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			98 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
	
		
			4.9 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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| 
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| #pragma once
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| 
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| #include "gdscript.h"
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| 
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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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| 
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| class GDScriptFunction;
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| class GDScriptInstance;
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| 
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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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| 
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| 	Vector<Variant> captures;
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| 
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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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| 
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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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| 	int get_argument_count(bool &r_is_valid) 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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| 
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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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| 
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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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| 
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| 	Vector<Variant> captures;
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| 
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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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| 
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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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| 	int get_argument_count(bool &r_is_valid) 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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| 
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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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