godot_core/meta/property_info.rs
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/*
* Copyright (c) godot-rust; Bromeon and contributors.
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/.
*/
use crate::builtin::{GString, StringName};
use crate::global::{PropertyHint, PropertyUsageFlags};
use crate::meta::{ArrayElement, ClassName, GodotType, PackedArrayElement};
use crate::registry::property::{Export, Var};
use crate::sys;
use godot_ffi::VariantType;
/// Describes a property in Godot.
///
/// Abstraction of the low-level `sys::GDExtensionPropertyInfo`.
///
/// Keeps the actual allocated values (the `sys` equivalent only keeps pointers, which fall out of scope).
#[derive(Debug, Clone)]
// Note: is not #[non_exhaustive], so adding fields is a breaking change. Mostly used internally at the moment though.
pub struct PropertyInfo {
/// Which type this property has.
///
/// For objects this should be set to [`VariantType::OBJECT`], and the `class_name` field to the actual name of the class.
///
/// For [`Variant`][crate::builtin::Variant], this should be set to [`VariantType::NIL`].
pub variant_type: VariantType,
/// Which class this property is.
///
/// This should be set to [`ClassName::none()`] unless the variant type is `Object`. You can use
/// [`GodotClass::class_name()`](crate::obj::GodotClass::class_name()) to get the right name to use here.
pub class_name: ClassName,
/// The name of this property in Godot.
pub property_name: StringName,
/// Additional type information for this property, e.g. about array types or enum values. Split into `hint` and `hint_string` members.
///
/// See also [`PropertyHint`] in the Godot docs.
///
/// [`PropertyHint`]: https://docs.godotengine.org/en/latest/classes/class_%40globalscope.html#enum-globalscope-propertyhint
pub hint_info: PropertyHintInfo,
/// How this property should be used. See [`PropertyUsageFlags`] in Godot for the meaning.
///
/// [`PropertyUsageFlags`]: https://docs.godotengine.org/en/latest/classes/class_%40globalscope.html#enum-globalscope-propertyusageflags
pub usage: PropertyUsageFlags,
}
impl PropertyInfo {
/// Create a new `PropertyInfo` representing a property named `property_name` with type `T`.
///
/// This will generate property info equivalent to what a `#[var]` attribute would.
pub fn new_var<T: Var>(property_name: &str) -> Self {
T::Via::property_info(property_name).with_hint_info(T::var_hint())
}
/// Create a new `PropertyInfo` representing an exported property named `property_name` with type `T`.
///
/// This will generate property info equivalent to what an `#[export]` attribute would.
pub fn new_export<T: Export>(property_name: &str) -> Self {
T::Via::property_info(property_name).with_hint_info(T::export_hint())
}
/// Change the `hint` and `hint_string` to be the given `hint_info`.
///
/// See [`export_info_functions`](crate::registry::property::export_info_functions) for functions that return appropriate `PropertyHintInfo`s for
/// various Godot annotations.
///
/// # Examples
///
/// Creating an `@export_range` property.
///
// TODO: Make this nicer to use.
/// ```no_run
/// use godot::register::property::export_info_functions;
/// use godot::meta::PropertyInfo;
///
/// let property = PropertyInfo::new_export::<f64>("my_range_property")
/// .with_hint_info(export_info_functions::export_range(
/// 0.0,
/// 10.0,
/// Some(0.1),
/// false,
/// false,
/// false,
/// false,
/// false,
/// false,
/// Some("mm".to_string()),
/// ));
/// ```
pub fn with_hint_info(self, hint_info: PropertyHintInfo) -> Self {
Self { hint_info, ..self }
}
/// Create a new `PropertyInfo` representing a group in Godot.
///
/// See [`EditorInspector`](https://docs.godotengine.org/en/latest/classes/class_editorinspector.html#class-editorinspector) in Godot for
/// more information.
pub fn new_group(group_name: &str, group_prefix: &str) -> Self {
Self {
variant_type: VariantType::NIL,
class_name: ClassName::none(),
property_name: group_name.into(),
hint_info: PropertyHintInfo {
hint: PropertyHint::NONE,
hint_string: group_prefix.into(),
},
usage: PropertyUsageFlags::GROUP,
}
}
/// Create a new `PropertyInfo` representing a subgroup in Godot.
///
/// See [`EditorInspector`](https://docs.godotengine.org/en/latest/classes/class_editorinspector.html#class-editorinspector) in Godot for
/// more information.
pub fn new_subgroup(subgroup_name: &str, subgroup_prefix: &str) -> Self {
Self {
variant_type: VariantType::NIL,
class_name: ClassName::none(),
property_name: subgroup_name.into(),
hint_info: PropertyHintInfo {
hint: PropertyHint::NONE,
hint_string: subgroup_prefix.into(),
},
usage: PropertyUsageFlags::SUBGROUP,
}
}
/// Converts to the FFI type. Keep this object allocated while using that!
