class_db.hpp 9.3 KB

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  1. /*************************************************************************/
  2. /* class_db.hpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef CLASS_DB_HPP
  31. #define CLASS_DB_HPP
  32. #include <godot/gdnative_interface.h>
  33. #include <godot_cpp/core/defs.hpp>
  34. #include <godot_cpp/core/error_macros.hpp>
  35. #include <godot_cpp/core/method_bind.hpp>
  36. #include <godot_cpp/core/object.hpp>
  37. #include <list>
  38. #include <set>
  39. #include <string>
  40. #include <unordered_map>
  41. #include <vector>
  42. namespace godot {
  43. struct MethodDefinition {
  44. const char *name = nullptr;
  45. std::list<std::string> args;
  46. MethodDefinition() {}
  47. MethodDefinition(const char *p_name) :
  48. name(p_name) {}
  49. };
  50. MethodDefinition D_METHOD(const char *p_name);
  51. MethodDefinition D_METHOD(const char *p_name, const char *p_arg1);
  52. template <typename... Args>
  53. MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, Args... args) {
  54. MethodDefinition md = D_METHOD(p_name, args...);
  55. md.args.push_front(p_arg1);
  56. return md;
  57. }
  58. class ClassDB {
  59. static GDNativeInitializationLevel current_level;
  60. friend class godot::GDExtensionBinding;
  61. public:
  62. struct PropertySetGet {
  63. int index;
  64. const char *setter;
  65. const char *getter;
  66. MethodBind *_setptr;
  67. MethodBind *_getptr;
  68. Variant::Type type;
  69. };
  70. struct ClassInfo {
  71. const char *name = nullptr;
  72. const char *parent_name = nullptr;
  73. GDNativeInitializationLevel level = GDNATIVE_INITIALIZATION_SCENE;
  74. std::unordered_map<std::string, MethodBind *> method_map;
  75. std::set<std::string> signal_names;
  76. std::unordered_map<std::string, GDNativeExtensionClassCallVirtual> virtual_methods;
  77. std::set<std::string> property_names;
  78. std::set<std::string> constant_names;
  79. ClassInfo *parent_ptr = nullptr;
  80. };
  81. private:
  82. static std::unordered_map<std::string, ClassInfo> classes;
  83. static MethodBind *bind_methodfi(uint32_t p_flags, MethodBind *p_bind, const MethodDefinition &method_name, const void **p_defs, int p_defcount);
  84. static void initialize_class(const ClassInfo &cl);
  85. static void bind_method_godot(const char *p_class_name, MethodBind *p_method);
  86. public:
  87. template <class T>
  88. static void register_class();
  89. template <class N, class M>
  90. static MethodBind *bind_method(N p_method_name, M p_method);
  91. template <class M>
  92. 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);
  93. static void add_property_group(const char *p_class, const char *p_name, const char *p_prefix);
  94. static void add_property_subgroup(const char *p_class, const char *p_name, const char *p_prefix);
  95. static void add_property(const char *p_class, const PropertyInfo &p_pinfo, const char *p_setter, const char *p_getter, int p_index = -1);
  96. static void add_signal(const char *p_class, const MethodInfo &p_signal);
  97. static void bind_integer_constant(const char *p_class_name, const char *p_enum_name, const char *p_constant_name, GDNativeInt p_constant_value);
  98. static void bind_virtual_method(const char *p_class, const char *p_method, GDNativeExtensionClassCallVirtual p_call);
  99. static MethodBind *get_method(const char *p_class, const char *p_method);
  100. static GDNativeExtensionClassCallVirtual get_virtual_func(void *p_userdata, const char *p_name);
  101. static void initialize(GDNativeInitializationLevel p_level);
  102. static void deinitialize(GDNativeInitializationLevel p_level);
  103. };
  104. #define BIND_CONSTANT(m_constant) \
  105. godot::ClassDB::bind_integer_constant(get_class_static(), "", #m_constant, m_constant);
