/**************************************************************************/ /* gdscript_lambda_callable.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_H #define GDSCRIPT_LAMBDA_CALLABLE_H #include "gdscript.h" #include "core/object/ref_counted.h" #include "core/templates/vector.h" #include "core/variant/callable.h" #include "core/variant/variant.h" class GDScriptFunction; class GDScriptInstance; class GDScriptLambdaCallable : public CallableCustom { GDScript::UpdatableFuncPtr function; Ref script; uint32_t h; Vector 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: bool is_valid() const override; 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; StringName get_method() const override; void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override; GDScriptLambdaCallable(GDScriptLambdaCallable &) = delete; GDScriptLambdaCallable(const GDScriptLambdaCallable &) = delete; GDScriptLambdaCallable(Ref p_script, GDScriptFunction *p_function, const Vector &p_captures); virtual ~GDScriptLambdaCallable() = default; }; // Lambda callable that references a particular object, so it can use `self` in the body. class GDScriptLambdaSelfCallable : public CallableCustom { GDScript::UpdatableFuncPtr function; Ref reference; // For objects that are RefCounted, keep a reference. Object *object = nullptr; // For non RefCounted objects, use a direct pointer. uint32_t h; Vector 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: bool is_valid() const override; 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(GDScriptLambdaSelfCallable &) = delete; GDScriptLambdaSelfCallable(const GDScriptLambdaSelfCallable &) = delete; GDScriptLambdaSelfCallable(Ref p_self, GDScriptFunction *p_function, const Vector &p_captures); GDScriptLambdaSelfCallable(Object *p_self, GDScriptFunction *p_function, const Vector &p_captures); virtual ~GDScriptLambdaSelfCallable() = default; }; #endif // GDSCRIPT_LAMBDA_CALLABLE_H