298 lines
14 KiB
C++
298 lines
14 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 GODOT_CLASS_DB_HPP
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#define GODOT_CLASS_DB_HPP
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#include <gdextension_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 <godot_cpp/classes/class_db_singleton.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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// Needed to use StringName as key in `std::unordered_map`
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template <>
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struct std::hash<godot::StringName> {
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std::size_t operator()(godot::StringName const &s) const noexcept {
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return s.hash();
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}
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};
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namespace godot {
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#define DEFVAL(m_defval) (m_defval)
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struct MethodDefinition {
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StringName name;
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std::list<StringName> args;
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MethodDefinition() {}
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MethodDefinition(StringName p_name) :
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name(p_name) {}
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};
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MethodDefinition D_METHOD(StringName p_name);
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MethodDefinition D_METHOD(StringName p_name, StringName p_arg1);
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template <typename... Args>
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MethodDefinition D_METHOD(StringName p_name, StringName 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 GDExtensionInitializationLevel 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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StringName setter;
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StringName 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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StringName name;
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StringName parent_name;
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GDExtensionInitializationLevel level = GDEXTENSION_INITIALIZATION_SCENE;
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std::unordered_map<StringName, MethodBind *> method_map;
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std::set<StringName> signal_names;
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std::unordered_map<StringName, GDExtensionClassCallVirtual> virtual_methods;
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std::set<StringName> property_names;
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std::set<StringName> constant_names;
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// Pointer to the parent custom class, if any. Will be null if the parent class is a Godot class.
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ClassInfo *parent_ptr = nullptr;
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};
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private:
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// This may only contain custom classes, not Godot classes
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static std::unordered_map<StringName, ClassInfo> classes;
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static std::unordered_map<StringName, const GDExtensionInstanceBindingCallbacks *> instance_binding_callbacks;
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// Used to remember the custom class registration order.
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static std::vector<StringName> class_register_order;
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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 StringName &p_class_name, MethodBind *p_method);
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template <typename T, bool is_abstract>
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static void _register_class(bool p_virtual = false);
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public:
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template <typename T>
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static void register_class(bool p_virtual = false);
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template <typename T>
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static void register_abstract_class();
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_FORCE_INLINE_ static void _register_engine_class(const StringName &p_name, const GDExtensionInstanceBindingCallbacks *p_callbacks) {
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instance_binding_callbacks[p_name] = p_callbacks;
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}
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template <typename N, typename M, typename... VarArgs>
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static MethodBind *bind_method(N p_method_name, M p_method, VarArgs... p_args);
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template <typename N, typename M, typename... VarArgs>
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static MethodBind *bind_static_method(StringName p_class, N p_method_name, M p_method, VarArgs... p_args);
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template <typename M>
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static MethodBind *bind_vararg_method(uint32_t p_flags, StringName 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 StringName &p_class, const String &p_name, const String &p_prefix);
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static void add_property_subgroup(const StringName &p_class, const String &p_name, const String &p_prefix);
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static void add_property(const StringName &p_class, const PropertyInfo &p_pinfo, const StringName &p_setter, const StringName &p_getter, int p_index = -1);
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static void add_signal(const StringName &p_class, const MethodInfo &p_signal);
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static void bind_integer_constant(const StringName &p_class_name, const StringName &p_enum_name, const StringName &p_constant_name, GDExtensionInt p_constant_value, bool p_is_bitfield = false);
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static void bind_virtual_method(const StringName &p_class, const StringName &p_method, GDExtensionClassCallVirtual p_call);
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static MethodBind *get_method(const StringName &p_class, const StringName &p_method);
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static GDExtensionClassCallVirtual get_virtual_func(void *p_userdata, GDExtensionConstStringNamePtr p_name);
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static const GDExtensionInstanceBindingCallbacks *get_instance_binding_callbacks(const StringName &p_class);
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static void initialize(GDExtensionInitializationLevel p_level);
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static void deinitialize(GDExtensionInitializationLevel p_level);
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CLASSDB_SINGLETON_FORWARD_METHODS;
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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::_gde_constant_get_enum_name(m_constant, #m_constant), #m_constant, m_constant);
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#define BIND_BITFIELD_FLAG(m_constant) \
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::godot::ClassDB::bind_integer_constant(get_class_static(), ::godot::_gde_constant_get_bitfield_name(m_constant, #m_constant), #m_constant, m_constant, true);
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#define BIND_VIRTUAL_METHOD(m_class, m_method) \
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{ \
