mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 06:33:16 +00:00
90019676b0
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
91 lines
4.5 KiB
C++
91 lines
4.5 KiB
C++
/*************************************************************************/
|
|
/* 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_H
|
|
#define GDSCRIPT_LAMBDA_CALLABLE_H
|
|
|
|
#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_H
|