gdnative_python/pythonscript/godot/_hazmat/conversion.pxd

137 lines
4.6 KiB
Cython

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 = <char*>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 = <char*>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, (<wchar_t*><char*>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