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- /**************************************************************************/
- /* class_db.hpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef GODOT_CLASS_DB_HPP
- #define GODOT_CLASS_DB_HPP
- #include <gdextension_interface.h>
- #include <godot_cpp/core/defs.hpp>
- #include <godot_cpp/core/error_macros.hpp>
- #include <godot_cpp/core/method_bind.hpp>
- #include <godot_cpp/core/object.hpp>
- #include <godot_cpp/classes/class_db_singleton.hpp>
- #include <list>
- #include <set>
- #include <string>
- #include <unordered_map>
- #include <vector>
- // Needed to use StringName as key in `std::unordered_map`
- template <>
- struct std::hash<godot::StringName> {
- std::size_t operator()(godot::StringName const &s) const noexcept {
- return s.hash();
- }
- };
- namespace godot {
- #define DEFVAL(m_defval) (m_defval)
- struct MethodDefinition {
- StringName name;
- std::list<StringName> args;
- MethodDefinition() {}
- MethodDefinition(StringName p_name) :
- name(p_name) {}
- };
- MethodDefinition D_METHOD(StringName p_name);
- MethodDefinition D_METHOD(StringName p_name, StringName p_arg1);
- template <typename... Args>
- MethodDefinition D_METHOD(StringName p_name, StringName p_arg1, Args... args) {
- MethodDefinition md = D_METHOD(p_name, args...);
- md.args.push_front(p_arg1);
- return md;
- }
- class ClassDB {
- static GDExtensionInitializationLevel current_level;
- friend class godot::GDExtensionBinding;
- public:
- struct PropertySetGet {
- int index;
- StringName setter;
- StringName getter;
- MethodBind *_setptr;
- MethodBind *_getptr;
- Variant::Type type;
- };
- struct ClassInfo {
- StringName name;
- StringName parent_name;
- GDExtensionInitializationLevel level = GDEXTENSION_INITIALIZATION_SCENE;
- std::unordered_map<StringName, MethodBind *> method_map;
- std::set<StringName> signal_names;
- std::unordered_map<StringName, GDExtensionClassCallVirtual> virtual_methods;
- std::set<StringName> property_names;
- std::set<StringName> constant_names;
- // Pointer to the parent custom class, if any. Will be null if the parent class is a Godot class.
- ClassInfo *parent_ptr = nullptr;
- };
- private:
- // This may only contain custom classes, not Godot classes
- static std::unordered_map<StringName, ClassInfo> classes;
- static std::unordered_map<StringName, const GDExtensionInstanceBindingCallbacks *> instance_binding_callbacks;
- // Used to remember the custom class registration order.
- static std::vector<StringName> class_register_order;
- static MethodBind *bind_methodfi(uint32_t p_flags, MethodBind *p_bind, const MethodDefinition &method_name, const void **p_defs, int p_defcount);
- static void initialize_class(const ClassInfo &cl);
- static void bind_method_godot(const StringName &p_class_name, MethodBind *p_method);
- template <class T, bool is_abstract>
- static void _register_class(bool p_virtual = false);
- public:
- template <class T>
- static void register_class(bool p_virtual = false);
- template <class T>
- static void register_abstract_class();
- template <class T>
- static void register_engine_class();
- template <class N, class M, typename... VarArgs>
- static MethodBind *bind_method(N p_method_name, M p_method, VarArgs... p_args);
- template <class N, class M, typename... VarArgs>
- static MethodBind *bind_static_method(StringName p_class, N p_method_name, M p_method, VarArgs... p_args);
- template <class M>
- 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);
- static void add_property_group(const StringName &p_class, const String &p_name, const String &p_prefix);
- static void add_property_subgroup(const StringName &p_class, const String &p_name, const String &p_prefix);
- static void add_property(const StringName &p_class, const PropertyInfo &p_pinfo, const StringName &p_setter, const StringName &p_getter, int p_index = -1);
- static void add_signal(const StringName &p_class, const MethodInfo &p_signal);
- 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);
- static void bind_virtual_method(const StringName &p_class, const StringName &p_method, GDExtensionClassCallVirtual p_call);
- static MethodBind *get_method(const StringName &p_class, const StringName &p_method);
- static GDExtensionClassCallVirtual get_virtual_func(void *p_userdata, GDExtensionConstStringNamePtr p_name);
- static const GDExtensionInstanceBindingCallbacks *get_instance_binding_callbacks(const StringName &p_class);
- static void initialize(GDExtensionInitializationLevel p_level);
- static void deinitialize(GDExtensionInitializationLevel p_level);
- CLASSDB_SINGLETON_FORWARD_METHODS;
- };
- #define BIND_CONSTANT(m_constant) \
- godot::ClassDB::bind_integer_constant(get_class_static(), "", #m_constant, m_constant);
- #define BIND_ENUM_CONSTANT(m_constant) \
- godot::ClassDB::bind_integer_constant(get_class_static(), godot::_gde_constant_get_enum_name(m_constant, #m_constant), #m_constant, m_constant);
- #define BIND_BITFIELD_FLAG(m_constant) \
- godot::ClassDB::bind_integer_constant(get_class_static(), godot::_gde_constant_get_bitfield_name(m_constant, #m_constant), #m_constant, m_constant, true);
- #define BIND_VIRTUAL_METHOD(m_class, m_method) \
- { \
- auto _call##m_method = [](GDExtensionObjectPtr p_instance, const GDExtensionConstTypePtr *p_args, GDExtensionTypePtr p_ret) -> void { \
