| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366 | //-----------------------------------------------------------------------------// Copyright (c) 2012 GarageGames, LLC//// 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 _ENGINEFUNCTIONS_H_#define _ENGINEFUNCTIONS_H_#include <tuple>#ifndef _FIXEDTUPLE_H_#include "fixedTuple.h"#endif#ifndef _ENGINEEXPORTS_H_   #include "console/engineExports.h"#endif#ifndef _ENGINETYPEINFO_H_   #include "console/engineTypeInfo.h"#endif/// @file/// Structures for function-type engine export information.#ifdef TORQUE_COMPILER_VISUALC   #define TORQUE_API extern "C" __declspec( dllexport )#elif defined( TORQUE_COMPILER_GCC )   #define TORQUE_API extern "C" __attribute__( ( visibility( "default" ) ) )#else   #error Unsupported compiler.#endif// #pragma pack is bugged in GCC in that the packing in place at the template instantiation// sites rather than their definition sites is used.  Enable workarounds.#ifdef TORQUE_COMPILER_GCC   #define _PACK_BUG_WORKAROUNDS#endif/// Structure storing the default argument values for a function invocation/// frame.struct EngineFunctionDefaultArguments{   /// Number of default arguments for the function call frame.   ///   /// @warn This is @b NOT the size of the memory block returned by getArgs() and also   ///   not the number of elements it contains.   U32 mNumDefaultArgs;   U32* mOffsets;   U8* mFirst;};// Need byte-aligned packing for the default argument structures.#ifdef _WIN64#pragma pack( push, 8 )#else#pragma pack( push, 1 )#endif   // Structure encapsulating default arguments to an engine API function.template< typename T >struct _EngineFunctionDefaultArguments {};template<typename R, typename ...ArgTs>struct _EngineFunctionDefaultArguments< R(ArgTs...) > : public EngineFunctionDefaultArguments{   template<typename T> using DefVST = typename EngineTypeTraits<T>::DefaultArgumentValueStoreType;   using SelfType = _EngineFunctionDefaultArguments< R(ArgTs...) >;   fixed_tuple<DefVST<ArgTs>...> mArgs;private:   template<size_t ...> struct Seq {};   template<size_t N, size_t ...S> struct Gens : Gens<N-1, N-1, S...> {};      template<size_t ...I> struct Gens<0, I...>{ typedef Seq<I...> type; };      template<typename ...TailTs, size_t ...I>   static void copyHelper(std::tuple<DefVST<ArgTs> ...> &args, std::tuple<DefVST<TailTs> ...> &defaultArgs, Seq<I...>) {      std::tie(std::get<I + (sizeof...(ArgTs) - sizeof...(TailTs))>(args)...) = defaultArgs;   }   #if defined(_MSC_VER) && (_MSC_VER >= 1910) && (_MSC_VER < 1920)   template<typename ...TailTs>   struct DodgyVCHelper   {      using type = typename std::enable_if<sizeof...(TailTs) <= sizeof...(ArgTs), std::tuple<DefVST<ArgTs>...>>::type;   };   template<typename ...TailTs> using MaybeSelfEnabled = typename DodgyVCHelper<TailTs...>::type;#else   template<typename ...TailTs> using MaybeSelfEnabled = typename std::enable_if<sizeof...(TailTs) <= sizeof...(ArgTs), std::tuple<DefVST<ArgTs>...>>::type;#endif      template<typename ...TailTs> static MaybeSelfEnabled<TailTs...> tailInit(TailTs ...tail) {      std::tuple<DefVST<ArgTs>...> argsT;      std::tuple<DefVST<TailTs>...> tailT = std::make_tuple(tail...);      SelfType::template copyHelper<TailTs...>(argsT, tailT, typename Gens<sizeof...(TailTs)>::type());      return argsT;   };   template<size_t I = 0>   typename std::enable_if<I == sizeof...(ArgTs)>::type initOffsetsHelper()   { }   template<size_t I = 0>   typename std::enable_if < I < sizeof...(ArgTs)>::type initOffsetsHelper()   {      mOffsets[I] = fixed_tuple_offset<I>(mArgs);      initOffsetsHelper<I + 1>();   }   public:   template<typename ...TailTs> _EngineFunctionDefaultArguments(TailTs ...tail)   : EngineFunctionDefaultArguments()   {      std::tuple<DefVST<ArgTs>...> tmpTup = SelfType::tailInit(tail...);      fixed_tuple_mutator<void(DefVST<ArgTs>...), void(DefVST<ArgTs>...)>::copy(tmpTup, mArgs);      mNumDefaultArgs = sizeof...(TailTs);      mOffsets = new U32[sizeof...(ArgTs)];      initOffsetsHelper();      mFirst = (U8*)& mArgs;   }};#pragma pack( pop )// Helper to allow flags argument to DEFINE_FUNCTION to be empty.struct _EngineFunctionFlags{   U32 val;   _EngineFunctionFlags()      : val( 0 ) {}   _EngineFunctionFlags( U32 val )      : val( val ) {}   operator U32() const { return val; }};///enum EngineFunctionFlags{   /// Function is a callback into the control layer.  If this flag is not set,   /// the function is a call-in.   EngineFunctionCallout = BIT( 0 ),};/// A function exported by the engine for interfacing with the control layer.////// A function can either be a call-in, transfering control flow from the control layer to the engine, or a call-out,/// transfering control flow from the engine to the control layer.////// All engine API functions use the native C (@c cdecl) calling convention.////// Be aware that there a no implicit parameters to functions.  This, for example, means that methods will simply/// list an object type parameter as their first argument but otherwise be indistinguishable from other functions.