f26328e9a3
Commits reverted: -1ed6919148
-271511726b
96 lines
4.7 KiB
C++
96 lines
4.7 KiB
C++
/**************************************************************************/
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/* gdscript_lambda_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 GDSCRIPT_LAMBDA_CALLABLE_H
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#define GDSCRIPT_LAMBDA_CALLABLE_H
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#include "gdscript.h"
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#include "core/object/ref_counted.h"
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#include "core/templates/vector.h"
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#include "core/variant/callable.h"
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#include "core/variant/variant.h"
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class GDScriptFunction;
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class GDScriptInstance;
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class GDScriptLambdaCallable : public CallableCustom {
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GDScriptFunction *function = nullptr;
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Ref<GDScript> script;
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uint32_t h;
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GDScript::UpdatableFuncPtrElement updatable_func_ptr_element;
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Vector<Variant> captures;
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static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
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static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
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public:
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bool is_valid() const override;
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uint32_t hash() const override;
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String get_as_text() const override;
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CompareEqualFunc get_compare_equal_func() const override;
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CompareLessFunc get_compare_less_func() const override;
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ObjectID get_object() const override;
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StringName get_method() const override;
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void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
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GDScriptLambdaCallable(Ref<GDScript> p_script, GDScriptFunction *p_function, const Vector<Variant> &p_captures);
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virtual ~GDScriptLambdaCallable();
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};
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// Lambda callable that references a particular object, so it can use `self` in the body.
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class GDScriptLambdaSelfCallable : public CallableCustom {
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GDScriptFunction *function = nullptr;
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Ref<RefCounted> reference; // For objects that are RefCounted, keep a reference.
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Object *object = nullptr; // For non RefCounted objects, use a direct pointer.
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uint32_t h;
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GDScript::UpdatableFuncPtrElement updatable_func_ptr_element;
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Vector<Variant> captures;
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static bool compare_equal(const CallableCustom *p_a, const CallableCustom *p_b);
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static bool compare_less(const CallableCustom *p_a, const CallableCustom *p_b);
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public:
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bool is_valid() const override;
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uint32_t hash() const override;
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String get_as_text() const override;
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CompareEqualFunc get_compare_equal_func() const override;
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CompareLessFunc get_compare_less_func() const override;
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ObjectID get_object() const override;
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void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const override;
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GDScriptLambdaSelfCallable(Ref<RefCounted> p_self, GDScriptFunction *p_function, const Vector<Variant> &p_captures);
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GDScriptLambdaSelfCallable(Object *p_self, GDScriptFunction *p_function, const Vector<Variant> &p_captures);
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virtual ~GDScriptLambdaSelfCallable();
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};
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#endif // GDSCRIPT_LAMBDA_CALLABLE_H
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