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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

#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;
};

// 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