////// Variadic functions are supported.////// @section engineFunction_strings String Arguments and Return Values////// Strings passed through the API are assumed to be owned by the caller.  They must persist for the entire duration/// of a call.////// Strings returned by a function are assumed to be in transient storage that will be overwritten by subsequent API/// calls.  If the caller wants to preserve a string, it is responsible to copying strings to its own memory.  This will/// happen with most higher-level control layers anyway.////// @section engineFunction_defaultargs Default Arguments////// As the engine API export system is set up to not require hand-written code in generated wrappers per se, the/// export system seeks to include a maximum possible amount of information in the export structures./// To this end, where applicable, information about suggested default values for arguments to the engine API/// functions is stored in the export structures.  It is up to the wrapper generator if and how it makes use of/// this information.////// Default arguments are represented by capturing raw stack frame vectors of the arguments to functions.  These/// frames could be used as default images for passing arguments in stack frames, though wrapper generators/// may actually want to read out individual argument values and include them in function prototypes within/// the generated code.////// @section engineFunction_callin Call-ins////// Call-ins are exposed as native entry points.  The control layer must be able to natively/// marshall arguments and call DLL function exports using C calling conventions.////// @section engineFunction_callout Call-outs////// Call-outs are exposed as pointer-sized memory locations into which the control layer needs/// to install addresses of functions that receive the call from the engine back into the control/// layer.  The function has to follow C calling conventions and ////// A call-out will initially be set to NULL and while being NULL, will simply cause the engine/// to skip and ignore the call-out.  This allows the control layer to only install call-outs/// it is actually interested in.///class EngineFunctionInfo : public EngineExport{   public:         DECLARE_CLASS( EngineFunctionInfo, EngineExport );      protected:         /// A combination of EngineFunctionFlags.      BitSet32 mFunctionFlags;            /// The type of the function.      const EngineTypeInfo* mFunctionType;               /// Default values for the function arguments.      const EngineFunctionDefaultArguments* mDefaultArgumentValues;                  /// Name of the DLL symbol denoting the address of the exported entity.      const char* mBindingName;            /// Full function prototype string.  Useful for quick printing and most importantly,      /// this will be the only place containing information about the argument names.      const char* mPrototypeString;            /// Address of either the function implementation or the variable taking the address      /// of a call-out.      void* mAddress;            /// Next function in the global link chain of engine functions.      EngineFunctionInfo* mNextFunction;            /// First function in the global link chain of engine functions.      static EngineFunctionInfo* smFirstFunction;         public:         ///      EngineFunctionInfo(  const char* name,                           EngineExportScope* scope,                           const char* docString,                           const char* protoypeString,                           const char* bindingName,                           const EngineTypeInfo* functionType,                           const EngineFunctionDefaultArguments* defaultArgs,                           void* address,                           U32 flags );            /// Return the name of the function.      const char* getFunctionName() const { return getExportName(); }            /// Return the function's full prototype string including the return type, function name,      /// and argument list.      const char* getPrototypeString() const { return mPrototypeString; }            /// Return the DLL export symbol name.      const char* getBindingName() const { return mBindingName; }            /// Test whether this is a callout function.      bool isCallout() const { return mFunctionFlags.test( EngineFunctionCallout ); }            /// Test whether the function is variadic, i.e. takes a variable number of arguments.      bool isVariadic() const { return mFunctionType->isVariadic(); }               /// Return the type of this function.      const EngineTypeInfo* getFunctionType() const { return mFunctionType; }            /// Return the return type of the function.      const EngineTypeInfo* getReturnType() const { return getFunctionType()->getArgumentTypeTable()->getReturnType(); }            /// Return the number of arguments that this function takes.  If the function is variadic,      /// this is the number of fixed arguments.      