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auto _call##m_method = [](GDExtensionObjectPtr p_instance, const GDExtensionConstTypePtr *p_args, GDExtensionTypePtr 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 <typename T, bool is_abstract>
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void ClassDB::_register_class(bool p_virtual) {
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static_assert(TypesAreSame<typename T::self_type, T>::value, "Class not declared properly, please use GDCLASS.");
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static_assert(!FunctionsAreSame<T::self_type::_bind_methods, T::parent_type::_bind_methods>::value, "Class must declare 'static void _bind_methods'.");
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static_assert(!std::is_abstract_v<T> || is_abstract, "Class is abstract, please use GDREGISTER_ABSTRACT_CLASS.");
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instance_binding_callbacks[T::get_class_static()] = &T::_gde_binding_callbacks;
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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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std::unordered_map<StringName, ClassInfo>::iterator parent_it = classes.find(cl.parent_name);
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if (parent_it != classes.end()) {
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// Assign parent if it is also a custom class
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cl.parent_ptr = &parent_it->second;
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}
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classes[cl.name] = cl;
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class_register_order.push_back(cl.name);
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// Register this class with Godot
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GDExtensionClassCreationInfo class_info = {
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p_virtual, // GDExtensionBool is_virtual;
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is_abstract, // GDExtensionBool is_abstract;
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T::set_bind, // GDExtensionClassSet set_func;
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T::get_bind, // GDExtensionClassGet get_func;
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T::get_property_list_bind, // GDExtensionClassGetPropertyList get_property_list_func;
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T::free_property_list_bind, // GDExtensionClassFreePropertyList free_property_list_func;
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T::property_can_revert_bind, // GDExtensionClassPropertyCanRevert property_can_revert_func;
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T::property_get_revert_bind, // GDExtensionClassPropertyGetRevert property_get_revert_func;
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T::notification_bind, // GDExtensionClassNotification notification_func;
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T::to_string_bind, // GDExtensionClassToString to_string_func;
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nullptr, // GDExtensionClassReference reference_func;
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nullptr, // GDExtensionClassUnreference unreference_func;
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T::create, // GDExtensionClassCreateInstance create_instance_func; /* this one is mandatory */
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T::free, // GDExtensionClassFreeInstance free_instance_func; /* this one is mandatory */
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&ClassDB::get_virtual_func, // GDExtensionClassGetVirtual get_virtual_func;
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nullptr, // GDExtensionClassGetRID get_rid;
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(void *)&T::get_class_static(), // void *class_userdata;
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};
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internal::gdextension_interface_classdb_register_extension_class(internal::library, cl.name._native_ptr(), cl.parent_name._native_ptr(), &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 <typename T>
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void ClassDB::register_class(bool p_virtual) {
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ClassDB::_register_class<T, false>(p_virtual);
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}
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template <typename T>
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void ClassDB::register_abstract_class() {
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ClassDB::_register_class<T, true>();
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}
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template <typename N, typename M, typename... VarArgs>
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MethodBind *ClassDB::bind_method(N p_method_name, M p_method, VarArgs... p_args) {
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Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
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const Variant *argptrs[sizeof...(p_args) + 1];
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for (uint32_t i = 0; i < sizeof...(p_args); i++) {
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argptrs[i] = &args[i];
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}
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MethodBind *bind = create_method_bind(p_method);
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return bind_methodfi(METHOD_FLAGS_DEFAULT, bind, p_method_name, sizeof...(p_args) == 0 ? nullptr : (const void **)argptrs, sizeof...(p_args));
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}
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template <typename N, typename M, typename... VarArgs>
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MethodBind *ClassDB::bind_static_method(StringName p_class, N p_method_name, M p_method, VarArgs... p_args) {
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Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
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const Variant *argptrs[sizeof...(p_args) + 1];
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for (uint32_t i = 0; i < sizeof...(p_args); i++) {
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argptrs[i] = &args[i];
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}
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MethodBind *bind = create_static_method_bind(p_method);
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bind->set_instance_class(p_class);
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return bind_methodfi(0, bind, p_method_name, sizeof...(p_args) == 0 ? nullptr : (const void **)argptrs, sizeof...(p_args));
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}
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template <typename M>
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MethodBind *ClassDB::bind_vararg_method(uint32_t p_flags, StringName 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_NULL_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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StringName instance_type = bind->get_instance_class();
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std::unordered_map<StringName, 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, String("Class '{0}' doesn't exist.").format(Array::make(instance_type)));
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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, String("Binding duplicate method: {0}::{1}.").format(Array::make(instance_type, p_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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#define GDREGISTER_VIRTUAL_CLASS(m_class) ClassDB::register_class<m_class>(true);
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#define GDREGISTER_ABSTRACT_CLASS(m_class) ClassDB::register_abstract_class<m_class>();
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} // namespace godot
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CLASSDB_SINGLETON_VARIANT_CAST;
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#endif // GODOT_CLASS_DB_HPP
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