/*************************************************************************/ /* user_module.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "user_module.h" #include "core/object/class_db.h" #include "core/object/object.h" #include "user.h" int UserModule::get_module_index() const { return _module_index; } void UserModule::set_module_index(const int val) { _module_index = val; } String UserModule::get_module_name() const { return _module_name; } void UserModule::set_module_name(const String &val) { _module_name = val; } Ref UserModule::get_user() { return Ref(_user); } void UserModule::set_user(User *user) { _user = user; } Dictionary UserModule::to_dict() { return call("_to_dict"); } void UserModule::from_dict(const Dictionary &dict) { call("_from_dict", dict); } Dictionary UserModule::_to_dict() { Dictionary dict; dict["module_name"] = _module_name; return dict; } void UserModule::_from_dict(const Dictionary &dict) { _module_name = dict["module_name"]; } void UserModule::read_lock() { _rw_lock.read_lock(); } void UserModule::read_unlock() { _rw_lock.read_unlock(); } void UserModule::write_lock() { _rw_lock.write_lock(); } void UserModule::write_unlock() { _rw_lock.write_unlock(); } UserModule::UserModule() { _module_index = -1; _user = nullptr; } UserModule::~UserModule() { } void UserModule::_bind_methods() { ClassDB::bind_method(D_METHOD("get_module_index"), &UserModule::get_module_index); ClassDB::bind_method(D_METHOD("get_module_name"), &UserModule::get_module_name); ClassDB::bind_method(D_METHOD("set_module_name", "val"), &UserModule::set_module_name); ADD_PROPERTY(PropertyInfo(Variant::STRING, "module_name"), "set_module_name", "get_module_name"); ClassDB::bind_method(D_METHOD("get_user"), &UserModule::get_user); BIND_VMETHOD(MethodInfo("_from_dict", PropertyInfo(Variant::DICTIONARY, "dict"))); BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::DICTIONARY, "dict"), "_to_dict")); ClassDB::bind_method(D_METHOD("from_dict", "dict"), &UserModule::from_dict); ClassDB::bind_method(D_METHOD("to_dict"), &UserModule::to_dict); ClassDB::bind_method(D_METHOD("_from_dict", "dict"), &UserModule::_from_dict); ClassDB::bind_method(D_METHOD("_to_dict"), &UserModule::_to_dict); ClassDB::bind_method(D_METHOD("read_lock"), &UserModule::read_lock); ClassDB::bind_method(D_METHOD("read_unlock"), &UserModule::read_unlock); ClassDB::bind_method(D_METHOD("write_lock"), &UserModule::write_lock); ClassDB::bind_method(D_METHOD("write_unlock"), &UserModule::write_unlock); }