218 lines
9.3 KiB
C++
218 lines
9.3 KiB
C++
/*************************************************************************/
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/* class_db.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CLASS_DB_HPP
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#define CLASS_DB_HPP
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#include <godot/gdnative_interface.h>
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#include <godot_cpp/core/defs.hpp>
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#include <godot_cpp/core/error_macros.hpp>
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#include <godot_cpp/core/method_bind.hpp>
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#include <godot_cpp/core/object.hpp>
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#include <list>
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#include <set>
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#include <string>
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#include <unordered_map>
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#include <vector>
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namespace godot {
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struct MethodDefinition {
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const char *name = nullptr;
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std::list<std::string> args;
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MethodDefinition() {}
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MethodDefinition(const char *p_name) :
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name(p_name) {}
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};
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MethodDefinition D_METHOD(const char *p_name);
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MethodDefinition D_METHOD(const char *p_name, const char *p_arg1);
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template <typename... Args>
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MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, Args... args) {
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MethodDefinition md = D_METHOD(p_name, args...);
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md.args.push_front(p_arg1);
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return md;
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}
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class ClassDB {
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static GDNativeInitializationLevel current_level;
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friend class godot::GDExtensionBinding;
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public:
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struct PropertySetGet {
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int index;
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const char *setter;
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const char *getter;
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MethodBind *_setptr;
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MethodBind *_getptr;
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Variant::Type type;
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};
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struct ClassInfo {
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const char *name = nullptr;
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const char *parent_name = nullptr;
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GDNativeInitializationLevel level = GDNATIVE_INITIALIZATION_SCENE;
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std::unordered_map<std::string, MethodBind *> method_map;
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std::set<std::string> signal_names;
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std::unordered_map<std::string, GDNativeExtensionClassCallVirtual> virtual_methods;
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std::set<std::string> property_names;
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std::set<std::string> constant_names;
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ClassInfo *parent_ptr = nullptr;
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};
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private:
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static std::unordered_map<std::string, ClassInfo> classes;
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static MethodBind *bind_methodfi(uint32_t p_flags, MethodBind *p_bind, const MethodDefinition &method_name, const void **p_defs, int p_defcount);
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static void initialize_class(const ClassInfo &cl);
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static void bind_method_godot(const char *p_class_name, MethodBind *p_method);
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public:
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template <class T>
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static void register_class();
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template <class N, class M>
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static MethodBind *bind_method(N p_method_name, M p_method);
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template <class M>
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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);
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static void add_property_subgroup(const char *p_class, const char *p_name, const char *p_prefix);
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static void add_property(const char *p_class, const PropertyInfo &p_pinfo, const char *p_setter, const char *p_getter, int p_index = -1);
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static void add_signal(const char *p_class, const MethodInfo &p_signal);
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static void bind_integer_constant(const char *p_class_name, const char *p_enum_name, const char *p_constant_name, GDNativeInt p_constant_value);
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static void bind_virtual_method(const char *p_class, const char *p_method, GDNativeExtensionClassCallVirtual p_call);
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static MethodBind *get_method(const char *p_class, const char *p_method);
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static GDNativeExtensionClassCallVirtual get_virtual_func(void *p_userdata, const char *p_name);
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static void initialize(GDNativeInitializationLevel p_level);
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static void deinitialize(GDNativeInitializationLevel p_level);
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};
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#define BIND_CONSTANT(m_constant) \
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godot::ClassDB::bind_integer_constant(get_class_static(), "", #m_constant, m_constant);
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#define BIND_ENUM_CONSTANT(m_constant) \
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godot::ClassDB::bind_integer_constant(get_class_static(), godot::__constant_get_enum_name(m_constant, #m_constant), #m_constant, m_constant);
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#define BIND_VIRTUAL_METHOD(m_class, m_method) \
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{ \
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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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}; \
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godot::ClassDB::bind_virtual_method(m_class::get_class_static(), #m_method, ___call##m_method); \
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}
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template <class T>
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void ClassDB::register_class() {
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// Register this class within our plugin
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ClassInfo cl;
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cl.name = T::get_class_static();
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cl.parent_name = T::get_parent_class_static();
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cl.level = current_level;
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classes[cl.name] = cl;
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if (classes.find(cl.parent_name) != classes.end()) {
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cl.parent_ptr = &classes[cl.parent_name];
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}
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// Register this class with Godot
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GDNativeExtensionClassCreationInfo class_info = {
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nullptr, // GDNativeExtensionClassSet set_func;
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nullptr, // GDNativeExtensionClassGet get_func;
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nullptr, // GDNativeExtensionClassGetPropertyList get_property_list_func;
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nullptr, // GDNativeExtensionClassFreePropertyList free_property_list_func;
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nullptr, // GDNativeExtensionClassNotification notification_func;
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nullptr, // GDNativeExtensionClassToString to_string_func;
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nullptr, // GDNativeExtensionClassReference reference_func;
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nullptr, // GDNativeExtensionClassUnreference
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T::create, // GDNativeExtensionClassCreateInstance create_instance_func; /* this one is mandatory */
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T::free, // GDNativeExtensionClassFreeInstance free_instance_func; /* this one is mandatory */
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&ClassDB::get_virtual_func, // GDNativeExtensionClassGetVirtual get_virtual_func;
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(void *)cl.name, // void *class_userdata;
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};
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internal::gdn_interface->classdb_register_extension_class(internal::library, cl.name, cl.parent_name, &class_info);
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// call bind_methods etc. to register all members of the class
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T::initialize_class();
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// now register our class within ClassDB within Godot
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initialize_class(classes[cl.name]);
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}
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template <class N, class M>
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MethodBind *ClassDB::bind_method(N p_method_name, M p_method) {
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MethodBind *bind = create_method_bind(p_method);
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return bind_methodfi(0, bind, p_method_name, nullptr, 0);
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}
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template <class M>
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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) {
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MethodBind *bind = create_vararg_method_bind(p_method, p_info, p_return_nil_is_variant);
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ERR_FAIL_COND_V(!bind, nullptr);
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bind->set_name(p_name);
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bind->set_default_arguments(p_default_args);
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const char *instance_type = bind->get_instance_class();
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std::unordered_map<std::string, ClassInfo>::iterator type_it = classes.find(instance_type);
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if (type_it == classes.end()) {
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memdelete(bind);
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ERR_FAIL_V_MSG(nullptr, "Class doesn't exist.");
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}
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ClassInfo &type = type_it->second;
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if (type.method_map.find(p_name) != type.method_map.end()) {
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memdelete(bind);
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ERR_FAIL_V_MSG(nullptr, "Binding duplicate method.");
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}
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// register our method bind within our plugin
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type.method_map[p_name] = bind;
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// and register with godot
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bind_method_godot(type.name, bind);
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return bind;
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}
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#define GDREGISTER_CLASS(m_class) ClassDB::register_class<m_class>();
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} // namespace godot
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#endif // ! CLASS_DB_HPP
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