mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
84 lines
3.2 KiB
C++
84 lines
3.2 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
//
|
|
// 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 _ENGINEPRIMITIVES_H_
|
|
#define _ENGINEPRIMITIVES_H_
|
|
|
|
#ifndef _ENGINETYPES_H_
|
|
#include "console/engineTypes.h"
|
|
#endif
|
|
|
|
|
|
/// @file
|
|
/// Definitions for the core primitive types used in the
|
|
/// exposed engine API.
|
|
|
|
|
|
|
|
DECLARE_PRIMITIVE_R( bool );
|
|
DECLARE_PRIMITIVE_R(S8);
|
|
DECLARE_PRIMITIVE_R(U8);
|
|
DECLARE_PRIMITIVE_R(S32);
|
|
DECLARE_PRIMITIVE_R(U32);
|
|
DECLARE_PRIMITIVE_R(F32);
|
|
DECLARE_PRIMITIVE_R(F64);
|
|
DECLARE_PRIMITIVE_R(U64);
|
|
DECLARE_PRIMITIVE_R(S64);
|
|
DECLARE_PRIMITIVE_R(void*);
|
|
|
|
|
|
//FIXME: this allows String to be used as a struct field type
|
|
|
|
// String is special in the way its data is exchanged through the API. Through
|
|
// calls, strings are passed as plain, null-terminated UTF-16 character strings.
|
|
// In addition, strings passed back as return values from engine API functions
|
|
// are considered to be owned by the API layer itself. The rule here is that such
|
|
// a string is only valid until the next API call is made. Usually, control layers
|
|
// will immediately copy and convert strings to their own string type.
|
|
_DECLARE_TYPE_R(String);
|
|
template<>
|
|
struct EngineTypeTraits< String > : public _EnginePrimitiveTypeTraits< String >
|
|
{
|
|
typedef const UTF16* ArgumentValueType;
|
|
typedef const UTF16* ReturnValueType;
|
|
|
|
//FIXME: this needs to be sorted out; for now, we store default value literals in ASCII
|
|
typedef const char* DefaultArgumentValueStoreType;
|
|
|
|
static const UTF16* ReturnValue( const String& str )
|
|
{
|
|
static String sTemp;
|
|
sTemp = str;
|
|
return sTemp.utf16();
|
|
}
|
|
};
|
|
|
|
|
|
// For struct fields, String cannot be used directly but "const UTF16*" must be used
|
|
// instead. Make sure this works with the template machinery by redirecting the type
|
|
// back to String.
|
|
template<> struct EngineTypeTraits< const UTF16* > : public EngineTypeTraits< String > {};
|
|
template<> inline const EngineTypeInfo* TYPE< const UTF16* >() { return TYPE< String >(); }
|
|
inline const EngineTypeInfo* TYPE( const UTF16*& ) { return TYPE< String >(); }
|
|
|
|
#endif // !_ENGINEPRIMITIVES_H_
|