from libc.stddef cimport wchar_t from libc.stdio cimport printf from godot._hazmat.gdapi cimport pythonscript_gdapi10 as gdapi10 from godot._hazmat.gdnative_api_struct cimport ( godot_string, godot_string_name, godot_int, godot_vector2, godot_variant, godot_variant_type, ) from godot.builtins cimport GDString, NodePath # Godot string are basically a vector of wchar_t, each wchar_t representing # a single unicode character (i.e. there is no surrogates support). # The sad part is wchar_t is not portable: it is 16bits long on Windows and # 32bits long on Linux and MacOS... # So we end up with a UCS2 encoding on Windows and UCS4 everywhere else :'( IF UNAME_SYSNAME == "Windows": # Specify endianess otherwise `encode` appends a BOM at the start of the converted string DEF _STRING_ENCODING = "UTF-16-LE" DEF _STRING_CODEPOINT_LENGTH = 2 ELSE: DEF _STRING_ENCODING = "UTF-32-LE" DEF _STRING_CODEPOINT_LENGTH = 4 cdef inline str godot_string_to_pyobj(const godot_string *p_gdstr): # TODO: unicode&windows support is most likely broken... cdef char *raw = gdapi10.godot_string_wide_str(p_gdstr) cdef godot_int length = gdapi10.godot_string_length(p_gdstr) return raw[:length * _STRING_CODEPOINT_LENGTH].decode(_STRING_ENCODING) # cdef char *raw = gdapi10.godot_string_wide_str(p_gdstr) # cdef godot_int length = gdapi10.godot_string_length(p_gdstr) # printf("==========> godot_string_to_pyobj ") # cdef int i # for i in range(length): # printf("%c ", raw[i * 4]); # printf("\n") # cdef object ret = raw[:length * _STRING_CODEPOINT_LENGTH].decode(_STRING_ENCODING) # print('==>ret: %r' % ret) # return ret cdef inline void pyobj_to_godot_string(str pystr, godot_string *p_gdstr): # TODO: unicode&windows support is most likely broken... cdef bytes raw = pystr.encode(_STRING_ENCODING) gdapi10.godot_string_new_with_wide_string( p_gdstr, (raw), len(pystr) ) cdef inline str godot_string_name_to_pyobj(const godot_string_name *p_gdname): cdef godot_string strname = gdapi10.godot_string_name_get_name(p_gdname) cdef ret = godot_string_to_pyobj(&strname) gdapi10.godot_string_destroy(&strname) return ret cdef inline void pyobj_to_godot_string_name(str pystr, godot_string_name *p_gdname): cdef godot_string strname pyobj_to_godot_string(pystr, &strname) gdapi10.godot_string_name_new(p_gdname, &strname) gdapi10.godot_string_destroy(&strname) cdef object godot_variant_to_pyobj(const godot_variant *p_gdvar) cdef bint pyobj_to_godot_variant(object pyobj, godot_variant *p_var) cdef bint is_pytype_compatible_with_godot_variant(object pytype) cdef object godot_type_to_pytype(godot_variant_type gdtype) cdef godot_variant_type pytype_to_godot_type(object pytype) cdef GDString ensure_is_gdstring(object gdstring_or_pystr) cdef NodePath ensure_is_nodepath(object nodepath_or_pystr) # TODO: finish this... # cdef inline object cook_slice(slice slice_, godot_int size, godot_int *r_start, godot_int *r_stop, godot_int *r_step, godot_int *r_items): # cdef godot_int start # cdef godot_int stop # cdef godot_int step # step = slice_.step if slice_.step is not None else 1 # if step == 0: # raise ValueError("range() arg 3 must not be zero") # elif step > 0: # start = slice_.start if slice_.start is not None else 0 # stop = slice_.stop if slice_.stop is not None else size # else: # start = slice_.start if slice_.start is not None else size # stop = slice_.stop if slice_.stop is not None else -size - 1 # r_start[0] = cook_slice_start(size, start) # r_stop[0] = cook_slice_stop(size, stop) # r_step[0] = step # r_items[0] = cook_slice_get_items(size, start, stop, step) # return None # cdef inline godot_int cook_slice_start(godot_int size, godot_int start): # if start > size - 1: # return size - 1 # elif start < 0: # start += size # if start < 0: # return 0 # return start # cdef inline godot_int cook_slice_stop(godot_int size, godot_int stop): # if stop > size: # return size # elif stop < -size: # return -1 # elif stop < 0: # stop += size # return stop # cdef inline godot_int cook_slice_get_items(godot_int size, godot_int start, godot_int stop, godot_int step): # cdef godot_int items # if step > 0: # if start >= stop: # return 0 # items = 1 + (stop - start - 1) // step # else: # if start <= stop: # return 0 # items = 1 + (stop - start + 1) // step # return items if items > 0 else 0