- call_with_ptr_args(reinterpret_cast<m_class *>(p_instance), &m_class::m_method, p_args, p_ret); \
- }; \
- godot::ClassDB::bind_virtual_method(m_class::get_class_static(), #m_method, _call##m_method); \
- }
- template <class T, bool is_abstract>
- void ClassDB::_register_class(bool p_virtual) {
- instance_binding_callbacks[T::get_class_static()] = &T::_gde_binding_callbacks;
- // Register this class within our plugin
- ClassInfo cl;
- cl.name = T::get_class_static();
- cl.parent_name = T::get_parent_class_static();
- cl.level = current_level;
- std::unordered_map<StringName, ClassInfo>::iterator parent_it = classes.find(cl.parent_name);
- if (parent_it != classes.end()) {
- // Assign parent if it is also a custom class
- cl.parent_ptr = &parent_it->second;
- }
- classes[cl.name] = cl;
- class_register_order.push_back(cl.name);
- // Register this class with Godot
- GDExtensionClassCreationInfo class_info = {
- p_virtual, // GDExtensionBool is_virtual;
- is_abstract, // GDExtensionBool is_abstract;
- T::set_bind, // GDExtensionClassSet set_func;
- T::get_bind, // GDExtensionClassGet get_func;
- T::get_property_list_bind, // GDExtensionClassGetPropertyList get_property_list_func;
- T::free_property_list_bind, // GDExtensionClassFreePropertyList free_property_list_func;
- T::property_can_revert_bind, // GDExtensionClassPropertyCanRevert property_can_revert_func;
- T::property_get_revert_bind, // GDExtensionClassPropertyGetRevert property_get_revert_func;
- T::notification_bind, // GDExtensionClassNotification notification_func;
- T::to_string_bind, // GDExtensionClassToString to_string_func;
- nullptr, // GDExtensionClassReference reference_func;
- nullptr, // GDExtensionClassUnreference unreference_func;
- T::create, // GDExtensionClassCreateInstance create_instance_func; /* this one is mandatory */
- T::free, // GDExtensionClassFreeInstance free_instance_func; /* this one is mandatory */
- &ClassDB::get_virtual_func, // GDExtensionClassGetVirtual get_virtual_func;
- nullptr, // GDExtensionClassGetRID get_rid;
- (void *)&T::get_class_static(), // void *class_userdata;
- };
- internal::gdextension_interface_classdb_register_extension_class(internal::library, cl.name._native_ptr(), cl.parent_name._native_ptr(), &class_info);
- // call bind_methods etc. to register all members of the class
- T::initialize_class();
- // now register our class within ClassDB within Godot
- initialize_class(classes[cl.name]);
- }
- template <class T>
- void ClassDB::register_class(bool p_virtual) {
- ClassDB::_register_class<T, false>(p_virtual);
- }
- template <class T>
- void ClassDB::register_abstract_class() {
- ClassDB::_register_class<T, true>();
- }
- template <class T>
- void ClassDB::register_engine_class() {
- instance_binding_callbacks[T::get_class_static()] = &T::_gde_binding_callbacks;
- }
- template <class N, class M, typename... VarArgs>
- MethodBind *ClassDB::bind_method(N p_method_name, M p_method, VarArgs... p_args) {
- Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
- const Variant *argptrs[sizeof...(p_args) + 1];
- for (uint32_t i = 0; i < sizeof...(p_args); i++) {
- argptrs[i] = &args[i];
- }
- MethodBind *bind = create_method_bind(p_method);
- return bind_methodfi(METHOD_FLAGS_DEFAULT, bind, p_method_name, sizeof...(p_args) == 0 ? nullptr : (const void **)argptrs, sizeof...(p_args));
- }
- template <class N, class M, typename... VarArgs>
- MethodBind *ClassDB::bind_static_method(StringName p_class, N p_method_name, M p_method, VarArgs... p_args) {
- Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
- const Variant *argptrs[sizeof...(p_args) + 1];
- for (uint32_t i = 0; i < sizeof...(p_args); i++) {
- argptrs[i] = &args[i];
- }
- MethodBind *bind = create_static_method_bind(p_method);
- bind->set_instance_class(p_class);
- return bind_methodfi(0, bind, p_method_name, sizeof...(p_args) == 0 ? nullptr : (const void **)argptrs, sizeof...(p_args));
- }
- template <class M>
- 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) {
- MethodBind *bind = create_vararg_method_bind(p_method, p_info, p_return_nil_is_variant);
- ERR_FAIL_COND_V(!bind, nullptr);
- bind->set_name(p_name);
- bind->set_default_arguments(p_default_args);
- StringName instance_type = bind->get_instance_class();
- std::unordered_map<StringName, ClassInfo>::iterator type_it = classes.find(instance_type);
- if (type_it == classes.end()) {
- memdelete(bind);
- ERR_FAIL_V_MSG(nullptr, String("Class '{0}' doesn't exist.").format(Array::make(instance_type)));
- }
- ClassInfo &type = type_it->second;
- if (type.method_map.find(p_name) != type.method_map.end()) {
- memdelete(bind);
- ERR_FAIL_V_MSG(nullptr, String("Binding duplicate method: {0}::{1}.").format(Array::make(instance_type, p_method)));
- }
- // register our method bind within our plugin
- type.method_map[p_name] = bind;
- // and register with godot
- bind_method_godot(type.name, bind);
- return bind;
- }
- #define GDREGISTER_CLASS(m_class) ClassDB::register_class<m_class>();
- #define GDREGISTER_VIRTUAL_CLASS(m_class) ClassDB::register_class<m_class>(true);
- #define GDREGISTER_ABSTRACT_CLASS(m_class) ClassDB::register_abstract_class<m_class>();
- } // namespace godot
- #endif // GODOT_CLASS_DB_HPP
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