Torque3D/Engine/source/console/engineFunctions.cpp
Azaezel fbfd3ed8ed clang: constructor initialization order
while not a major issue per-se, the sheer number of times the engine has to jump back in memory and backfill data in a given class can add up. First run of... many.,
2016-10-14 18:16:55 -05:00

66 lines
2.9 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.
//-----------------------------------------------------------------------------
#include "console/engineFunctions.h"
IMPLEMENT_NONINSTANTIABLE_CLASS( EngineFunctionInfo,
"Information about an engine function." )
END_IMPLEMENT_CLASS;
EngineFunctionInfo* EngineFunctionInfo::smFirstFunction;
//-----------------------------------------------------------------------------
EngineFunctionInfo::EngineFunctionInfo( const char* name,
EngineExportScope* scope,
const char* docString,
const char* prototypeString,
const char* bindingName,
const EngineTypeInfo* functionType,
const EngineFunctionDefaultArguments* defaultArgs,
void* address,
U32 flags )
: SuperType( name, EngineExportKindFunction, scope, docString ),
mFunctionFlags( flags ),
mFunctionType( functionType ),
mDefaultArgumentValues( defaultArgs ),
mBindingName( bindingName ),
mPrototypeString( prototypeString ),
mAddress( address ),
mNextFunction( smFirstFunction )
{
AssertFatal( functionType, "EngineFunctionInfo - Function cannot have void type!" );
smFirstFunction = this;
}
//-----------------------------------------------------------------------------
void EngineFunctionInfo::resetAllCallouts()
{
for( EngineFunctionInfo* function = smFirstFunction; function != NULL; function = function->mNextFunction )
if( function->isCallout() )
*reinterpret_cast< void** >( function->mAddress ) = NULL;
}