  106. #define BIND_ENUM_CONSTANT(m_constant) \
  107. godot::ClassDB::bind_integer_constant(get_class_static(), godot::__constant_get_enum_name(m_constant, #m_constant), #m_constant, m_constant);
  108. #define BIND_VIRTUAL_METHOD(m_class, m_method) \
  109. { \
  110. auto ___call##m_method = [](GDNativeObjectPtr p_instance, const GDNativeTypePtr *p_args, GDNativeTypePtr p_ret) -> void { \
  111. call_with_ptr_args(reinterpret_cast<m_class *>(p_instance), &m_class::m_method, p_args, p_ret); \
  112. }; \
  113. godot::ClassDB::bind_virtual_method(m_class::get_class_static(), #m_method, ___call##m_method); \
  114. }
  115. template <class T>
  116. void ClassDB::register_class() {
  117. // Register this class within our plugin
  118. ClassInfo cl;
  119. cl.name = T::get_class_static();
  120. cl.parent_name = T::get_parent_class_static();
  121. cl.level = current_level;
  122. classes[cl.name] = cl;
  123. if (classes.find(cl.parent_name) != classes.end()) {
  124. cl.parent_ptr = &classes[cl.parent_name];
  125. }
  126. // Register this class with Godot
  127. GDNativeExtensionClassCreationInfo class_info = {
  128. nullptr, // GDNativeExtensionClassSet set_func;
  129. nullptr, // GDNativeExtensionClassGet get_func;
  130. nullptr, // GDNativeExtensionClassGetPropertyList get_property_list_func;
  131. nullptr, // GDNativeExtensionClassFreePropertyList free_property_list_func;
  132. nullptr, // GDNativeExtensionClassNotification notification_func;
  133. nullptr, // GDNativeExtensionClassToString to_string_func;
  134. nullptr, // GDNativeExtensionClassReference reference_func;
  135. nullptr, // GDNativeExtensionClassUnreference unreference_func;
  136. T::create, // GDNativeExtensionClassCreateInstance create_instance_func; /* this one is mandatory */
  137. T::free, // GDNativeExtensionClassFreeInstance free_instance_func; /* this one is mandatory */
  138. &ClassDB::get_virtual_func, // GDNativeExtensionClassGetVirtual get_virtual_func;
  139. nullptr, // GDNativeExtensionClassGetRID get_rid;
  140. (void *)cl.name, // void *class_userdata;
  141. };
  142. internal::gdn_interface->classdb_register_extension_class(internal::library, cl.name, cl.parent_name, &class_info);
  143. // call bind_methods etc. to register all members of the class
  144. T::initialize_class();
  145. // now register our class within ClassDB within Godot
  146. initialize_class(classes[cl.name]);
  147. }
  148. template <class N, class M>
  149. MethodBind *ClassDB::bind_method(N p_method_name, M p_method) {
  150. MethodBind *bind = create_method_bind(p_method);
  151. return bind_methodfi(0, bind, p_method_name, nullptr, 0);
  152. }
  153. template <class M>
  154. 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) {
  155. MethodBind *bind = create_vararg_method_bind(p_method, p_info, p_return_nil_is_variant);
  156. ERR_FAIL_COND_V(!bind, nullptr);
  157. bind->set_name(p_name);
  158. bind->set_default_arguments(p_default_args);
  159. const char *instance_type = bind->get_instance_class();
  160. std::unordered_map<std::string, ClassInfo>::iterator type_it = classes.find(instance_type);
  161. if (type_it == classes.end()) {
  162. memdelete(bind);
  163. ERR_FAIL_V_MSG(nullptr, "Class doesn't exist.");
  164. }
  165. ClassInfo &type = type_it->second;
  166. if (type.method_map.find(p_name) != type.method_map.end()) {
  167. memdelete(bind);
  168. ERR_FAIL_V_MSG(nullptr, "Binding duplicate method.");
  169. }
  170. // register our method bind within our plugin
  171. type.method_map[p_name] = bind;
  172. // and register with godot
  173. bind_method_godot(type.name, bind);
  174. return bind;
  175. }
  176. #define GDREGISTER_CLASS(m_class) ClassDB::register_class<m_class>();
  177. } // namespace godot
  178. #endif // ! CLASS_DB_HPP