def pybind_instance_call_method(handle, p_method, p_args, p_argcount, r_error): instance = ffi.from_handle(handle) # TODO: improve this by using a dict lookup using string_name method = lib.godot_string_name_get_name(p_method) methname = godot_string_to_pyobj(ffi.addressof(method)) lib.godot_string_destroy(ffi.addressof(method)) try: meth = getattr(instance, methname) except AttributeError: r_error.error = lib.GODOT_CALL_ERROR_CALL_ERROR_INVALID_METHOD # TODO: Keep this object cached instead of recreating everytime return pyobj_to_variant(None, for_ffi_return=True)[0] # print('[GD->PY] Calling %s on %s ==> %s' % (methname, instance, meth)) pyargs = [variant_to_pyobj(p_args[i]) for i in range(p_argcount)] try: pyret = meth(*pyargs) ret = pyobj_to_variant(pyret, for_ffi_return=True) r_error.error = lib.GODOT_CALL_ERROR_CALL_OK # print('[GD->PY] result: %s (%s)' % (pyret, ret[0])) return ret[0] except NotImplementedError: # print('[GD->PY] not implemented !') r_error.error = lib.GODOT_CALL_ERROR_CALL_ERROR_INVALID_METHOD except TypeError: traceback.print_exc() # TODO: handle errors here r_error.error = lib.GODOT_CALL_ERROR_CALL_ERROR_INVALID_ARGUMENT r_error.argument = 1 r_error.expected = lib.GODOT_VARIANT_TYPE_NIL # Something bad occured, return a default None variant # TODO: Keep this object cached instead of recreating it everytime return pyobj_to_variant(None, for_ffi_return=True)[0]
def pybind_auto_indent_code(handle, code, from_line, to_line): try: import autopep8 except ImportError: print("[Pythonscript] Auto indent requires module `autopep8`, " "install it with `pip install autopep8`") pycode = godot_string_to_pyobj(code).splitlines() before = '\n'.join(pycode[:from_line]) to_fix = '\n'.join(pycode[from_line:to_line]) after = '\n'.join(pycode[to_line:]) fixed = autopep8.fix_code(to_fix) final_code = '\n'.join((before, fixed, after)) # TODO: modify code instead of replace it when binding on godot_string # operation is available lib.godot_string_destroy(code) lib.godot_string_new_unicode_data(code, final_code, len(final_code))
def variant_to_pyobj(p_gdvar): """ Convert Godot variant to regular Python object :param p_gdvar: Godot variant as ``<cdata 'struct godot_variant *'>`` (note the pointer) """ gdtype = lib.godot_variant_get_type(p_gdvar) if gdtype == lib.GODOT_VARIANT_TYPE_NIL: return None elif gdtype == lib.GODOT_VARIANT_TYPE_BOOL: return bool(lib.godot_variant_as_bool(p_gdvar)) elif gdtype == lib.GODOT_VARIANT_TYPE_INT: return int(lib.godot_variant_as_int(p_gdvar)) elif gdtype == lib.GODOT_VARIANT_TYPE_REAL: return float(lib.godot_variant_as_real(p_gdvar)) elif gdtype == lib.GODOT_VARIANT_TYPE_STRING: raw = lib.godot_variant_as_string(p_gdvar) ret = godot_string_to_pyobj(ffi.addressof(raw)) lib.godot_string_destroy(ffi.addressof(raw)) return ret elif gdtype == lib.GODOT_VARIANT_TYPE_VECTOR2: raw = lib.godot_variant_as_vector2(p_gdvar) return godot_bindings_module.Vector2.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_RECT2: raw = lib.godot_variant_as_rect2(p_gdvar) return godot_bindings_module.Rect2.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_VECTOR3: raw = lib.godot_variant_as_vector3(p_gdvar) return godot_bindings_module.Vector3.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_TRANSFORM2D: raw = lib.godot_variant_as_transform2d(p_gdvar) return godot_bindings_module.Transform2D.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_PLANE: raw = lib.godot_variant_as_plane(p_gdvar) return godot_bindings_module.Plane.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_QUAT: raw = lib.godot_variant_as_quat(p_gdvar) return godot_bindings_module.Quat.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_AABB: raw = lib.godot_variant_as_aabb(p_gdvar) return godot_bindings_module.AABB.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_BASIS: raw = lib.godot_variant_as_basis(p_gdvar) return godot_bindings_module.Basis.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_TRANSFORM: raw = lib.godot_variant_as_transform(p_gdvar) return godot_bindings_module.Transform.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_COLOR: raw = lib.godot_variant_as_color(p_gdvar) return godot_bindings_module.Color.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_NODE_PATH: p_raw = godot_node_path_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_node_path(p_gdvar) return godot_bindings_module.NodePath.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_RID: raw = lib.godot_variant_as_rid(p_gdvar) return godot_bindings_module.RID.build_from_gdobj(raw) elif gdtype == lib.GODOT_VARIANT_TYPE_OBJECT: p_raw = lib.godot_variant_as_object(p_gdvar) # TODO: optimize this tmpobj = godot_bindings_module.Object(p_raw) return getattr(godot_bindings_module, tmpobj.get_class())(p_raw) elif gdtype == lib.GODOT_VARIANT_TYPE_DICTIONARY: p_raw = godot_dictionary_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_dictionary(p_gdvar) return godot_bindings_module.Dictionary.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_ARRAY: p_raw = godot_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_array(p_gdvar) return godot_bindings_module.Array.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_BYTE_ARRAY: p_raw = godot_pool_byte_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_byte_array(p_gdvar) return godot_bindings_module.PoolByteArray.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_INT_ARRAY: p_raw = godot_pool_int_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_int_array(p_gdvar) return godot_bindings_module.PoolIntArray.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_REAL_ARRAY: p_raw = godot_pool_real_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_real_array(p_gdvar) return godot_bindings_module.PoolRealArray.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_STRING_ARRAY: p_raw = godot_pool_string_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_string_array(p_gdvar) return godot_bindings_module.PoolStringArray.build_from_gdobj(p_raw, steal=True) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_VECTOR2_ARRAY: p_raw = godot_pool_vector2_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_vector2_array(p_gdvar) return godot_bindings_module.PoolVector2Array.build_from_gdobj( p_raw, steal=True ) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_VECTOR3_ARRAY: p_raw = godot_pool_vector3_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_vector3_array(p_gdvar) return godot_bindings_module.PoolVector3Array.build_from_gdobj( p_raw, steal=True ) elif gdtype == lib.GODOT_VARIANT_TYPE_POOL_COLOR_ARRAY: p_raw = godot_pool_color_array_alloc(initialized=False) p_raw[0] = lib.godot_variant_as_pool_color_array(p_gdvar) return godot_bindings_module.PoolColorArray.build_from_gdobj(p_raw, steal=True) else: raise TypeError( "Unknown Variant type `%s` (this should never happen !)" % gdtype )