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lib.rs
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lib.rs
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extern crate proc_macro;
extern crate proc_macro2;
#[macro_use]
extern crate syn;
#[macro_use]
extern crate quote;
use proc_macro::TokenStream;
use proc_macro2::TokenStream as TokenStream2;
use syn::{AttributeArgs, DeriveInput, ItemFn, ItemImpl};
mod extend_bounds;
mod methods;
mod native_script;
mod profiled;
mod varargs;
mod variant;
/// Collects method signatures of all functions in a `NativeClass` that have the `#[export]` attribute and registers them with Godot.
///
/// For example, in the following class
/// ```
/// use gdnative::prelude::*;
///
/// #[derive(NativeClass)]
/// #[inherit(Reference)]
/// #[no_constructor]
/// struct Foo {}
///
/// #[methods]
/// impl Foo {
/// #[export]
/// fn foo(&self, _owner: &Reference, bar: i64) -> i64 {
/// bar
/// }
/// }
///
/// ```
/// Will expand to
/// ```
/// use gdnative::prelude::*;
/// struct Foo {}
/// impl NativeClass for Foo {
/// type Base = gdnative::api::Reference;
/// type UserData = gdnative::export::user_data::LocalCellData<Self>;
/// fn class_name() -> &'static str {
/// "Foo"
/// }
/// }
/// impl gdnative::export::NativeClassMethods for Foo {
/// fn register(builder: &ClassBuilder<Self>) {
/// use gdnative::export::*;
/// builder.method("foo", gdnative::export::godot_wrap_method!(Foo, fn foo(&self, _owner: &Reference, bar: i64) -> i64))
/// .with_rpc_mode(RpcMode::Disabled)
/// .done_stateless();
/// }
/// }
/// impl Foo {
/// fn foo(&self, _owner: &Reference, bar: i64) -> i64 {
/// bar
/// }
/// }
/// ```
/// **Important**: Only one `impl` block per struct may be attributed with `#[methods]`.
///
/// For more context, please refer to [gdnative::derive::NativeClass](NativeClass).
#[proc_macro_attribute]
pub fn methods(meta: TokenStream, input: TokenStream) -> TokenStream {
if syn::parse::<syn::parse::Nothing>(meta.clone()).is_err() {
let err = syn::Error::new_spanned(
TokenStream2::from(meta),
"#[methods] does not take parameters.",
);
return error_with_input(input, err);
}
let impl_block = match syn::parse::<ItemImpl>(input.clone()) {
Ok(impl_block) => impl_block,
Err(err) => return error_with_input(input, err),
};
fn error_with_input(input: TokenStream, err: syn::Error) -> TokenStream {
let mut err = TokenStream::from(err.to_compile_error());
err.extend(std::iter::once(input));
err
}
TokenStream::from(methods::derive_methods(impl_block))
}
/// Makes a function profiled in Godot's built-in profiler. This macro automatically
/// creates a tag using the name of the current module and the function by default.
///
/// This attribute may also be used on non-exported functions. If the GDNative API isn't
/// initialized when the function is called, the data will be ignored silently.
///
/// A custom tag can also be provided using the `tag` option.
///
/// See the `gdnative::export::profiler` for a lower-level API to the profiler with
/// more control.
///
/// # Examples
///
/// ```ignore
/// mod foo {
/// // This function will show up as `foo/bar` under Script Functions.
/// #[profiled]
/// fn bar() {
/// std::thread::sleep(std::time::Duration::from_millis(1));
/// }
/// }
/// ```
///
/// ```ignore
/// // This function will show up as `my_custom_tag` under Script Functions.
/// #[profiled(tag = "my_custom_tag")]
/// fn baz() {
/// std::thread::sleep(std::time::Duration::from_millis(1));
/// }
/// ```
#[proc_macro_attribute]
pub fn profiled(meta: TokenStream, input: TokenStream) -> TokenStream {
let args = parse_macro_input!(meta as AttributeArgs);
let item_fn = parse_macro_input!(input as ItemFn);
match profiled::derive_profiled(args, item_fn) {
Ok(tokens) => tokens.into(),
Err(err) => err.to_compile_error().into(),
}
}
/// Makes it possible to use a type as a NativeScript.
