[DLScript] added variant constructor and a function to get userdata of a script

The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it.
This is particularly useful and even required for language bindings to work properly.

This also fixes non-tool builds.
This commit is contained in:
Karroffel 2017-04-04 19:38:46 +02:00
parent 46bc14e66f
commit 6c49fe9c62
6 changed files with 43 additions and 10 deletions

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@ -1,5 +1,7 @@
#include "api_generator.h" #include "api_generator.h"
#ifdef TOOLS_ENABLED
#include "class_db.h" #include "class_db.h"
#include "core/global_config.h" #include "core/global_config.h"
#include "os/file_access.h" #include "os/file_access.h"
@ -368,15 +370,22 @@ static List<String> generate_c_api_json(const List<ClassAPI> &p_api) {
// //
#endif
/* /*
* Saves the whole Godot API to a JSON file located at * Saves the whole Godot API to a JSON file located at
* p_path * p_path
*/ */
Error generate_c_api(const String &p_path) { Error generate_c_api(const String &p_path) {
#ifndef TOOLS_ENABLED
return ERR_BUG;
#else
List<ClassAPI> api = generate_c_api_classes(); List<ClassAPI> api = generate_c_api_classes();
List<String> json_source = generate_c_api_json(api); List<String> json_source = generate_c_api_json(api);
return save_file(p_path, json_source); return save_file(p_path, json_source);
#endif
} }

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@ -241,6 +241,8 @@ class DLInstance : public ScriptInstance {
public: public:
_FORCE_INLINE_ Object *get_owner() { return owner; } _FORCE_INLINE_ Object *get_owner() { return owner; }
_FORCE_INLINE_ void *get_userdata() { return userdata; }
virtual bool set(const StringName &p_name, const Variant &p_value); virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const; virtual bool get(const StringName &p_name, Variant &r_ret) const;
virtual void get_property_list(List<PropertyInfo> *p_properties) const; virtual void get_property_list(List<PropertyInfo> *p_properties) const;

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@ -175,6 +175,16 @@ void GDAPI godot_script_register_signal(const char *p_name, const godot_signal *
library->_register_script_signal(p_name, p_signal); library->_register_script_signal(p_name, p_signal);
} }
void GDAPI *godot_dlinstance_get_userdata(godot_object *p_instance) {
Object *instance = (Object *)p_instance;
if (!instance)
return NULL;
if (instance->get_script_instance() && instance->get_script_instance()->get_language() == DLScriptLanguage::get_singleton()) {
return ((DLInstance *)instance->get_script_instance())->get_userdata();
}
return NULL;
}
// System functions // System functions
void GDAPI *godot_alloc(int p_bytes) { void GDAPI *godot_alloc(int p_bytes) {
return memalloc(p_bytes); return memalloc(p_bytes);

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@ -121,8 +121,6 @@ typedef int godot_int;
typedef float godot_real; typedef float godot_real;
typedef double godot_real64; // for Variant in 3.0
/////// Object (forward declared) /////// Object (forward declared)
typedef void godot_object; typedef void godot_object;
@ -375,6 +373,8 @@ typedef struct godot_signal {
void GDAPI godot_script_register_signal(const char *p_name, const godot_signal *p_signal); void GDAPI godot_script_register_signal(const char *p_name, const godot_signal *p_signal);
void GDAPI *godot_dlinstance_get_userdata(godot_object *p_instance);
////// System Functions ////// System Functions
//using these will help Godot track how much memory is in use in debug mode //using these will help Godot track how much memory is in use in debug mode

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@ -34,7 +34,12 @@ void GDAPI godot_variant_new_bool(godot_variant *p_v, const godot_bool p_b) {
memnew_placement_custom(v, Variant, Variant(p_b)); memnew_placement_custom(v, Variant, Variant(p_b));
} }
void GDAPI godot_variant_new_int(godot_variant *p_v, const uint64_t p_i) { void GDAPI godot_variant_new_uint(godot_variant *p_v, const uint64_t p_i) {
Variant *v = (Variant *)p_v;
memnew_placement_custom(v, Variant, Variant(p_i));
}
void GDAPI godot_variant_new_int(godot_variant *p_v, const int64_t p_i) {
Variant *v = (Variant *)p_v; Variant *v = (Variant *)p_v;
memnew_placement_custom(v, Variant, Variant(p_i)); memnew_placement_custom(v, Variant, Variant(p_i));
} }
@ -199,14 +204,19 @@ godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_v) {
return v->operator bool(); return v->operator bool();
} }
uint64_t GDAPI godot_variant_as_int(const godot_variant *p_v) { uint64_t GDAPI godot_variant_as_uint(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v; const Variant *v = (const Variant *)p_v;
return v->operator godot_int(); return v->operator uint64_t();
} }
godot_real GDAPI godot_variant_as_real(const godot_variant *p_v) { int64_t GDAPI godot_variant_as_int(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v; const Variant *v = (const Variant *)p_v;
return v->operator godot_real(); return v->operator int64_t();
}
double GDAPI godot_variant_as_real(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
return v->operator double();
} }
godot_string GDAPI godot_variant_as_string(const godot_variant *p_v) { godot_string GDAPI godot_variant_as_string(const godot_variant *p_v) {

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@ -71,7 +71,8 @@ void GDAPI godot_variant_copy(godot_variant *p_dest, const godot_variant *p_src)
void GDAPI godot_variant_new_nil(godot_variant *p_v); void GDAPI godot_variant_new_nil(godot_variant *p_v);
void GDAPI godot_variant_new_bool(godot_variant *p_v, const godot_bool p_b); void GDAPI godot_variant_new_bool(godot_variant *p_v, const godot_bool p_b);
void GDAPI godot_variant_new_int(godot_variant *p_v, const uint64_t p_i); void GDAPI godot_variant_new_uint(godot_variant *p_v, const uint64_t p_i);
void GDAPI godot_variant_new_int(godot_variant *p_v, const int64_t p_i);
void GDAPI godot_variant_new_real(godot_variant *p_v, const double p_r); void GDAPI godot_variant_new_real(godot_variant *p_v, const double p_r);
void GDAPI godot_variant_new_string(godot_variant *p_v, const godot_string *p_s); void GDAPI godot_variant_new_string(godot_variant *p_v, const godot_string *p_s);
void GDAPI godot_variant_new_vector2(godot_variant *p_v, const godot_vector2 *p_v2); void GDAPI godot_variant_new_vector2(godot_variant *p_v, const godot_vector2 *p_v2);
@ -100,8 +101,9 @@ void GDAPI godot_variant_new_pool_vector3_array(godot_variant *p_v, const godot_
void GDAPI godot_variant_new_pool_color_array(godot_variant *p_v, const godot_pool_color_array *p_pca); void GDAPI godot_variant_new_pool_color_array(godot_variant *p_v, const godot_pool_color_array *p_pca);
godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_v); godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_v);
uint64_t GDAPI godot_variant_as_int(const godot_variant *p_v); uint64_t GDAPI godot_variant_as_uint(const godot_variant *p_v);
godot_real GDAPI godot_variant_as_real(const godot_variant *p_v); int64_t GDAPI godot_variant_as_int(const godot_variant *p_v);
double GDAPI godot_variant_as_real(const godot_variant *p_v);
godot_string GDAPI godot_variant_as_string(const godot_variant *p_v); godot_string GDAPI godot_variant_as_string(const godot_variant *p_v);
godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_v); godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_v);
godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_v); godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_v);