godot/modules/nativescript/nativescript.h

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/*************************************************************************/
/* nativescript.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#ifndef NATIVE_SCRIPT_H
#define NATIVE_SCRIPT_H
#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/thread_safe.h"
#include "resource.h"
#include "scene/main/node.h"
#include "script_language.h"
#include "self_list.h"
#include "godot_nativescript.h"
#include "modules/gdnative/gdnative.h"
#ifndef NO_THREADS
#include "os/mutex.h"
#endif
struct NativeScriptDesc {
struct Method {
godot_instance_method method;
MethodInfo info;
int rpc_mode;
};
struct Property {
godot_property_set_func setter;
godot_property_get_func getter;
PropertyInfo info;
Variant default_value;
int rset_mode;
};
struct Signal {
MethodInfo signal;
};
Map<StringName, Method> methods;
Map<StringName, Property> properties;
Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
StringName base;
StringName base_native_type;
NativeScriptDesc *base_data;
godot_instance_create_func create_func;
godot_instance_destroy_func destroy_func;
bool is_tool;
inline NativeScriptDesc()
: methods(),
properties(),
signals_(),
base(),
base_native_type() {
zeromem(&create_func, sizeof(godot_instance_create_func));
zeromem(&destroy_func, sizeof(godot_instance_destroy_func));
}
};
class NativeScript : public Script {
GDCLASS(NativeScript, Script)
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
#endif
friend class NativeScriptInstance;
friend class NativeScriptLanguage;
friend class NativeReloadNode;
friend class GDNativeLibrary;
Ref<GDNativeLibrary> library;
String lib_path;
String class_name;
#ifndef NO_THREADS
Mutex *owners_lock;
#endif
Set<Object *> instance_owners;
protected:
static void _bind_methods();
public:
inline NativeScriptDesc *get_script_desc() const;
void set_class_name(String p_class_name);
String get_class_name() const;
2017-08-12 16:52:50 +00:00
void set_library(Ref<GDNativeLibrary> p_library);
Ref<GDNativeLibrary> get_library() const;
virtual bool can_instance() const;
virtual Ref<Script> get_base_script() const; //for script inheritance
virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
virtual ScriptInstance *instance_create(Object *p_this);
virtual bool instance_has(const Object *p_this) const;
virtual bool has_source_code() const;
virtual String get_source_code() const;
virtual void set_source_code(const String &p_code);
virtual Error reload(bool p_keep_state = false);
virtual bool has_method(const StringName &p_method) const;
virtual MethodInfo get_method_info(const StringName &p_method) const;
virtual bool is_tool() const;
virtual String get_node_type() const;
virtual ScriptLanguage *get_language() const;
virtual bool has_script_signal(const StringName &p_signal) const;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
virtual void update_exports(); //editor tool
virtual void get_script_method_list(List<MethodInfo> *p_list) const;
virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
NativeScript();
~NativeScript();
};
class NativeScriptInstance : public ScriptInstance {
friend class NativeScript;
Object *owner;
Ref<NativeScript> script;
void _ml_call_reversed(NativeScriptDesc *script_data, const StringName &p_method, const Variant **p_args, int p_argcount);
public:
void *userdata;
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
virtual void get_property_list(List<PropertyInfo> *p_properties) const;
virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const;
virtual void get_method_list(List<MethodInfo> *p_list) const;
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
virtual void notification(int p_notification);
virtual Ref<Script> get_script() const;
virtual RPCMode get_rpc_mode(const StringName &p_method) const;
virtual RPCMode get_rset_mode(const StringName &p_variable) const;
virtual ScriptLanguage *get_language();
virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
virtual void refcount_incremented();
virtual bool refcount_decremented();
~NativeScriptInstance();
};
class NativeReloadNode;
class NativeScriptLanguage : public ScriptLanguage {
friend class NativeScript;
friend class NativeScriptInstance;
friend class NativeReloadNode;
private:
static NativeScriptLanguage *singleton;
void _unload_stuff();
#ifndef NO_THREADS
Mutex *mutex;
Set<Ref<GDNativeLibrary> > libs_to_init;
Set<NativeScript *> scripts_to_register;
volatile bool has_objects_to_register; // so that we don't lock mutex every frame - it's rarely needed
void defer_init_library(Ref<GDNativeLibrary> lib, NativeScript *script);
#endif
void init_library(const Ref<GDNativeLibrary> &lib);
void register_script(NativeScript *script);
void unregister_script(NativeScript *script);
void call_libraries_cb(const StringName &name);
public:
// These two maps must only be touched on the main thread
Map<String, Map<StringName, NativeScriptDesc> > library_classes;
Map<String, Ref<GDNative> > library_gdnatives;
Map<String, Set<NativeScript *> > library_script_users;
const StringName _init_call_type = "nativescript_init";
const StringName _init_call_name = "godot_nativescript_init";
const StringName _noarg_call_type = "nativescript_no_arg";
const StringName _frame_call_name = "godot_nativescript_frame";
#ifndef NO_THREADS
const StringName _thread_enter_call_name = "godot_nativescript_thread_enter";
const StringName _thread_exit_call_name = "godot_nativescript_thread_exit";
#endif
NativeScriptLanguage();
~NativeScriptLanguage();
inline static NativeScriptLanguage *get_singleton() {
return singleton;
}
void _hacky_api_anchor();
#ifndef NO_THREADS
virtual void thread_enter();
virtual void thread_exit();
#endif
virtual void frame();
virtual String get_name() const;
virtual void init();
virtual String get_type() const;
virtual String get_extension() const;
virtual Error execute_file(const String &p_path);
virtual void finish();
virtual void get_reserved_words(List<String> *p_words) const;
virtual void get_comment_delimiters(List<String> *p_delimiters) const;
virtual void get_string_delimiters(List<String> *p_delimiters) const;
virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path, List<String> *r_functions) const;
virtual Script *create_script() const;
virtual bool has_named_classes() const;
virtual int find_function(const String &p_function, const String &p_code) const;
virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
virtual String debug_get_error() const;
virtual int debug_get_stack_level_count() const;
virtual int debug_get_stack_level_line(int p_level) const;
virtual String debug_get_stack_level_function(int p_level) const;
virtual String debug_get_stack_level_source(int p_level) const;
virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth);
virtual void reload_all_scripts();
virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual void get_public_functions(List<MethodInfo> *p_functions) const;
virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const;
virtual void profiling_start();
virtual void profiling_stop();
virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
};
inline NativeScriptDesc *NativeScript::get_script_desc() const {
Map<StringName, NativeScriptDesc>::Element *E = NativeScriptLanguage::singleton->library_classes[lib_path].find(class_name);
return E ? &E->get() : NULL;
}
class NativeReloadNode : public Node {
GDCLASS(NativeReloadNode, Node)
bool unloaded = false;
public:
static void _bind_methods();
void _notification(int p_what);
};
class ResourceFormatLoaderNativeScript : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
class ResourceFormatSaverNativeScript : public ResourceFormatSaver {
virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
virtual bool recognize(const RES &p_resource) const;
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
};
#endif // GDNATIVE_H