///
/// ## Type attributes
///
/// The behavior of the derive macro can be customized using attributes on the type
/// deriving `NativeClass`. All type attributes are optional.
///
/// ### `#[inherit(gdnative::api::BaseClass)]`
///
/// Sets `gdnative::api::BaseClass` as the base class for the script. This *must* be
/// a type from the generated Godot API (that implements `GodotObject`). All `owner`
/// arguments of exported methods must be references (`TRef`, `Ref`, or `&`) to this
/// type.
///
/// Inheritance from other scripts, either in Rust or other languages, is
/// not supported.
///
/// If no `#[inherit(...)]` is provided, [`gdnative::api::Reference`](../gdnative/api/struct.Reference.html)
/// is used as a base class. This behavior is consistent with GDScript: omitting the
/// `extends` keyword will inherit `Reference`.
///
///
/// ### `#[user_data(gdnative::user_data::SomeWrapper<Self>)]`
///
/// Use the given type as the user-data wrapper. See the module-level docs on
/// `gdnative::user_data` for more information.
///
/// ### `#[register_with(path::to::function)]`
///
/// Use a custom function to register signals, properties or methods, in addition
/// to the one generated by `#[methods]`:
///
/// ```
/// use gdnative::prelude::*;
/// use gdnative::export::hint::{RangeHint, FloatHint};
///
/// #[derive(NativeClass)]
/// #[inherit(Reference)]
/// #[register_with(Self::my_register_function)]
/// struct Foo;
///
/// #[methods]
/// impl Foo {
/// fn new(_: &Reference) -> Self {
/// Self {}
/// }
/// fn my_register_function(builder: &ClassBuilder<Foo>) {
/// builder.signal("my_sig").done();
/// builder.property::<f32>("my_prop")
/// .with_getter(|_, _| 42.0)
/// .with_hint(FloatHint::Range(RangeHint::new(0.0, 100.0)))
/// .done();
/// }
/// }
/// ```
///
/// ### `#[no_constructor]`
///
/// Indicates that this type has no zero-argument constructor. Instances of such
/// scripts can only be created from Rust using `Instance::emplace`. `Instance::new`
/// or `ScriptName.new` from GDScript will result in panics at runtime.
///
/// See documentation on `Instance::emplace` for an example on how this can be used.
///
///
/// ## Field attributes
///
/// All field attributes are optional.
///
/// ### `#[property]`
///
/// Convenience attribute to register a field as a property. Possible arguments for
/// the attribute are:
///
/// - `path = "my_category/my_property_name"`
///
/// Puts the property under the `my_category` category and renames it to
/// `my_property_name` in the inspector and for GDScript.
///
/// - `default = 42.0`
///
/// Sets the default value *in the inspector* for this property. The setter is *not*
/// guaranteed to be called by the engine with the value.
///
/// - `before_get` / `after_get` / `before_set` / `after_set` `= "Self::hook_method"`
///
/// Call hook methods with `self` and `owner` before and/or after the generated property
/// accessors.
///
/// - `no_editor`
///
/// Hides the property from the editor. Does not prevent it from being sent over network or saved in storage.
///
/// ### `#[methods]`
/// Adds the necessary information to a an `impl` block to register the properties and methods with Godot.
///
/// **Important**: This needs to be added to one and only one `impl` block for a given `NativeClass`.
///
/// For additional details about how `#[methods]` expands, please refer to [gdnative::methods](macro@methods)
///
/// ### `#[export]`
/// Registers the attributed function signature to be used by Godot.
/// A valid function signature must have:
/// - `&self` or `&mut self` as its first parameter
/// - `&T` or `TRef<T>` where T refers to the type declared in `#[inherit(T)]` attribute as it's second parameter; this is typically called the `owner`.
/// - Optionally, any number of additional parameters, which must have the type `Variant` or must implement the `FromVariant` trait. `FromVariant` is implemented for most common types.
/// - Return values must implement the `OwnedToVariant` trait (automatically implemented by `ToVariant`)
/// or be a `Variant` type.
