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-rw-r--r--include/core/Godot.hpp147
1 files changed, 103 insertions, 44 deletions
diff --git a/include/core/Godot.hpp b/include/core/Godot.hpp
index 4789632..c196da2 100644
--- a/include/core/Godot.hpp
+++ b/include/core/Godot.hpp
@@ -17,59 +17,118 @@
#include "GodotGlobal.hpp"
-#include <GDNativeLibrary.hpp>
-#include <NativeScript.hpp>
-
namespace godot {
+namespace detail {
+// Godot classes are wrapped by heap-allocated instances mimicking them through the C API.
+// They all inherit `_Wrapped`.
template <class T>
-T *as(const Object *obj) {
+T *get_wrapper(godot_object *obj) {
+ return (T *)godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, obj);
+}
+
+// Custom class instances are not obtainable by just casting the pointer to the base class they inherit,
+// partly because in Godot, scripts are not instances of the classes themselves, they are only attached to them.
+// Yet we want to "fake" it as if they were the same entity.
+template <class T>
+T *get_custom_class_instance(const Object *obj) {
return (obj) ? (T *)godot::nativescript_api->godot_nativescript_get_userdata(obj->_owner) : nullptr;
}
template <class T>
-T *get_wrapper(godot_object *obj) {
- return (T *)godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, obj);
+inline T *create_custom_class_instance() {
+ // Usually, script instances hold a reference to their NativeScript resource.
+ // that resource is obtained from a `.gdns` file, which in turn exists because
+ // of the resource system of Godot. We can't cleanly hardcode that here,
+ // so the easiest for now (though not really clean) is to create new resource instances,
+ // individually attached to the script instances.
+
+ // We cannot use wrappers because of https://github.com/godotengine/godot/issues/39181
+ // godot::NativeScript *script = godot::NativeScript::_new();
+ // script->set_library(get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib));
+ // script->set_class_name(T::___get_type_name());
+
+ // So we use the C API directly.
+ static godot_class_constructor script_constructor = godot::api->godot_get_class_constructor("NativeScript");
+ static godot_method_bind *mb_set_library = godot::api->godot_method_bind_get_method("NativeScript", "set_library");
+ static godot_method_bind *mb_set_class_name = godot::api->godot_method_bind_get_method("NativeScript", "set_class_name");
+ godot_object *script = script_constructor();
+ {
+ const void *args[] = { godot::gdnlib };
+ godot::api->godot_method_bind_ptrcall(mb_set_library, script, args, nullptr);
+ }
+ {
+ const String class_name = T::___get_type_name();
+ const void *args[] = { &class_name };
+ godot::api->godot_method_bind_ptrcall(mb_set_class_name, script, args, nullptr);
+ }
+
+ // Now to instanciate T, we initially did this, however in case of Reference it returns a variant with refcount
+ // already initialized, which woud cause inconsistent behavior compared to other classes (we still have to return a pointer).
+ //Variant instance_variant = script->new_();
+ //T *instance = godot::get_custom_class_instance<T>(instance_variant);
+
+ // So we should do this instead, however while convenient, it uses unnecessary wrapper objects.
+ // Object *base_obj = T::___new_godot_base();
+ // base_obj->set_script(script);
+ // return get_custom_class_instance<T>(base_obj);
+
+ // Again using the C API to do exactly what we have to do.
