individually attached to the script instances. // We cannot use wrappers because of https://github.com/godotengine/godot/issues/39181 // godot::NativeScript *script = godot::NativeScript::_new(); // script->set_library(get_wrapper((godot_object *)godot::gdnlib)); // script->set_class_name(T::___get_class_name()); static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); // So we use the C API directly. static godot_class_constructor script_constructor = godot::api->godot_get_class_constructor("NativeScript"); static godot_method_bind *mb_set_library = godot::api->godot_method_bind_get_method("NativeScript", "set_library"); static godot_method_bind *mb_set_class_name = godot::api->godot_method_bind_get_method("NativeScript", "set_class_name"); godot_object *script = script_constructor(); { const void *args[] = { godot::gdnlib }; godot::api->godot_method_bind_ptrcall(mb_set_library, script, args, nullptr); } { const String class_name = T::___get_class_name(); const void *args[] = { &class_name }; godot::api->godot_method_bind_ptrcall(mb_set_class_name, script, args, nullptr); } // Now to instanciate T, we initially did this, however in case of Reference it returns a variant with refcount // already initialized, which woud cause inconsistent behavior compared to other classes (we still have to return a pointer). //Variant instance_variant = script->new_(); //T *instance = godot::get_custom_class_instance(instance_variant); // So we should do this instead, however while convenient, it uses unnecessary wrapper objects. // Object *base_obj = T::___new_godot_base(); // base_obj->set_script(script); // return get_custom_class_instance(base_obj); // Again using the C API to do exactly what we have to do. static godot_class_constructor base_constructor = godot::api->godot_get_class_constructor(T::___get_godot_class_name()); static godot_method_bind *mb_set_script = godot::api->godot_method_bind_get_method("Object", "set_script"); godot_object *base_obj = base_constructor(); { const void *args[] = { script }; godot::api->godot_method_bind_ptrcall(mb_set_script, base_obj, args, nullptr); } return (T *)godot::nativescript_api->godot_nativescript_get_userdata(base_obj); } } // namespace detail // Used in the definition of a custom class. // // Name: Name of your class, without namespace // Base: Name of the direct base class, with namespace if necessary // // ___get_class_name: Name of the class // ___get_godot_class_name: Name of the Godot base class this class inherits from (i.e not direct) // _new: Creates a new instance of the class // ___get_id: Gets the unique ID of the class. Godot and custom classes are both within that set. // ___get_base_id: Gets the ID of the direct base class, as returned by ___get_id // ___get_base_class_name: Name of the direct base class // ___get_from_variant: Converts a Variant into an Object*. Will be non-null if the class matches. #define GODOT_CLASS(Name, Base) \ \ public: \ inline static const char *___get_class_name() { return #Name; } \ enum { ___CLASS_IS_SCRIPT = 1 }; \ inline static const char *___get_godot_class_name() { \ return Base::___get_godot_class_name(); \ } \ inline static Name *_new() { \ return godot::detail::create_custom_class_instance(); \ } \ inline static size_t ___get_id() { return typeid(Name).hash_code(); } \ inline static size_t ___get_base_id() { return Base::___get_id(); } \ inline static const char *___get_base_class_name() { return Base::___get_class_name(); } \ inline static godot::Object *___get_from_variant(godot::Variant a) { \ return (godot::Object *)godot::detail::get_custom_class_instance( \ godot::Object::___get_from_variant(a)); \ } \ \ private: // Legacy compatibility #define GODOT_SUBCLASS(Name, Base) GODOT_CLASS(Name, Base) template struct _ArgCast { static T _arg_cast(Variant a) { return a; } }; template struct _ArgCast { static T *_arg_cast(Variant a) { return (T *)T::___get_from_variant(a); } }; template <> struct _ArgCast { static Variant _arg_cast(Variant a) { return a; } }; // instance and destroy funcs template void *_godot_class_instance_func(godot_object *p, void * /*method_data*/) { T *d = new T(); d->_owner = p; d->_type_tag = typeid(T).hash_code(); d->_init(); return d; } template void _godot_class_destroy_func(godot_object * /*p*/, void * /*method_data*/, void *data) { T *d = (T *)data; delete d; } template void register_class() { static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); godot_instance_create_func create = {}; create.create_func = _godot_class_instance_func; godot_instance_destroy_func destroy = {}; destroy.destroy_func = _godot_class_destroy_func; _TagDB::register_type(T::___get_id(), T::___get_base_id()); godot::nativescript_api->godot_nativescript_register_class(godot::_RegisterState::nativescript_handle, T::___get_class_name(), T::___get_base_class_name(), create, destroy); godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, T::___get_class_name(), (const void *)T::___get_id()); T::_register_methods(); } template void register_tool_class() { static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); godot_instance_create_func create = {}; create.create_func = _godot_class_instance_func; godot_instance_destroy_func destroy = {}; destroy.destroy_func = _godot_class_destroy_func; _TagDB::register_type(T::___get_id(), T::___get_base_id()); godot::nativescript_api->godot_nativescript_register_tool_class(godot::_RegisterState::nativescript_handle, T::___get_class_name(), T::___get_base_class_name(), create, destroy); godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, T::___get_class_name(), (const void *)T::___get_id()); T::_register_methods(); } // method registering typedef godot_variant (*__godot_wrapper_method)(godot_object *, void *, void *, int, godot_variant **); template const char *___get_method_class_name(R (T::*p)(args... a)) { static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); (void)p; // To avoid "unused parameter" warnings. `p` is required for template matching. return T::___get_class_name(); } // This second version is also required to match constant functions template const char *___get_method_class_name(R (T::*p)(args... a) const) { static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); (void)p; // To avoid "unused parameter" warnings. `p` is required for template matching. return T::___get_class_name(); } // Okay, time for some template magic. // Many thanks to manpat from the GDL Discord Server. // This is stuff that's available in C++14 I think, but whatever. template struct __Sequence {}; template struct __construct_sequence { using type = typename __construct_sequence::type; }; template struct __construct_sequence<0, I...> { using type = __Sequence; }; // Now the wrapping part. template struct _WrappedMethod { R(T::*f) (As...); template void apply(Variant *ret, T *obj, Variant **args, __Sequence) { *ret = (obj->*f)(_ArgCast::_arg_cast(*args[I])...); } }; template struct _WrappedMethod { void (T::*f)(As...); template void apply(Variant * /*ret*/, T *obj, Variant **args, __Sequence) { (obj->*f)(_ArgCast::_arg_cast(*args[I])...); } }; template godot_variant __wrapped_method(godot_object *, void *method_data, void *user_data, int /*num_args*/, godot_variant **args) { godot_variant v; godot::api->godot_variant_new_nil(&v); T *obj = (T *)user_data; _WrappedMethod *method = (_WrappedMethod *)method_data; Variant *var = (Variant *)&v; Variant **arg = (Variant **)args; method->apply(var, obj, arg, typename __construct_sequence::type{}); return v; } template void *___make_wrapper_function(R (T::*f)(As...)) { using MethodType = _WrappedMethod; MethodType *p = (MethodType *)godot::api->godot_alloc(sizeof(MethodType)); p->f = f; return (void *)p; } template __godot_wrapper_method ___get_wrapper_function(R (T::* /*f*/)(As...)) { return (__godot_wrapper_method)&__wrapped_method; } template void *___make_wrapper_function(R (T::*f)(A...) const) { return ___make_wrapper_function((R(T::*)(A...))f); } template __godot_wrapper_method ___get_wrapper_function(R (T::*f)(A...) const) { return ___get_wrapper_function((R(T::*)(A...))f); } template void register_method(const char *name, M method_ptr, godot_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED) { godot_instance_method method = {}; method.method_data = ___make_wrapper_function(method_ptr); method.free_func = godot::api->godot_free; method.method = (__godot_wrapper_method)___get_wrapper_function(method_ptr); godot_method_attributes attr = {}; attr.rpc_type = rpc_type; godot::nativescript_api->godot_nativescript_register_method(godot::_RegisterState::nativescript_handle, ___get_method_class_name(method_ptr), name, attr, method); } // User can specify a derived class D to register the method for, instead of it being inferred. template void register_method_explicit(const char *name, R (B::*method_ptr)(As...), godot_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED) { static_assert(std::is_base_of::value, "Explicit class must derive from method class"); register_method(name, static_cast(method_ptr), rpc_type); } template struct _PropertySetFunc { void (T::*f)(P); static void _wrapped_setter(godot_object * /*object*/, void *method_data, void *user_data, godot_variant *value) { _PropertySetFunc *set_func = (_PropertySetFunc *)method_data; T *obj = (T *)user_data; Variant *v = (Variant *)value; (obj->*(set_func->f))(_ArgCast

::_arg_cast(*v)); } }; template struct _PropertyGetFunc { P(T::*f) (); static godot_variant _wrapped_getter(godot_object * /*object*/, void *method_data, void *user_data) { _PropertyGetFunc *get_func = (_PropertyGetFunc *)method_data; T *obj = (T *)user_data; godot_variant var; godot::api->godot_variant_new_nil(&var); Variant *v = (Variant *)&var; *v = (obj->*(get_func->f))(); return var; } }; template struct _PropertyDefaultSetFunc { P(T::*f); static void _wrapped_setter(godot_object * /*object*/, void *method_data, void *user_data, godot_variant *value) { _PropertyDefaultSetFunc *set_func = (_PropertyDefaultSetFunc *)method_data; T *obj = (T *)user_data; Variant *v = (Variant *)value; (obj->*(set_func->f)) = _ArgCast

::_arg_cast(*v); } }; template struct _PropertyDefaultGetFunc { P(T::*f); static godot_variant _wrapped_getter(godot_object * /*object*/, void *method_data, void *user_data) { _PropertyDefaultGetFunc *get_func = (_PropertyDefaultGetFunc *)method_data; T *obj = (T *)user_data; godot_variant var; godot::api->godot_variant_new_nil(&var); Variant *v = (Variant *)&var; *v = (obj->*(get_func->f)); return var; } }; template void register_property(const char *name, P(T::*var), P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") { static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); Variant def_val = default_value; usage = (godot_property_usage_flags)((int)usage | GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE); if (def_val.get_type() == Variant::OBJECT) { Object *o = detail::get_wrapper(def_val.operator godot_object *()); if (o && o->is_class("Resource")) { hint = (godot_property_hint)((int)hint | GODOT_PROPERTY_HINT_RESOURCE_TYPE); hint_string = o->get_class(); } } godot_string *_hint_string = (godot_string *)&hint_string; godot_property_attributes attr = {}; if (def_val.get_type() == Variant::NIL) { attr.type = Variant::OBJECT; } else { attr.type = def_val.get_type(); attr.default_value = *(godot_variant *)&def_val; } attr.hint = hint; attr.rset_type = rpc_mode; attr.usage = usage; attr.hint_string = *_hint_string; _PropertyDefaultSetFunc *wrapped_set = (_PropertyDefaultSetFunc *)godot::api->godot_alloc(sizeof(_PropertyDefaultSetFunc)); wrapped_set->f = var; _PropertyDefaultGetFunc *wrapped_get = (_PropertyDefaultGetFunc *)godot::api->godot_alloc(sizeof(_PropertyDefaultGetFunc)); wrapped_get->f = var; godot_property_set_func set_func = {}; set_func.method_data = (void *)wrapped_set; set_func.free_func = godot::api->godot_free; set_func.set_func = &_PropertyDefaultSetFunc::_wrapped_setter; godot_property_get_func get_func = {}; get_func.method_data = (void *)wrapped_get; get_func.free_func = godot::api->godot_free; get_func.get_func = &_PropertyDefaultGetFunc::_wrapped_getter; godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, T::___get_class_name(), name, &attr, set_func, get_func); } template void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(), P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") { static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); Variant def_val = default_value; godot_string *_hint_string = (godot_string *)&hint_string; godot_property_attributes attr = {}; if (def_val.get_type() == Variant::NIL) { attr.type = Variant::OBJECT; } else { attr.type = def_val.get_type(); attr.default_value = *(godot_variant *)&def_val; } attr.hint = hint; attr.rset_type = rpc_mode; attr.usage = usage; attr.hint_string = *_hint_string; _PropertySetFunc *wrapped_set = (_PropertySetFunc *)godot::api->godot_alloc(sizeof(_PropertySetFunc)); wrapped_set->f = setter; _PropertyGetFunc *wrapped_get = (_PropertyGetFunc *)godot::api->godot_alloc(sizeof(_PropertyGetFunc)); wrapped_get->f = getter; godot_property_set_func set_func = {}; set_func.method_data = (void *)wrapped_set; set_func.free_func = godot::api->godot_free; set_func.set_func = &_PropertySetFunc::_wrapped_setter; godot_property_get_func get_func = {}; get_func.method_data = (void *)wrapped_get; get_func.free_func = godot::api->godot_free; get_func.get_func = &_PropertyGetFunc::_wrapped_getter; godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, T::___get_class_name(), name, &attr, set_func, get_func); } template void register_property(const char *name, void (T::*setter)(P), P (T::*getter)() const, P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") { register_property(name, setter, (P(T::*)())getter, default_value, rpc_mode, usage, hint, hint_string); } template void register_signal(String name, Dictionary args = Dictionary()) { static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); godot_signal signal = {}; signal.name = *(godot_string *)&name; signal.num_args = args.size(); signal.num_default_args = 0; // Need to check because malloc(0) is platform-dependent. Zero arguments will leave args to nullptr. if (signal.num_args != 0) { signal.args = (godot_signal_argument *)godot::api->godot_alloc(sizeof(godot_signal_argument) * signal.num_args); memset((void *)signal.args, 0, sizeof(godot_signal_argument) * signal.num_args); } for (int i = 0; i < signal.num_args; i++) { // Array entry = args[i]; // String name = entry[0]; String name = args.keys()[i]; godot_string *_key = (godot_string *)&name; godot::api->godot_string_new_copy(&signal.args[i].name, _key); // if (entry.size() > 1) { // signal.args[i].type = entry[1]; // } signal.args[i].type = args.values()[i]; } godot::nativescript_api->godot_nativescript_register_signal(godot::_RegisterState::nativescript_handle, T::___get_class_name(), &signal); for (int i = 0; i < signal.num_args; i++) { godot::api->godot_string_destroy(&signal.args[i].name); } if (signal.args) { godot::api->godot_free(signal.args); } } template void register_signal(String name, Args... varargs) { register_signal(name, Dictionary::make(varargs...)); } #ifndef GODOT_CPP_NO_OBJECT_CAST template T *Object::cast_to(const Object *obj) { if (!obj) return nullptr; if (T::___CLASS_IS_SCRIPT) { size_t have_tag = (size_t)godot::nativescript_1_1_api->godot_nativescript_get_type_tag(obj->_owner); if (have_tag) { if (!godot::_TagDB::is_type_known((size_t)have_tag)) { have_tag = 0; } } if (!have_tag) { have_tag = obj->_type_tag; } if (godot::_TagDB::is_type_compatible(T::___get_id(), have_tag)) { return detail::get_custom_class_instance(obj); } } else { if (godot::core_1_2_api->godot_object_cast_to(obj->_owner, (void *)T::___get_id())) { return (T *)obj; } } return nullptr; } #endif } // namespace godot #endif // GODOT_HPP