180 lines
15 KiB
C++
180 lines
15 KiB
C++
/*************************************************************************/
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/* wrapped.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 GODOT_CPP_WRAPPED_HPP
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#define GODOT_CPP_WRAPPED_HPP
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#include <godot_cpp/core/memory.hpp>
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#include <godot_cpp/godot.hpp>
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namespace godot {
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typedef void GodotObject;
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// Base for all engine classes, to contain the pointer to the engine instance.
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class Wrapped {
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friend class GDExtensionBinding;
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friend void postinitialize_handler(Wrapped *);
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protected:
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virtual const char *_get_extension_class() const; // This is needed to retrieve the class name before the godot object has its _extension and _extension_instance members assigned.
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virtual const GDNativeInstanceBindingCallbacks *_get_bindings_callbacks() const = 0;
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void _postinitialize();
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Wrapped(const char *p_godot_class);
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Wrapped(GodotObject *p_godot_object);
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public:
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// Must be public but you should not touch this.
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GodotObject *_owner = nullptr;
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};
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} // namespace godot
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#define GDCLASS(m_class, m_inherits) \
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private: \
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void operator=(const m_class &p_rval) {} \
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friend class ClassDB; \
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\
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protected: \
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virtual const char *_get_extension_class() const override { \
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return get_class_static(); \
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} \
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\
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virtual const GDNativeInstanceBindingCallbacks *_get_bindings_callbacks() const override { \
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return &___binding_callbacks; \
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} \
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\
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static void (*_get_bind_methods())() { \
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return &m_class::_bind_methods; \
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} \
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\
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template <class T> \
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static void register_virtuals() { \
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m_inherits::register_virtuals<T>(); \
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} \
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\
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public: \
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static void initialize_class() { \
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static bool initialized = false; \
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if (initialized) { \
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return; \
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} \
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m_inherits::initialize_class(); \
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if (m_class::_get_bind_methods() != m_inherits::_get_bind_methods()) { \
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_bind_methods(); \
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m_inherits::register_virtuals<m_class>(); \
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} \
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initialized = true; \
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} \
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\
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static const char *get_class_static() { \
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return #m_class; \
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} \
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\
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static const char *get_parent_class_static() { \
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return #m_inherits; \
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} \
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\
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static GDNativeObjectPtr create(void *data) { \
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m_class *new_object = memnew(m_class); \
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return new_object->_owner; \
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} \
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\
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static void free(void *data, GDExtensionClassInstancePtr ptr) { \
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if (ptr) { \
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m_class *cls = reinterpret_cast<m_class *>(ptr); \
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cls->~m_class(); \
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::godot::Memory::free_static(cls); \
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} \
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} \
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\
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static void *___binding_create_callback(void *p_token, void *p_instance) { \
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return nullptr; \
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} \
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static void ___binding_free_callback(void *p_token, void *p_instance, void *p_binding) { \
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} \
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static GDNativeBool ___binding_reference_callback(void *p_token, void *p_instance, GDNativeBool p_reference) { \
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return true; \
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} \
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static constexpr GDNativeInstanceBindingCallbacks ___binding_callbacks = { \
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___binding_create_callback, \
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___binding_free_callback, \
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___binding_reference_callback, \
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};
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// Don't use this for your classes, use GDCLASS() instead.
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#define GDNATIVE_CLASS(m_class, m_inherits) \
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private: \
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void operator=(const m_class &p_rval) {} \
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\
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protected: \
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virtual const GDNativeInstanceBindingCallbacks *_get_bindings_callbacks() const override { \
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return &___binding_callbacks; \
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} \
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\
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m_class(const char *p_godot_class) : m_inherits(p_godot_class) {} \
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m_class(GodotObject *p_godot_object) : m_inherits(p_godot_object) {} \
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\
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static void (*_get_bind_methods())() { \
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return nullptr; \
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} \
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\
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public: \
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static void initialize_class() {} \
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\
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static const char *get_class_static() { \
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return #m_class; \
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} \
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\
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static const char *get_parent_class_static() { \
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return #m_inherits; \
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} \
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\
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static void *___binding_create_callback(void *p_token, void *p_instance) { \
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return memnew(m_class((GodotObject *)p_instance)); \
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} \
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static void ___binding_free_callback(void *p_token, void *p_instance, void *p_binding) { \
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Memory::free_static(reinterpret_cast<m_class *>(p_binding)); \
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} \
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static GDNativeBool ___binding_reference_callback(void *p_token, void *p_instance, GDNativeBool p_reference) { \
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return true; \
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} \
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static constexpr GDNativeInstanceBindingCallbacks ___binding_callbacks = { \
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___binding_create_callback, \
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___binding_free_callback, \
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___binding_reference_callback, \
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}; \
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m_class() : m_class(#m_class) {}
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#endif // ! GODOT_CPP_WRAPPED_HPP
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