+ static godot_class_constructor base_constructor = godot::api->godot_get_class_constructor(T::___get_godot_base_class_name());
+ static godot_method_bind *mb_set_script = godot::api->godot_method_bind_get_method("Object", "set_script");
+ godot_object *base_obj = base_constructor();
+ {
+ const void *args[] = { script };
+ godot::api->godot_method_bind_ptrcall(mb_set_script, base_obj, args, nullptr);
+ }
+
+ return (T *)godot::nativescript_api->godot_nativescript_get_userdata(base_obj);
}
-#define GODOT_CLASS(Name, Base) \
- \
-public: \
- inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
- enum { ___CLASS_IS_SCRIPT = 1, \
- }; \
- inline static Name *_new() { \
- godot::NativeScript *script = godot::NativeScript::_new(); \
- script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib)); \
- script->set_class_name(#Name); \
- Name *instance = godot::as<Name>(script->new_()); \
- return instance; \
- } \
- inline static size_t ___get_id() { return typeid(Name).hash_code(); } \
- inline static size_t ___get_base_id() { return typeid(Base).hash_code(); } \
- inline static const char *___get_base_type_name() { return Base::___get_class_name(); } \
- inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *)godot::as<Name>(godot::Object::___get_from_variant(a)); } \
- \
+} // namespace detail
+
+// Used in the definition of a custom class where the base is a Godot class
+#define GODOT_CLASS(Name, Base) \
+ \
+public: \
+ inline static const char *___get_type_name() { return #Name; } \
+ enum { ___CLASS_IS_SCRIPT = 1 }; \
+ inline static const char *___get_godot_base_class_name() { \
+ return Base::___get_class_name(); \
+ } \
+ inline static Name *_new() { \
+ return godot::detail::create_custom_class_instance<Name>(); \
+ } \
+ inline static size_t ___get_id() { return typeid(Name).hash_code(); } \
+ inline static size_t ___get_base_id() { return typeid(Base).hash_code(); } \
+ inline static const char *___get_base_type_name() { return Base::___get_class_name(); } \
+ inline static godot::Object *___get_from_variant(godot::Variant a) { \
+ return (godot::Object *)godot::detail::get_custom_class_instance<Name>( \
+ godot::Object::___get_from_variant(a)); \
+ } \
+ \
private:
-#define GODOT_SUBCLASS(Name, Base) \
- \
-public: \
- inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
- enum { ___CLASS_IS_SCRIPT = 1, \
- }; \
- inline static Name *_new() { \
- godot::NativeScript *script = godot::NativeScript::_new(); \
- script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib)); \
- script->set_class_name(#Name); \
- Name *instance = godot::as<Name>(script->new_()); \
- return instance; \
- } \
- inline static size_t ___get_id() { return typeid(Name).hash_code(); }; \
- inline static size_t ___get_base_id() { return typeid(Base).hash_code(); }; \
- inline static const char *___get_base_type_name() { return #Base; } \
- inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *)godot::as<Name>(godot::Object::___get_from_variant(a)); } \
- \
+// Used in the definition of a custom class where the base is another custom class
+#define GODOT_SUBCLASS(Name, Base) \
+ \
+public: \
+ inline static const char *___get_type_name() { return #Name; } \
+ enum { ___CLASS_IS_SCRIPT = 1 }; \
+ inline static const char *___get_godot_base_class_name() { \
+ return Base::___get_godot_base_class_name(); \
+ } \
+ inline static Name *_new() { \
+ return godot::detail::create_custom_class_instance<Name>(); \
+ } \
+ inline static size_t ___get_id() { return typeid(Name).hash_code(); }; \
+ inline static size_t ___get_base_id() { return typeid(Base).hash_code(); }; \
+ inline static const char *___get_base_type_name() { return Base::___get_type_name(); } \
+ inline static godot::Object *___get_from_variant(godot::Variant a) { \
+ return (godot::Object *)godot::detail::get_custom_class_instance<Name>( \
+ godot::Object::___get_from_variant(a)); \
+ } \
+ \
private:
template <class T>
@@ -316,7 +375,7 @@ void register_property(const char *name, P(T::*var), P default_value, godot_meth
usage = (godot_property_usage_flags)((int)usage | GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE);
if (def_val.get_type() == Variant::OBJECT) {
- Object *o = get_wrapper<Object>(def_val.operator godot_object *());
+ Object *o = detail::get_wrapper<Object>(def_val.operator godot_object *());
if (o && o->is_class("Resource")) {
hint = (godot_property_hint)((int)hint | GODOT_PROPERTY_HINT_RESOURCE_TYPE);
hint_string = o->get_class();
@@ -460,7 +519,7 @@ T *Object::cast_to(const Object *obj) {
}
if (godot::_TagDB::is_type_compatible(typeid(T).hash_code(), have_tag)) {
- return (T::___CLASS_IS_SCRIPT) ? godot::as<T>(obj) : (T *)obj;
+ return (T::___CLASS_IS_SCRIPT) ? detail::get_custom_class_instance<T>(obj) : (T *)obj;
} else {
return nullptr;
}