///
/// ```ignore
/// #[export]
/// fn foo(&self, owner: &Reference);
/// ```
/// **Note**: Marking a function with `#[export]` does not have any effect unless inside an `impl` block that has the `#[methods]` attribute.
///
/// Possible arguments for this attribute are
///
/// - `name` = "overridden_function_name"
///
/// Overrides the function name as the method name to be registered in Godot.
///
/// - `rpc` = "selected_rpc"
/// - "selected_rpc" must be one of the following values, which refer to the associated [Multiplayer API RPC Mode](https://docs.godotengine.org/en/stable/classes/class_multiplayerapi.html?highlight=RPC#enumerations)
/// - "disabled" - `RPCMode::RPC_MODE_DISABLED`
/// - "remote" - `RPCMode::RPC_MODE_REMOTE`
/// - "remote_sync" - `RPCMode::RPC_MODE_REMOTE_SYMC`
/// - "master" - `RPCMode::RPC_MODE_MASTER`
/// - "puppet" - `RPCMode::RPC_MODE_PUPPET`
/// - "master_sync" - `RPCMode::RPC_MODE_MASTERSYNC`
/// - "puppet_sync" - `RPCMode::RPC_MODE_PUPPETSYNC`
///
/// This enables you to set the [Multiplayer API RPC Mode](https://docs.godotengine.org/en/stable/classes/class_multiplayerapi.html?highlight=RPC#enumerations) for the function.
///
/// Refer to [Godot's Remote Procedure documentation](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html#rpc) for more details.
/// #### `Node` virtual functions
///
/// This is a list of common Godot virtual functions that are automatically called via [notifications](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-notification).
///
/// ```ignore
/// fn _ready(&self, owner: &Node);
/// ```
/// Called when both the node and its children have entered the scene tree.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-ready) for more information._
/// <br><br>
///
/// ```ignore
/// fn _enter_tree(&self, owner: &Node);
/// ```
/// Called when the node enters the scene tree.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-enter-tree) for more information._
/// <br><br>
///
/// ```ignore
/// fn _exit_tree(&self, owner: &Node);
/// ```
/// Called when the node is removed from the scene tree.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-exit-tree) for more information._
/// <br><br>
///
/// ```ignore
/// fn _get_configuration_warning(&self, owner: &Node) -> GodotString;
/// ```
/// The string returned from this method is displayed as a warning in the Scene Dock if the script that overrides it is a tool script.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-get-configuration-warning) for more information._
/// <br><br>
///
/// ```ignore
/// fn _process(&mut self, owner: &Node, delta: f64);
/// ```
/// Called during processing step of the main loop.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-process) for more information._
/// <br><br>
///
/// ```ignore
/// fn _physics_process(&self, owner: &Node, delta: f64);
/// ```
/// Called during physics update, with a fixed timestamp.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-physics-process) for more information._
/// <br><br>
///
/// ```ignore
/// fn _input(&self, owner: &Node, event: Ref<InputEvent>);
/// ```
/// Called when there is an input event.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-input) for more information._
/// <br><br>
///
/// ```ignore
/// fn _unhandled_input(&self, owner: &Node, event: Ref<InputEvent>);
/// ```
/// Called when an `InputEvent` hasn't been consumed by `_input()` or any GUI.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-unhandled-input) for more information._
/// <br><br>
///
/// ```ignore
/// fn _unhandled_key_input (&self, owner: &Node, event: Ref<InputKeyEvent>);
/// ```
/// Called when an `InputEventKey` hasn't been consumed by `_input()` or any GUI.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_node.html#class-node-method-unhandled-key-input) for more information._
/// <br><br>
///
/// #### `Control` virtual functions
///
/// This is a list of common Godot virtual functions that are automatically called via [notifications](https://docs.godotengine.org/en/stable/classes/class_object.html#class-object-method-notification).
