godot/core/object/object.h

/**************************************************************************/
/*  object.h                                                              */
/**************************************************************************/
/*                         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.                 */
/**************************************************************************/

#ifndef OBJECT_H
#define OBJECT_H

#include "core/extension/gdextension_interface.h"
#include "core/object/message_queue.h"
#include "core/object/object_id.h"
#include "core/os/rw_lock.h"
#include "core/os/spin_lock.h"
#include "core/templates/hash_map.h"
#include "core/templates/hash_set.h"
#include "core/templates/list.h"
#include "core/templates/rb_map.h"
#include "core/templates/safe_refcount.h"
#include "core/variant/callable_bind.h"
#include "core/variant/variant.h"

template <typename T>
class TypedArray;

enum PropertyHint {};

enum PropertyUsageFlags {};

#define ADD_SIGNAL(m_signal)
#define ADD_PROPERTY(m_property, m_setter, m_getter)
#define ADD_PROPERTYI(m_property, m_setter, m_getter, m_index)
#define ADD_PROPERTY_DEFAULT(m_property, m_default)
#define ADD_GROUP(m_name, m_prefix)
#define ADD_GROUP_INDENT(m_name, m_prefix, m_depth)
#define ADD_SUBGROUP(m_name, m_prefix)
#define ADD_SUBGROUP_INDENT(m_name, m_prefix, m_depth)
#define ADD_LINKED_PROPERTY(m_property, m_linked_property)

#define ADD_ARRAY_COUNT(m_label, m_count_property, m_count_property_setter, m_count_property_getter, m_prefix)
#define ADD_ARRAY_COUNT_WITH_USAGE_FLAGS(m_label, m_count_property, m_count_property_setter, m_count_property_getter, m_prefix, m_property_usage_flags)
#define ADD_ARRAY(m_array_path, m_prefix)

// Helper macro to use with PROPERTY_HINT_ARRAY_TYPE for arrays of specific resources:
// PropertyInfo(Variant::ARRAY, "fallbacks", PROPERTY_HINT_ARRAY_TYPE, MAKE_RESOURCE_TYPE_HINT("Font")
#define MAKE_RESOURCE_TYPE_HINT(m_type)

struct PropertyInfo {};

TypedArray<Dictionary> convert_property_list(const List<PropertyInfo> *p_list);

enum MethodFlags {};

struct MethodInfo {};

// API used to extend in GDExtension and other C compatible compiled languages.
class MethodBind;
class GDExtension;

struct ObjectGDExtension {};

#define GDVIRTUAL_CALL(m_name, ...)
#define GDVIRTUAL_CALL_PTR(m_obj, m_name, ...)

#ifdef DEBUG_METHODS_ENABLED
#define GDVIRTUAL_BIND(m_name, ...)
#else
#define GDVIRTUAL_BIND
#endif
#define GDVIRTUAL_IS_OVERRIDDEN(m_name)
#define GDVIRTUAL_IS_OVERRIDDEN_PTR(m_obj, m_name)

/*
 * The following is an incomprehensible blob of hacks and workarounds to
 * compensate for many of the fallacies in C++. As a plus, this macro pretty
 * much alone defines the object model.
 */

#define GDCLASS(m_class, m_inherits)

#define OBJ_SAVE_TYPE(m_class)

class ScriptInstance;

class Object {};

bool predelete_handler(Object *p_object);
void postinitialize_handler(Object *p_object);

class ObjectDB {};

#endif // OBJECT_H