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126 | /**************************************************************************/
/* gdscript_utility_callable.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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 "gdscript_utility_callable.h"
#include "core/templates/hashfuncs.h"
bool GDScriptUtilityCallable::compare_equal(const CallableCustom *p_a, const CallableCustom *p_b) {
return p_a->hash() == p_b->hash();
}
bool GDScriptUtilityCallable::compare_less(const CallableCustom *p_a, const CallableCustom *p_b) {
return p_a->hash() < p_b->hash();
}
uint32_t GDScriptUtilityCallable::hash() const {
return h;
}
String GDScriptUtilityCallable::get_as_text() const {
String scope;
switch (type) {
case TYPE_INVALID:
scope = "<invalid scope>";
break;
case TYPE_GLOBAL:
scope = "@GlobalScope";
break;
case TYPE_GDSCRIPT:
scope = "@GDScript";
break;
}
return vformat("%s::%s (Callable)", scope, function_name);
}
CallableCustom::CompareEqualFunc GDScriptUtilityCallable::get_compare_equal_func() const {
return compare_equal;
}
CallableCustom::CompareLessFunc GDScriptUtilityCallable::get_compare_less_func() const {
return compare_less;
}
bool GDScriptUtilityCallable::is_valid() const {
return type != TYPE_INVALID;
}
StringName GDScriptUtilityCallable::get_method() const {
return function_name;
}
ObjectID GDScriptUtilityCallable::get_object() const {
return ObjectID();
}
int GDScriptUtilityCallable::get_argument_count(bool &r_is_valid) const {
switch (type) {
case TYPE_INVALID:
r_is_valid = false;
return 0;
case TYPE_GLOBAL:
r_is_valid = true;
return Variant::get_utility_function_argument_count(function_name);
case TYPE_GDSCRIPT:
r_is_valid = true;
return GDScriptUtilityFunctions::get_function_argument_count(function_name);
}
ERR_FAIL_V_MSG(0, "Invalid type.");
}
void GDScriptUtilityCallable::call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const {
switch (type) {
case TYPE_INVALID:
r_return_value = vformat(R"(Trying to call invalid utility function "%s".)", function_name);
r_call_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
r_call_error.argument = 0;
r_call_error.expected = 0;
break;
case TYPE_GLOBAL:
Variant::call_utility_function(function_name, &r_return_value, p_arguments, p_argcount, r_call_error);
break;
case TYPE_GDSCRIPT:
gdscript_function(&r_return_value, p_arguments, p_argcount, r_call_error);
break;
}
}
GDScriptUtilityCallable::GDScriptUtilityCallable(const StringName &p_function_name) {
function_name = p_function_name;<--- Variable 'function_name' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'function_name' a value by passing the value to the constructor in the initialization list.
if (GDScriptUtilityFunctions::function_exists(p_function_name)) {
type = TYPE_GDSCRIPT;
gdscript_function = GDScriptUtilityFunctions::get_function(p_function_name);
} else if (Variant::has_utility_function(p_function_name)) {
type = TYPE_GLOBAL;
} else {
ERR_PRINT(vformat(R"(Unknown utility function "%s".)", p_function_name));
}
h = p_function_name.hash();
}
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