2017-04-03 14:11:38 +00:00
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/*************************************************************************/
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2017-04-09 19:07:53 +00:00
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/* gdnative.h */
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2017-04-03 14:11:38 +00:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2017-04-03 14:11:38 +00:00
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/*************************************************************************/
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2017-04-07 22:11:42 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2017-04-03 14:11:38 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2017-04-09 19:07:53 +00:00
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#ifndef GDNATIVE_H
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#define GDNATIVE_H
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#include "io/resource_loader.h"
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#include "io/resource_saver.h"
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#include "os/thread_safe.h"
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#include "resource.h"
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2017-09-03 10:40:41 +00:00
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#include "gdnative/gdnative.h"
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class GDNativeLibrary : public Resource {
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GDCLASS(GDNativeLibrary, Resource)
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enum Platform {
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X11_32BIT,
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X11_64BIT,
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WINDOWS_32BIT,
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WINDOWS_64BIT,
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// NOTE(karroffel): I heard OSX 32 bit is dead, so 64 only
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OSX,
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2017-08-18 14:17:35 +00:00
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// Android .so files must be located in directories corresponding to Android ABI names:
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// https://developer.android.com/ndk/guides/abis.html
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// Android runtime will select the matching library depending on the device.
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// The value here must simply point to the .so name, for example:
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// "res://libmy_gdnative.so" or "libmy_gdnative.so",
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// while in the project the actual paths can be "lib/android/armeabi-v7a/libmy_gdnative.so",
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// "lib/android/arm64-v8a/libmy_gdnative.so".
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ANDROID,
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IOS_32BIT,
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IOS_64BIT,
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// TODO(karroffel): figure out how to deal with web stuff at all...
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WASM,
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// TODO(karroffel): does UWP have different libs??
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// UWP,
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2017-04-17 17:52:18 +00:00
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2017-07-13 23:44:14 +00:00
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NUM_PLATFORMS
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};
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static String platform_names[NUM_PLATFORMS + 1];
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static String platform_lib_ext[NUM_PLATFORMS + 1];
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static Platform current_platform;
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String library_paths[NUM_PLATFORMS];
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2017-09-03 12:50:33 +00:00
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bool singleton_gdnative = false;
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2017-04-03 14:11:38 +00:00
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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GDNativeLibrary();
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~GDNativeLibrary();
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static void _bind_methods();
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void set_library_path(StringName p_platform, String p_path);
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String get_library_path(StringName p_platform) const;
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String get_active_library_path() const;
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2017-09-03 12:50:33 +00:00
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_FORCE_INLINE_ bool is_singleton_gdnative() const { return singleton_gdnative; }
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_FORCE_INLINE_ void set_singleton_gdnative(bool p_singleton) { singleton_gdnative = p_singleton; }
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};
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2017-07-13 23:44:14 +00:00
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typedef godot_variant (*native_call_cb)(void *, godot_string *, godot_array *);
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typedef void (*native_raw_call_cb)(void *, godot_string *, void *, int, void **, void *);
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2017-04-07 23:28:14 +00:00
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struct GDNativeCallRegistry {
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static GDNativeCallRegistry *singleton;
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inline GDNativeCallRegistry *get_singleton() {
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return singleton;
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}
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inline GDNativeCallRegistry()
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: native_calls(),
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native_raw_calls() {}
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Map<StringName, native_call_cb> native_calls;
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Map<StringName, native_raw_call_cb> native_raw_calls;
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void register_native_call_type(StringName p_call_type, native_call_cb p_callback);
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void register_native_raw_call_type(StringName p_raw_call_type, native_raw_call_cb p_callback);
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Vector<StringName> get_native_call_types();
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Vector<StringName> get_native_raw_call_types();
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};
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class GDNative : public Reference {
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GDCLASS(GDNative, Reference)
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Ref<GDNativeLibrary> library;
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// TODO(karroffel): different platforms? WASM????
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void *native_handle;
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void _compile_dummy_for_api();
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public:
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GDNative();
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~GDNative();
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static void _bind_methods();
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void set_library(Ref<GDNativeLibrary> p_library);
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Ref<GDNativeLibrary> get_library();
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bool is_initialized();
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2017-04-07 23:28:14 +00:00
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bool initialize();
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bool terminate();
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2017-08-12 16:52:50 +00:00
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Variant call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments = Array());
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void call_native_raw(StringName p_raw_call_type, StringName p_procedure_name, void *data, int num_args, void **args, void *r_return);
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};
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2017-04-09 19:07:53 +00:00
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#endif // GDNATIVE_H
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