godot-cpp/include/godot_cpp/core/object.hpp

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5.7 KiB
C++

/*************************************************************************/
/* object.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_OBJECT_HPP
#define GODOT_OBJECT_HPP
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/variant/variant.hpp>
#include <godot_cpp/classes/object.hpp>
#include <godot_cpp/godot.hpp>
#include <godot/gdnative_interface.h>
#include <vector>
#define ADD_SIGNAL(m_signal) ClassDB::add_signal(get_class_static(), m_signal)
#define ADD_PROPERTY(m_property, m_setter, m_getter) ClassDB::add_property(get_class_static(), m_property, m_setter, m_getter)
namespace godot {
struct PropertyInfo {
Variant::Type type = Variant::NIL;
const char *name = nullptr;
const char *class_name = nullptr;
uint32_t hint = 0;
const char *hint_string = nullptr;
uint32_t usage = 7;
operator GDNativePropertyInfo() const {
GDNativePropertyInfo info;
info.type = type;
info.name = name;
info.hint = hint;
info.hint_string = hint_string;
info.class_name = class_name;
info.usage = usage;
return info;
}
PropertyInfo() = default;
PropertyInfo(Variant::Type p_type, const char *p_name, PropertyHint p_hint = PROPERTY_HINT_NONE, const char *p_hint_string = "", uint32_t p_usage = PROPERTY_USAGE_DEFAULT, const char *p_class_name = "") :
type(p_type),
name(p_name),
hint(p_hint),
hint_string(p_hint_string),
usage(p_usage) {
if (hint == PROPERTY_HINT_RESOURCE_TYPE) {
class_name = hint_string;
} else {
class_name = p_class_name;
}
}
PropertyInfo(GDNativeVariantType p_type, const char *p_name, PropertyHint p_hint = PROPERTY_HINT_NONE, const char *p_hint_string = "", uint32_t p_usage = PROPERTY_USAGE_DEFAULT, const char *p_class_name = "") :
PropertyInfo((Variant::Type)p_type, p_name, p_hint, p_hint_string, p_usage, p_class_name) {}
};
struct MethodInfo {
const char *name;
PropertyInfo return_val;
uint32_t flags;
int id = 0;
std::vector<PropertyInfo> arguments;
std::vector<Variant> default_arguments;
inline bool operator==(const MethodInfo &p_method) const { return id == p_method.id; }
inline bool operator<(const MethodInfo &p_method) const { return id == p_method.id ? (name < p_method.name) : (id < p_method.id); }
operator Dictionary() const;
static MethodInfo from_dict(const Dictionary &p_dict);
MethodInfo();
MethodInfo(const char *p_name);
template <class... Args>
MethodInfo(const char *p_name, const Args &...args);
MethodInfo(Variant::Type ret);
MethodInfo(Variant::Type ret, const char *p_name);
template <class... Args>
MethodInfo(Variant::Type ret, const char *p_name, const Args &...args);
MethodInfo(const PropertyInfo &p_ret, const char *p_name);
template <class... Args>
MethodInfo(const PropertyInfo &p_ret, const char *p_name, const Args &...);
};
template <class... Args>
MethodInfo::MethodInfo(const char *p_name, const Args &...args) :
name(p_name), flags(METHOD_FLAG_NORMAL) {
arguments = { args... };
}
template <class... Args>
MethodInfo::MethodInfo(Variant::Type ret, const char *p_name, const Args &...args) :
name(p_name), flags(METHOD_FLAG_NORMAL) {
return_val.type = ret;
arguments = { args... };
}
template <class... Args>
MethodInfo::MethodInfo(const PropertyInfo &p_ret, const char *p_name, const Args &...args) :
name(p_name), return_val(p_ret), flags(METHOD_FLAG_NORMAL) {
arguments = { args... };
}
template <class T>
T *Object::cast_to(Object *p_object) {
GDNativeObjectPtr casted = internal::interface->object_cast_to(p_object->_owner, internal::interface->classdb_get_class_tag(T::get_class_static()));
if (casted == nullptr) {
return nullptr;
}
return reinterpret_cast<T *>(internal::interface->object_get_instance_binding(casted, internal::token, &T::___binding_callbacks));
}
} // namespace godot
#endif // ! GODOT_OBJECT_HPP