U32 getNumArguments() const { return getFunctionType()->getArgumentTypeTable()->getNumArguments(); }            ///      const EngineTypeInfo* getArgumentType( U32 index ) const { return ( *( getFunctionType()->getArgumentTypeTable() ) )[ index ]; }            /// Return the vector storing the default argument values.      const EngineFunctionDefaultArguments* getDefaultArguments() const { return mDefaultArgumentValues; }      /// Return the pointer to the C-API Function.      const void* getAddress() const { return mAddress; }      /// Reset all callout function pointers back to NULL.  This deactivates all callbacks.      static void resetAllCallouts();      static const EngineFunctionInfo* getFirstFunction() { return smFirstFunction; }      const EngineFunctionInfo* getNextFunction() const { return mNextFunction; }};///////// Due to the given argument types and return type being directly used as is, it is not possible/// to use this macro with engine types that have more complex value passing semantics (like e.g. /// String).  Use engineAPI in this case.////// @note The method of defining functions exposed by this macro is very low-level.  To more///   conveniently define API functions and methods, use the facilities provided in engineAPI.h.////// @see engineAPI.h#define DEFINE_CALLIN( bindingName, exportName, scope, returnType, args, defaultArgs, flags, doc )       \   TORQUE_API returnType bindingName args;                                                               \   namespace { namespace _ ## bindingName {                                                              \      _EngineFunctionDefaultArguments< void args > sDefaultArgs defaultArgs;                             \      EngineFunctionInfo sFunctionInfo(                                                                  \         #exportName,                                                                                    \         &_SCOPE< scope >()(),                                                                           \         doc,                                                                                            \         #returnType " " #exportName #args,                                                              \         #bindingName,                                                                                   \         TYPE< returnType args >(),                                                                      \         &sDefaultArgs,                                                                                  \         ( void* ) &bindingName,                                                                         \         _EngineFunctionFlags( flags )                                                                   \      );                                                                                                 \   } }                                                                                                   \   TORQUE_API returnType bindingName args      ///////// Not all control layers may be able to access data variables in a DLL so this macro exposes/// both the variable and a set_XXX function to set the variable programmatically.#define DEFINE_CALLOUT( bindingName, exportName, scope, returnType, args, flags, doc )                   \   TORQUE_API returnType ( *bindingName ) args;                                                          \   TORQUE_API void set_ ## bindingName( returnType ( *fn ) args )                                        \      { bindingName = fn; }                                                                              \   returnType ( *bindingName ) args;                                                                     \   namespace {                                                                                           \      ::EngineFunctionInfo _cb ## bindingName(                                                           \         #exportName,                                                                                    \         &::_SCOPE< scope >()(),                                                                         \         doc,                                                                                            \         #returnType " " #exportName #args,                                                              \         #bindingName,                                                                                   \         ::TYPE< returnType args >(),                                                                    \         NULL,                                                                                           \         ( void* ) &bindingName,                                                                         \         EngineFunctionCallout | EngineFunctionFlags( flags )                                            \      );                                                                                                 \   }   #endif // !_ENGINEFUNCTIONS_H_
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