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								/**************************************************************************/
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								/*  gdscript_lambda_callable.h                                            */
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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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								/* "Software"), to deal in the Software without restriction, including    */
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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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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/**************************************************************************/
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											2022-07-23 23:41:51 +02:00
										 
									 
								 
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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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											2021-06-04 18:03:15 +02:00
										 
									 
								 
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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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									GDScript::UpdatableFuncPtr function;
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									Ref<GDScript> script;
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									uint32_t h;
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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(GDScriptLambdaCallable &) = delete;
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									GDScriptLambdaCallable(const GDScriptLambdaCallable &) = delete;
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									GDScriptLambdaCallable(Ref<GDScript> p_script, GDScriptFunction *p_function, const Vector<Variant> &p_captures);
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									virtual ~GDScriptLambdaCallable() = default;
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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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									GDScript::UpdatableFuncPtr function;
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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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									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(GDScriptLambdaSelfCallable &) = delete;
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									GDScriptLambdaSelfCallable(const GDScriptLambdaSelfCallable &) = delete;
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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() = default;
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								};
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								#endif // GDSCRIPT_LAMBDA_CALLABLE_H
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