godot/core/os/os.h

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/*************************************************************************/
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/* os.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef OS_H
#define OS_H
#include "core/config/engine.h"
#include "core/io/image.h"
#include "core/io/logger.h"
#include "core/string/ustring.h"
#include "core/templates/list.h"
#include "core/templates/vector.h"
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#include <stdarg.h>
#include <stdlib.h>
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class OS {
static OS *singleton;
static uint64_t target_ticks;
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String _execpath;
List<String> _cmdline;
bool _keep_screen_on = true; // set default value to true, because this had been true before godot 2.0.
bool low_processor_usage_mode = false;
int low_processor_usage_mode_sleep_usec = 10000;
bool _verbose_stdout = false;
bool _debug_stdout = false;
bool _single_window = false;
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String _local_clipboard;
int _exit_code = EXIT_FAILURE; // unexpected exit is marked as failure
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int _orientation;
bool _allow_hidpi = false;
bool _allow_layered = false;
bool _stdout_enabled = true;
bool _stderr_enabled = true;
char *last_error;
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CompositeLogger *_logger = nullptr;
bool restart_on_exit = false;
List<String> restart_commandline;
// for the user interface we keep a record of the current display driver
// so we can retrieve the rendering drivers available
int _display_driver_id = -1;
String _current_rendering_driver_name = "";
protected:
void _set_logger(CompositeLogger *p_logger);
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public:
typedef void (*ImeCallback)(void *p_inp, String p_text, Point2 p_selection);
typedef bool (*HasServerFeatureCallback)(const String &p_feature);
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enum RenderThreadMode {
RENDER_THREAD_UNSAFE,
RENDER_THREAD_SAFE,
RENDER_SEPARATE_THREAD
};
enum RenderMainThreadMode {
RENDER_MAIN_THREAD_ONLY,
RENDER_ANY_THREAD,
};
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protected:
friend class Main;
// Needed by tests to setup command-line args.
friend int test_main(int argc, char *argv[]);
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HasServerFeatureCallback has_server_feature_callback = nullptr;
RenderThreadMode _render_thread_mode = RENDER_THREAD_SAFE;
RenderMainThreadMode _render_main_thread_mode = RENDER_ANY_THREAD;
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// Functions used by Main to initialize/deinitialize the OS.
void add_logger(Logger *p_logger);
virtual void initialize() = 0;
virtual void initialize_joypads() = 0;
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void set_current_rendering_driver_name(String p_driver_name) { _current_rendering_driver_name = p_driver_name; }
void set_display_driver_id(int p_display_driver_id) { _display_driver_id = p_display_driver_id; }
virtual void set_main_loop(MainLoop *p_main_loop) = 0;
virtual void delete_main_loop() = 0;
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virtual void finalize() = 0;
virtual void finalize_core() = 0;
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virtual void set_cmdline(const char *p_execpath, const List<String> &p_args);
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virtual bool _check_internal_feature_support(const String &p_feature) = 0;
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public:
typedef int64_t ProcessID;
static OS *get_singleton();
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String get_current_rendering_driver_name() const { return _current_rendering_driver_name; }
int get_display_driver_id() const { return _display_driver_id; }
void print_error(const char *p_function, const char *p_file, int p_line, const char *p_code, const char *p_rationale, bool p_editor_notify = false, Logger::ErrorType p_type = Logger::ERR_ERROR);
void print(const char *p_format, ...) _PRINTF_FORMAT_ATTRIBUTE_2_3;
void printerr(const char *p_format, ...) _PRINTF_FORMAT_ATTRIBUTE_2_3;
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virtual String get_stdin_string(bool p_block = true) = 0;
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virtual PackedStringArray get_connected_midi_inputs();
virtual void open_midi_inputs();
virtual void close_midi_inputs();
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virtual void alert(const String &p_alert, const String &p_title = "ALERT!");
virtual Error open_dynamic_library(const String p_path, void *&p_library_handle, bool p_also_set_library_path = false) { return ERR_UNAVAILABLE; }
virtual Error close_dynamic_library(void *p_library_handle) { return ERR_UNAVAILABLE; }
virtual Error get_dynamic_library_symbol_handle(void *p_library_handle, const String p_name, void *&p_symbol_handle, bool p_optional = false) { return ERR_UNAVAILABLE; }
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virtual void set_low_processor_usage_mode(bool p_enabled);
virtual bool is_in_low_processor_usage_mode() const;
virtual void set_low_processor_usage_mode_sleep_usec(int p_usec);
virtual int get_low_processor_usage_mode_sleep_usec() const;
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virtual String get_executable_path() const;
virtual Error execute(const String &p_path, const List<String> &p_arguments, String *r_pipe = nullptr, int *r_exitcode = nullptr, bool read_stderr = false, Mutex *p_pipe_mutex = nullptr, bool p_open_console = false) = 0;
virtual Error create_process(const String &p_path, const List<String> &p_arguments, ProcessID *r_child_id = nullptr, bool p_open_console = false) = 0;
virtual Error create_instance(const List<String> &p_arguments, ProcessID *r_child_id = nullptr) { return create_process(get_executable_path(), p_arguments, r_child_id); };
virtual Error kill(const ProcessID &p_pid) = 0;
virtual int get_process_id() const;
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virtual void vibrate_handheld(int p_duration_ms = 500);
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virtual Error shell_open(String p_uri);
virtual Error set_cwd(const String &p_cwd);
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virtual bool has_environment(const String &p_var) const = 0;
virtual String get_environment(const String &p_var) const = 0;
