godot/scene/main/http_request.h

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#ifndef HTTPREQUEST_H
#define HTTPREQUEST_H
#include "node.h"
#include "io/http_client.h"
class HTTPRequest : public Node {
OBJ_TYPE(HTTPRequest,Node);
public:
enum Result {
RESULT_SUCCESS,
//RESULT_NO_BODY,
RESULT_CHUNKED_BODY_SIZE_MISMATCH,
RESULT_CANT_CONNECT,
RESULT_CANT_RESOLVE,
RESULT_CONNECTION_ERROR,
RESULT_SSL_HANDSHAKE_ERROR,
RESULT_NO_RESPONSE,
RESULT_BODY_SIZE_LIMIT_EXCEEDED,
RESULT_REQUEST_FAILED,
RESULT_REDIRECT_LIMIT_REACHED
};
private:
bool requesting;
String request_string;
String url;
int port;
Vector<String> headers;
bool validate_ssl;
bool use_ssl;
bool request_sent;
Ref<HTTPClient> client;
ByteArray body;
bool use_threads;
bool got_response;
int response_code;
DVector<String> response_headers;
int body_len;
int body_size_limit;
int redirections;
HTTPClient::Status status;
bool _update_connection();
int max_redirects;
void _redirect_request(const String& p_new_url);
Error _request();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
Error request(const String& p_url,const Vector<String>& p_custom_headers=Vector<String>(),bool p_ssl_validate_domain=true); //connects to a full url and perform request
void cancel_request();
HTTPClient::Status get_http_client_status() const;
void set_use_threads(bool p_use);
bool is_using_threads() const;
void set_body_size_limit(int p_bytes);
int get_body_size_limit() const;
void set_max_redirects(int p_max);
int get_max_redirects() const;
HTTPRequest();
};
#endif // HTTPREQUEST_H