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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
162 lines
6.0 KiB
C++
162 lines
6.0 KiB
C++
/*************************************************************************/
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/* callable.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 CALLABLE_H
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#define CALLABLE_H
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#include "core/list.h"
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#include "core/object_id.h"
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#include "core/string_name.h"
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class Object;
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class Variant;
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class CallableCustom;
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// This is an abstraction of things that can be called.
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// It is used for signals and other cases where efficient calling of functions
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// is required. It is designed for the standard case (object and method)
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// but can be optimized or customized.
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class Callable {
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//needs to be max 16 bytes in 64 bits
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StringName method;
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union {
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uint64_t object = 0;
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CallableCustom *custom;
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};
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public:
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struct CallError {
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enum Error {
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CALL_OK,
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CALL_ERROR_INVALID_METHOD,
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CALL_ERROR_INVALID_ARGUMENT, // expected is variant type
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CALL_ERROR_TOO_MANY_ARGUMENTS, // expected is number of arguments
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CALL_ERROR_TOO_FEW_ARGUMENTS, // expected is number of arguments
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CALL_ERROR_INSTANCE_IS_NULL,
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};
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Error error;
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int argument;
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int expected;
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};
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void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, CallError &r_call_error) const;
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void call_deferred(const Variant **p_arguments, int p_argcount) const;
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_FORCE_INLINE_ bool is_null() const {
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return method == StringName() && object == 0;
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}
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_FORCE_INLINE_ bool is_custom() const {
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return method == StringName() && custom != nullptr;
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}
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_FORCE_INLINE_ bool is_standard() const {
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return method != StringName();
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}
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Object *get_object() const;
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ObjectID get_object_id() const;
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StringName get_method() const;
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CallableCustom *get_custom() const;
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uint32_t hash() const;
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bool operator==(const Callable &p_callable) const;
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bool operator!=(const Callable &p_callable) const;
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bool operator<(const Callable &p_callable) const;
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void operator=(const Callable &p_callable);
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operator String() const;
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Callable(const Object *p_object, const StringName &p_method);
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Callable(ObjectID p_object, const StringName &p_method);
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Callable(CallableCustom *p_custom);
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Callable(const Callable &p_callable);
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Callable() {}
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~Callable();
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};
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class CallableCustom {
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friend class Callable;
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SafeRefCount ref_count;
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bool referenced = false;
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public:
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typedef bool (*CompareEqualFunc)(const CallableCustom *p_a, const CallableCustom *p_b);
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typedef bool (*CompareLessFunc)(const CallableCustom *p_a, const CallableCustom *p_b);
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//for every type that inherits, these must always be the same for this type
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virtual uint32_t hash() const = 0;
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virtual String get_as_text() const = 0;
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virtual CompareEqualFunc get_compare_equal_func() const = 0;
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virtual CompareLessFunc get_compare_less_func() const = 0;
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virtual ObjectID get_object() const = 0; //must always be able to provide an object
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virtual void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const = 0;
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CallableCustom();
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virtual ~CallableCustom() {}
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};
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// This is just a proxy object to object signals, its only
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// allocated on demand by/for scripting languages so it can
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// be put inside a Variant, but it is not
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// used by the engine itself.
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class Signal {
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StringName name;
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ObjectID object;
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public:
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_FORCE_INLINE_ bool is_null() const {
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return object.is_null() && name == StringName();
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}
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Object *get_object() const;
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ObjectID get_object_id() const;
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StringName get_name() const;
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bool operator==(const Signal &p_signal) const;
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bool operator!=(const Signal &p_signal) const;
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bool operator<(const Signal &p_signal) const;
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operator String() const;
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Error emit(const Variant **p_arguments, int p_argcount) const;
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Error connect(const Callable &p_callable, const Vector<Variant> &p_binds = Vector<Variant>(), uint32_t p_flags = 0);
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void disconnect(const Callable &p_callable);
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bool is_connected(const Callable &p_callable) const;
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Array get_connections() const;
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Signal(const Object *p_object, const StringName &p_name);
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Signal(ObjectID p_object, const StringName &p_name);
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Signal() {}
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};
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#endif // CALLABLE_H
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