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virtual bool set_environment(const String &p_var, const String &p_value) const = 0;
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virtual String get_name() const = 0;
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virtual List<String> get_cmdline_args() const { return _cmdline; }
virtual String get_model_name() const;
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bool is_layered_allowed() const { return _allow_layered; }
bool is_hidpi_allowed() const { return _allow_hidpi; }
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void ensure_user_data_dir();
virtual MainLoop *get_main_loop() const = 0;
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virtual void yield();
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enum Weekday : uint8_t {
WEEKDAY_SUNDAY,
WEEKDAY_MONDAY,
WEEKDAY_TUESDAY,
WEEKDAY_WEDNESDAY,
WEEKDAY_THURSDAY,
WEEKDAY_FRIDAY,
WEEKDAY_SATURDAY,
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};
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enum Month : uint8_t {
/// Start at 1 to follow Windows SYSTEMTIME structure
/// https://msdn.microsoft.com/en-us/library/windows/desktop/ms724950(v=vs.85).aspx
MONTH_JANUARY = 1,
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MONTH_FEBRUARY,
MONTH_MARCH,
MONTH_APRIL,
MONTH_MAY,
MONTH_JUNE,
MONTH_JULY,
MONTH_AUGUST,
MONTH_SEPTEMBER,
MONTH_OCTOBER,
MONTH_NOVEMBER,
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MONTH_DECEMBER,
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};
struct Date {
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int64_t year;
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Month month;
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uint8_t day;
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Weekday weekday;
bool dst;
};
struct Time {
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uint8_t hour;
uint8_t minute;
uint8_t second;
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};
struct TimeZoneInfo {
int bias;
String name;
};
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virtual Date get_date(bool p_utc = false) const = 0;
virtual Time get_time(bool p_utc = false) const = 0;
virtual TimeZoneInfo get_time_zone_info() const = 0;
virtual double get_unix_time() const;
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virtual void delay_usec(uint32_t p_usec) const = 0;
virtual void add_frame_delay(bool p_can_draw);
virtual uint64_t get_ticks_usec() const = 0;
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uint64_t get_ticks_msec() const;
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virtual bool is_userfs_persistent() const { return true; }
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bool is_stdout_verbose() const;
bool is_stdout_debug_enabled() const;
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bool is_stdout_enabled() const;
bool is_stderr_enabled() const;
void set_stdout_enabled(bool p_enabled);
void set_stderr_enabled(bool p_enabled);
virtual bool is_single_window() const;
virtual void disable_crash_handler() {}
virtual bool is_disable_crash_handler() const { return false; }
virtual void initialize_debugging() {}
virtual void dump_memory_to_file(const char *p_file);
virtual void dump_resources_to_file(const char *p_file);
virtual void print_resources_in_use(bool p_short = false);
virtual void print_all_resources(String p_to_file = "");
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virtual uint64_t get_static_memory_usage() const;
virtual uint64_t get_static_memory_peak_usage() const;
virtual uint64_t get_free_static_memory() const;
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RenderThreadMode get_render_thread_mode() const { return _render_thread_mode; }
RenderMainThreadMode get_render_main_thread_mode() const { return _render_main_thread_mode; }
void set_render_main_thread_mode(RenderMainThreadMode p_thread_mode) { _render_main_thread_mode = p_thread_mode; }
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virtual String get_locale() const;
String get_locale_language() const;
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String get_safe_dir_name(const String &p_dir_name, bool p_allow_dir_separator = false) const;
virtual String get_godot_dir_name() const;
virtual String get_data_path() const;
virtual String get_config_path() const;
virtual String get_cache_path() const;
virtual String get_bundle_resource_dir() const;
virtual String get_bundle_icon_path() const;
virtual String get_user_data_dir() const;
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virtual String get_resource_dir() const;
enum SystemDir {
SYSTEM_DIR_DESKTOP,
SYSTEM_DIR_DCIM,
SYSTEM_DIR_DOCUMENTS,
SYSTEM_DIR_DOWNLOADS,
SYSTEM_DIR_MOVIES,
SYSTEM_DIR_MUSIC,
SYSTEM_DIR_PICTURES,
SYSTEM_DIR_RINGTONES,
};
virtual String get_system_dir(SystemDir p_dir, bool p_shared_storage = true) const;
virtual Error move_to_trash(const String &p_path) { return FAILED; }
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virtual void debug_break();
virtual int get_exit_code() const;
// `set_exit_code` should only be used from `SceneTree` (or from a similar
// level, e.g. from the `Main::start` if leaving without creating a `SceneTree`).
// For other components, `SceneTree.quit()` should be used instead.
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virtual void set_exit_code(int p_code);
virtual int get_processor_count() const;
virtual int get_default_thread_pool_size() const { return get_processor_count(); }
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virtual String get_unique_id() const;
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virtual bool can_use_threads() const;
bool has_feature(const String &p_feature);
void set_has_server_feature_callback(HasServerFeatureCallback p_callback);
void set_restart_on_exit(bool p_restart, const List<String> &p_restart_arguments);
bool is_restart_on_exit_set() const;
List<String> get_restart_on_exit_arguments() const;
virtual bool request_permission(const String &p_name) { return true; }
virtual bool request_permissions() { return true; }
virtual Vector<String> get_granted_permissions() const { return Vector<String>(); }
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virtual void process_and_drop_events() {}
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OS();
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virtual ~OS();
};
#endif // OS_H