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- /**************************************************************************/
- /* gdextension_special_compat_hashes.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 GDEXTENSION_SPECIAL_COMPAT_HASHES_H
- #define GDEXTENSION_SPECIAL_COMPAT_HASHES_H
- #ifndef DISABLE_DEPRECATED
- #include "core/string/string_name.h"
- #include "core/templates/hash_map.h"
- #include "core/templates/local_vector.h"
- // Note: In most situations, compatibility methods should be registered via ClassDB::bind_compatibility_method().
- // This class is only meant to be used in exceptional circumstances, for example, when Godot's hashing
- // algorithm changes and registering compatibility methods for all affect methods would be onerous.
- class GDExtensionSpecialCompatHashes {
- struct Mapping {
- StringName method;
- uint32_t legacy_hash;
- uint32_t current_hash;
- };
- static HashMap<StringName, LocalVector<Mapping>> mappings;
- public:
- static void initialize();
- static void finalize();
- static bool lookup_current_hash(const StringName &p_class, const StringName &p_method, uint32_t p_legacy_hash, uint32_t *r_current_hash);
- static bool get_legacy_hashes(const StringName &p_class, const StringName &p_method, Array &r_hashes, bool p_check_valid = true);
- };
- #endif // DISABLE_DEPRECATED
- #endif // GDEXTENSION_SPECIAL_COMPAT_HASHES_H
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