///
/// ```ignore
/// fn _clips_input(&self, owner: &Control) -> bool;
/// ```
/// Returns whether `_gui_input()` should not be called for children controls outside this control's rectangle.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_control.html#class-control-method-clips-input) for more information._
/// <br><br>
///
/// ```ignore
/// fn _get_minimum_size(&self, owner: &Control) -> Vector2;
/// ```
/// Returns the minimum size for this control.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_control.html#class-control-method-get-minimum-size) for more information._
/// <br><br>
///
/// ```ignore
/// fn _gui_input(&self, owner: &Control, event: Ref<InputEvent>);
/// ```
/// Use this method to process and accept inputs on UI elements.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_control.html#class-control-method-gui-input) for more information._
/// <br><br>
///
/// ```ignore
/// fn _make_custom_tooltip(&self, owner: &Control, for_text: String) -> Ref<Control>;
/// ```
/// Returns a `Control` node that should be used as a tooltip instead of the default one.
/// _See [Godot docs](https://docs.godotengine.org/en/stable/classes/class_control.html#class-control-method-make-custom-tooltip) for more information._
/// <br><br>
#[proc_macro_derive(
NativeClass,
attributes(
inherit,
export,
opt,
user_data,
property,
register_with,
no_constructor
)
)]
pub fn derive_native_class(input: TokenStream) -> TokenStream {
// Converting the proc_macro::TokenStream into non proc_macro types so that tests
// can be written against the inner functions.
let derive_input = syn::parse_macro_input!(input as DeriveInput);
// Implement NativeClass for the input
native_script::derive_native_class(&derive_input).map_or_else(
|err| {
// Silence the other errors that happen because NativeClass is not implemented
let empty_nativeclass = native_script::impl_empty_nativeclass(&derive_input);
let err = err.to_compile_error();
TokenStream::from(quote! {
#empty_nativeclass
#err
})
},
std::convert::identity,
)
}
#[proc_macro_derive(ToVariant, attributes(variant))]
pub fn derive_to_variant(input: TokenStream) -> TokenStream {
match variant::derive_to_variant(variant::ToVariantTrait::ToVariant, input) {
Ok(stream) => stream.into(),
Err(err) => err.to_compile_error().into(),
}
}
#[proc_macro_derive(OwnedToVariant, attributes(variant))]
pub fn derive_owned_to_variant(input: TokenStream) -> TokenStream {
match variant::derive_to_variant(variant::ToVariantTrait::OwnedToVariant, input) {
Ok(stream) => stream.into(),
Err(err) => err.to_compile_error().into(),
}
}
#[proc_macro_derive(FromVariant, attributes(variant))]
pub fn derive_from_variant(input: TokenStream) -> TokenStream {
let derive_input = syn::parse_macro_input!(input as syn::DeriveInput);
match variant::derive_from_variant(derive_input) {
Ok(stream) => stream.into(),
Err(err) => err.to_compile_error().into(),
}
}
/// Enable struct types to be parsed as argument lists.
///
/// The `FromVarargs` trait can be derived for structure types where each type implements
/// `FromVariant`. The order of fields matter for this purpose:
///
/// ```ignore
/// #[derive(FromVarargs)]
/// struct MyArgs {
/// foo: i32,
/// bar: String,
/// #[opt] baz: Option<Ref<Node>>,
/// }
/// ```
#[proc_macro_derive(FromVarargs, attributes(opt))]
pub fn derive_from_varargs(input: TokenStream) -> TokenStream {
let derive_input = syn::parse_macro_input!(input as syn::DeriveInput);
match varargs::derive_from_varargs(derive_input) {
Ok(stream) => stream.into(),
Err(err) => err.to_compile_error().into(),
}
}
/// Returns a standard header for derived implementations.
///
/// Adds the `automatically_derived` attribute and prevents common lints from triggering
/// in user code. See:
///
/// - https://doc.rust-lang.org/reference/attributes/derive.html
/// - https://doc.rust-lang.org/rustc/lints/groups.html
/// - https://github.com/rust-lang/rust-clippy#clippy
fn automatically_derived() -> proc_macro2::TokenStream {
quote! {
#[automatically_derived]
#[allow(nonstandard_style, unused, clippy::style, clippy::complexity, clippy::perf, clippy::pedantic)]
}
}