godot/modules/gdscript/gdscript_lambda_callable.h

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/*************************************************************************/
/* gdscript_lambda_callable.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GDSCRIPT_LAMBDA_CALLABLE
#define GDSCRIPT_LAMBDA_CALLABLE
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#include "core/object/ref_counted.h"
#include "core/templates/vector.h"
#include "core/variant/callable.h"
#include "core/variant/variant.h"
class GDScript;
class GDScriptFunction;
class GDScriptInstance;
class GDScriptLambdaCallable : public CallableCustom {
GDScriptFunction *function = nullptr;
Ref<GDScript> script;
uint32_t h;
Vector<Variant> captures;
static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
public:
uint32_t hash() const override;
String get_as_text() const override;
CompareEqualFunc get_compare_equal_func() const override;
CompareLessFunc get_compare_less_func() const override;
ObjectID get_object() const override;
void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
GDScriptLambdaCallable(Ref<GDScript> p_script, GDScriptFunction *p_function, const Vector<Variant> &p_captures);
virtual ~GDScriptLambdaCallable() = default;
};
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// Lambda callable that references a particular object, so it can use `self` in the body.
class GDScriptLambdaSelfCallable : public CallableCustom {
GDScriptFunction *function = nullptr;
Ref<RefCounted> reference; // For objects that are RefCounted, keep a reference.
Object *object = nullptr; // For non RefCounted objects, use a direct pointer.
uint32_t h;
Vector<Variant> captures;
static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
public:
uint32_t hash() const override;
String get_as_text() const override;
CompareEqualFunc get_compare_equal_func() const override;
CompareLessFunc get_compare_less_func() const override;
ObjectID get_object() const override;
void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
GDScriptLambdaSelfCallable(Ref<RefCounted> p_self, GDScriptFunction *p_function, const Vector<Variant> &p_captures);
GDScriptLambdaSelfCallable(Object *p_self, GDScriptFunction *p_function, const Vector<Variant> &p_captures);
virtual ~GDScriptLambdaSelfCallable() = default;
};
#endif // GDSCRIPT_LAMBDA_CALLABLE