pub fn property_sys(&self) -> sys::GDExtensionPropertyInfo {
use crate::obj::EngineBitfield as _;
use crate::obj::EngineEnum as _;
sys::GDExtensionPropertyInfo {
type_: self.variant_type.sys(),
name: sys::SysPtr::force_mut(self.property_name.string_sys()),
class_name: sys::SysPtr::force_mut(self.class_name.string_sys()),
hint: u32::try_from(self.hint_info.hint.ord()).expect("hint.ord()"),
hint_string: sys::SysPtr::force_mut(self.hint_info.hint_string.string_sys()),
usage: u32::try_from(self.usage.ord()).expect("usage.ord()"),
}
}
pub fn empty_sys() -> sys::GDExtensionPropertyInfo {
use crate::obj::EngineBitfield as _;
use crate::obj::EngineEnum as _;
sys::GDExtensionPropertyInfo {
type_: VariantType::NIL.sys(),
name: std::ptr::null_mut(),
class_name: std::ptr::null_mut(),
hint: PropertyHint::NONE.ord() as u32,
hint_string: std::ptr::null_mut(),
usage: PropertyUsageFlags::NONE.ord() as u32,
}
}
/// Consumes self and turns it into a `sys::GDExtensionPropertyInfo`, should be used together with
/// [`free_owned_property_sys`](Self::free_owned_property_sys).
///
/// This will leak memory unless used together with `free_owned_property_sys`.
pub(crate) fn into_owned_property_sys(self) -> sys::GDExtensionPropertyInfo {
use crate::obj::EngineBitfield as _;
use crate::obj::EngineEnum as _;
sys::GDExtensionPropertyInfo {
type_: self.variant_type.sys(),
name: self.property_name.into_owned_string_sys(),
class_name: sys::SysPtr::force_mut(self.class_name.string_sys()),
hint: u32::try_from(self.hint_info.hint.ord()).expect("hint.ord()"),
hint_string: self.hint_info.hint_string.into_owned_string_sys(),
usage: u32::try_from(self.usage.ord()).expect("usage.ord()"),
}
}
/// Properly frees a `sys::GDExtensionPropertyInfo` created by [`into_owned_property_sys`](Self::into_owned_property_sys).
///
/// # Safety
///
/// * Must only be used on a struct returned from a call to `into_owned_property_sys`, without modification.
/// * Must not be called more than once on a `sys::GDExtensionPropertyInfo` struct.
pub(crate) unsafe fn free_owned_property_sys(info: sys::GDExtensionPropertyInfo) {
// SAFETY: This function was called on a pointer returned from `into_owned_property_sys`, thus both `info.name` and
// `info.hint_string` were created from calls to `into_owned_string_sys` on their respective types.
// Additionally, this function isn't called more than once on a struct containing the same `name` or `hint_string` pointers.
unsafe {
let _name = StringName::from_owned_string_sys(info.name);
let _hint_string = GString::from_owned_string_sys(info.hint_string);
}
}
}
// ----------------------------------------------------------------------------------------------------------------------------------------------
/// Info needed by Godot, for how to export a type to the editor.
#[derive(Clone, Eq, PartialEq, Debug)]
pub struct PropertyHintInfo {
pub hint: PropertyHint,
pub hint_string: GString,
}
impl PropertyHintInfo {
/// Create a new `PropertyHintInfo` with a property hint of [`PROPERTY_HINT_NONE`](PropertyHint::NONE), and no hint string.
pub fn none() -> Self {
Self {
hint: PropertyHint::NONE,
hint_string: GString::new(),
}
}
/// Use [`PROPERTY_HINT_NONE`](PropertyHint::NONE) with `T`'s Godot type name.
///
/// Starting with Godot version 4.3, the hint string will always be the empty string. Before that, the hint string is set to
/// be the Godot type name of `T`.
pub fn type_name<T: GodotType>() -> Self {
let type_name = T::godot_type_name();
let hint_string = if sys::GdextBuild::since_api("4.3") {
GString::new()
} else {
GString::from(type_name)
};
Self {
hint: PropertyHint::NONE,
hint_string,
}
}
/// Use for `#[var]` properties -- [`PROPERTY_HINT_ARRAY_TYPE`](PropertyHint::ARRAY_TYPE) with the type name as hint string.
pub fn var_array_element<T: ArrayElement>() -> Self {
Self {
hint: PropertyHint::ARRAY_TYPE,
hint_string: GString::from(T::godot_type_name()),
}
}
/// Use for `#[export]` properties -- [`PROPERTY_HINT_TYPE_STRING`](PropertyHint::TYPE_STRING) with the **element** type string as hint string.
pub fn export_array_element<T: ArrayElement>() -> Self {
Self {
hint: PropertyHint::TYPE_STRING,
hint_string: GString::from(T::element_type_string()),
}
}
/// Use for `#[export]` properties -- [`PROPERTY_HINT_TYPE_STRING`](PropertyHint::TYPE_STRING) with the **element** type string as hint string.
pub fn export_packed_array_element<T: PackedArrayElement>() -> Self {
Self {
hint: PropertyHint::TYPE_STRING,
hint_string: GString::from(T::element_type_string()),
}
}
}