
This is an attempt to make the lifecycle of wrapped objects clearer. Godot keeps track of bindings' userdata for each object it creates. This allows allocating the memory of the wrapper only once per object even if that object is passed multiple times between binding code and godot code. The binding information is composed of multiple functions, this includes a callback for when the userdata is to be allocated (called once) and for when the userdata is to be deallocated (again, called once). When allocating data with "memnew" we set the object bindings during the postinitialize phase, but surely we shouldn't do that when allocating the userdata as a result of bindings callback themselves. Additionally, since we let Godot handle (and track) raw memory allocation and de-allocation, we need to manually call the deconstructor of the wrapper class during the free callback, to ensure that its non-trivial members are correctly de-initialized.
187 lines
16 KiB
C++
187 lines
16 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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static const char *get_class_static() {
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return "Wrapped";
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}
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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::get_class_static(); \
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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::get_class_static(); \
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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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/* Do not call memnew here, we don't want the postinitializer to be called */ \
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return new ("") 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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/* Explicitly call the deconstructor to ensure proper lifecycle for non-trivial members */ \
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reinterpret_cast<m_class *>(p_binding)->~m_class(); \
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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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