
This makes sure custom constructors are always called on extension classes. However, note that constructors should not take any parameters, since Godot doesn't support that. Parameters are ignore in memnew macro. Use memnew(MyClass()) instead of memnew(MyClass) since it now needs a value instead of a class name. This macro calls MyClass::_new() (define in GDCLASS macro) which ultimately calls Godot to create the object, ensuring that both the Godot and the extension instances are created. Non Godot classes (that don't derive godot::Object) are constructed as usual an can have parameters. memdelete is also changed for the same reason, as it needs to destroy the Godot object as well, and that automatically frees the bound extension instance.
217 lines
22 KiB
C++
217 lines
22 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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// Private constructor, this should not be created directly by users.
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Wrapped(GodotObject *p_owner) :
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_owner(p_owner) {}
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protected:
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Wrapped() = default;
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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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static Wrapped *_new() {
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return nullptr;
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}
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};
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namespace internal {
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template <class T, class Enable = void>
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struct Creator {
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static T *_new() { return nullptr; }
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};
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template <class T>
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struct Creator<T, typename std::enable_if<std::is_base_of_v<godot::Wrapped, T>>::type> {
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static T *_new() { return T::_new(); }
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};
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// template <class T>
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// struct Creator<T, std::false_type> {
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// };
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// template <class T>
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// struct Creator<T, std::enable_if_t<std::is_base_of_v<godot::Wrapped, T>, bool>> {
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// static T *_new() { return T::_new(); }
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// };
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}; // namespace internal
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} // namespace godot
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#ifdef DEBUG_ENABLED
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#define CHECK_CLASS_CONSTRUCTOR(m_constructor, m_class) \
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if (unlikely(!m_constructor)) { \
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ERR_PRINT_ONCE("Constructor for class " #m_class "not found. Likely wasn't registered in ClassDB."); \
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return nullptr; \
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} else \
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((void)0)
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#else
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#define CHECK_CLASS_CONSTRUCTOR(m_constructor, m_class)
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#endif
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#define GDCLASS(m_class, m_inherits) \
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private: \
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friend class ClassDB; \
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\
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using SelfType = m_class; \
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\
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protected: \
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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 GDExtensionClassInstancePtr create(void *data) { \
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return reinterpret_cast<GDExtensionClassInstancePtr>(new ("") m_class); \
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} \
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\
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static void free(void *data, GDExtensionClassInstancePtr ptr) { \
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Memory::free_static(reinterpret_cast<m_class *>(ptr)); \
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} \
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\
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static void set_object_instance(GDExtensionClassInstancePtr p_instance, GDNativeObjectPtr p_object_instance) { \
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reinterpret_cast<m_class *>(p_instance)->_owner = reinterpret_cast<GodotObject *>(p_object_instance); \
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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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m_class *result = new ("") m_class; \
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result->_owner = reinterpret_cast<godot::GodotObject *>(p_instance); \
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return result; \
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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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\
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static m_class *_new() { \
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static GDNativeClassConstructor ___constructor = godot::internal::interface->classdb_get_constructor(#m_class); \
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CHECK_CLASS_CONSTRUCTOR(___constructor, m_class); \
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GDNativeObjectPtr obj = ___constructor(); \
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return reinterpret_cast<m_class *>(godot::internal::interface->object_get_instance_binding(obj, godot::internal::token, &m_class::___binding_callbacks)); \
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} \
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\
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private:
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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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protected: \
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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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m_class *obj = new ("") m_class; \
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obj->_owner = (godot::GodotObject *)p_instance; \
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return obj; \
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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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static m_class *_new() { \
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static GDNativeClassConstructor ___constructor = godot::internal::interface->classdb_get_constructor(#m_class); \
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CHECK_CLASS_CONSTRUCTOR(___constructor, m_class); \
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GDNativeObjectPtr obj = ___constructor(); \
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return reinterpret_cast<m_class *>(godot::internal::interface->object_get_instance_binding(obj, godot::internal::token, &m_class::___binding_callbacks)); \
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} \
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\
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private:
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#endif // ! GODOT_CPP_WRAPPED_HPP
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