godot-cpp/src/core/method_bind.cpp

114 lines
4.6 KiB
C++

/**************************************************************************/
/* method_bind.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include <godot_cpp/core/method_bind.hpp>
namespace godot {
StringName MethodBind::get_name() const {
return name;
}
void MethodBind::set_name(const StringName &p_name) {
name = p_name;
}
void MethodBind::set_argument_count(int p_count) {
argument_count = p_count;
}
void MethodBind::set_const(bool p_const) {
_is_const = p_const;
}
void MethodBind::set_return(bool p_return) {
_has_return = p_return;
}
void MethodBind::set_static(bool p_static) {
_static = p_static;
}
void MethodBind::set_vararg(bool p_vararg) {
_vararg = p_vararg;
}
void MethodBind::set_argument_names(const std::vector<StringName> &p_names) {
argument_names = p_names;
}
std::vector<StringName> MethodBind::get_argument_names() const {
return argument_names;
}
void MethodBind::generate_argument_types(int p_count) {
set_argument_count(p_count);
if (argument_types != nullptr) {
memdelete_arr(argument_types);
}
argument_types = memnew_arr(GDExtensionVariantType, p_count + 1);
// -1 means return type.
for (int i = -1; i < p_count; i++) {
argument_types[i + 1] = gen_argument_type(i);
}
}
PropertyInfo MethodBind::get_argument_info(int p_argument) const {
PropertyInfo info = gen_argument_type_info(p_argument);
if (p_argument >= 0) {
info.name = p_argument < (int)argument_names.size() ? argument_names[p_argument] : "";
}
return info;
}
void MethodBind::bind_call(void *p_method_userdata, GDExtensionClassInstancePtr p_instance, const GDExtensionConstVariantPtr *p_args, GDExtensionInt p_argument_count, GDExtensionVariantPtr r_return, GDExtensionCallError *r_error) {
const MethodBind *bind = reinterpret_cast<const MethodBind *>(p_method_userdata);
Variant ret = bind->call(p_instance, p_args, p_argument_count, *r_error);
// This assumes the return value is an empty Variant, so it doesn't need to call the destructor first.
// Since only GDExtensionMethodBind calls this from the Godot side, it should always be the case.
internal::gdextension_interface_variant_new_copy(r_return, ret._native_ptr());
}
void MethodBind::bind_ptrcall(void *p_method_userdata, GDExtensionClassInstancePtr p_instance, const GDExtensionConstTypePtr *p_args, GDExtensionTypePtr r_return) {
const MethodBind *bind = reinterpret_cast<const MethodBind *>(p_method_userdata);
bind->ptrcall(p_instance, p_args, r_return);
}
MethodBind::~MethodBind() {
if (argument_types) {
memdelete_arr(argument_types);
}
}
} // namespace godot