/*************************************************************************/ /* callable.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 CALLABLE_H #define CALLABLE_H #include "core/list.h" #include "core/object_id.h" #include "core/string_name.h" class Object; class Variant; class CallableCustom; // This is an abstraction of things that can be called. // It is used for signals and other cases where efficient calling of functions // is required. It is designed for the standard case (object and method) // but can be optimized or customized. class Callable { //needs to be max 16 bytes in 64 bits StringName method; union { uint64_t object; CallableCustom *custom; }; public: struct CallError { enum Error { CALL_OK, CALL_ERROR_INVALID_METHOD, CALL_ERROR_INVALID_ARGUMENT, // expected is variant type CALL_ERROR_TOO_MANY_ARGUMENTS, // expected is number of arguments CALL_ERROR_TOO_FEW_ARGUMENTS, // expected is number of arguments CALL_ERROR_INSTANCE_IS_NULL, }; Error error; int argument; int expected; }; void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, CallError &r_call_error) const; void call_deferred(const Variant **p_arguments, int p_argcount) const; _FORCE_INLINE_ bool is_null() const { return method == StringName() && object == 0; } _FORCE_INLINE_ bool is_custom() const { return method == StringName() && custom != 0; } _FORCE_INLINE_ bool is_standard() const { return method != StringName(); } Object *get_object() const; ObjectID get_object_id() const; StringName get_method() const; CallableCustom *get_custom() const; uint32_t hash() const; bool operator==(const Callable &p_callable) const; bool operator!=(const Callable &p_callable) const; bool operator<(const Callable &p_callable) const; void operator=(const Callable &p_callable); operator String() const; Callable(const Object *p_object, const StringName &p_method); Callable(ObjectID p_object, const StringName &p_method); Callable(CallableCustom *p_custom); Callable(const Callable &p_callable); Callable(); ~Callable(); }; class CallableCustom { friend class Callable; SafeRefCount ref_count; bool referenced; public: typedef bool (*CompareEqualFunc)(const CallableCustom *p_a, const CallableCustom *p_b); typedef bool (*CompareLessFunc)(const CallableCustom *p_a, const CallableCustom *p_b); //for every type that inherits, these must always be the same for this type virtual uint32_t hash() const = 0; virtual String get_as_text() const = 0; virtual CompareEqualFunc get_compare_equal_func() const = 0; virtual CompareLessFunc get_compare_less_func() const = 0; virtual ObjectID get_object() const = 0; //must always be able to provide an object virtual void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const = 0; CallableCustom(); virtual ~CallableCustom() {} }; // This is just a proxy object to object signals, its only // allocated on demand by/for scripting languages so it can // be put inside a Variant, but it is not // used by the engine itself. class Signal { StringName name; ObjectID object; public: _FORCE_INLINE_ bool is_null() const { return object.is_null() && name == StringName(); } Object *get_object() const; ObjectID get_object_id() const; StringName get_name() const; bool operator==(const Signal &p_signal) const; bool operator!=(const Signal &p_signal) const; bool operator<(const Signal &p_signal) const; operator String() const; Error emit(const Variant **p_arguments, int p_argcount) const; Error connect(const Callable &p_callable, const Vector<Variant> &p_binds = Vector<Variant>(), uint32_t p_flags = 0); void disconnect(const Callable &p_callable); bool is_connected(const Callable &p_callable) const; Array get_connections() const; Signal(const Object *p_object, const StringName &p_name); Signal(ObjectID p_object, const StringName &p_name); Signal(); }; #endif // CALLABLE_H