godot/core/method_bind.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

136 lines
4.1 KiB
C++

/*************************************************************************/
/* method_bind.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#include "object.h"
#include "method_bind.h"
#ifdef DEBUG_METHODS_ENABLED
PropertyInfo MethodBind::get_argument_info(int p_argument) const {
if (p_argument>=0) {
String name = (p_argument<arg_names.size())?String(arg_names[p_argument]):String("arg"+itos(p_argument));
PropertyInfo pi( get_argument_type(p_argument), name );
if ((pi.type==Variant::OBJECT) && name.find(":")!=-1) {
pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
pi.hint_string=name.get_slicec(':',1);
pi.name=name.get_slicec(':',0);
}
return pi;
} else {
Variant::Type at = get_argument_type(-1);
if (at==Variant::OBJECT && ret_type)
return PropertyInfo( at, "ret", PROPERTY_HINT_RESOURCE_TYPE, ret_type );
else
return PropertyInfo( at, "ret" );
}
return PropertyInfo();
}
#endif
void MethodBind::_set_const(bool p_const) {
_const=p_const;
}
void MethodBind::_set_returns(bool p_returns) {
_returns=p_returns;
}
StringName MethodBind::get_name() const {
return name;
}
void MethodBind::set_name(const StringName& p_name) {
name=p_name;
}
#ifdef DEBUG_METHODS_ENABLED
void MethodBind::set_argument_names(const Vector<StringName>& p_names) {
arg_names=p_names;
}
Vector<StringName> MethodBind::get_argument_names() const {
return arg_names;
}
#endif
void MethodBind::set_default_arguments(const Vector<Variant>& p_defargs) {
default_arguments=p_defargs;
default_argument_count=default_arguments.size();
}
#ifdef DEBUG_METHODS_ENABLED
void MethodBind::_generate_argument_types(int p_count) {
set_argument_count(p_count);
Variant::Type *argt = memnew_arr(Variant::Type,p_count+1);
argt[0]=_gen_argument_type(-1);
for(int i=0;i<p_count;i++) {
argt[i+1]=_gen_argument_type(i);
}
set_argument_types(argt);
}
#endif
MethodBind::MethodBind() {
static int last_id=0;
method_id=last_id++;
hint_flags=METHOD_FLAGS_DEFAULT;
argument_count=0;
default_argument_count=0;
#ifdef DEBUG_METHODS_ENABLED
argument_types=NULL;
#endif
_const=false;
_returns=false;
}
MethodBind::~MethodBind() {
#ifdef DEBUG_METHODS_ENABLED
if (argument_types)
memdelete_arr(argument_types);
#endif
}