godot/core/func_ref.cpp

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#include "func_ref.h"
Variant FuncRef::call_func(const Variant** p_args, int p_argcount, Variant::CallError& r_error) {
if (id==0) {
r_error.error=Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
return Variant();
}
Object* obj = ObjectDB::get_instance(id);
if (!obj) {
r_error.error=Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
return Variant();
}
return obj->call(function,p_args,p_argcount,r_error);
}
void FuncRef::set_instance(Object *p_obj){
ERR_FAIL_NULL(p_obj);
id=p_obj->get_instance_ID();
}
void FuncRef::set_function(const StringName& p_func){
function=p_func;
}
void FuncRef::_bind_methods() {
{
MethodInfo mi;
mi.name="call";
mi.arguments.push_back( PropertyInfo( Variant::STRING, "method"));
Vector<Variant> defargs;
for(int i=0;i<10;i++) {
mi.arguments.push_back( PropertyInfo( Variant::NIL, "arg"+itos(i)));
defargs.push_back(Variant());
}
ObjectTypeDB::bind_native_method(METHOD_FLAGS_DEFAULT,"call_func",&FuncRef::call_func,mi,defargs);
}
ObjectTypeDB::bind_method(_MD("set_instance","instance"),&FuncRef::set_instance);
ObjectTypeDB::bind_method(_MD("set_function","name"),&FuncRef::set_function);
}
FuncRef::FuncRef(){
id=0;
}