godot/modules/gdnative/gdnative.h
Ruslan Mustakov 5ccdeccb6e Make GDNative work on Android
The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.

 - .so libraries are exported to lib/ folder in .apk, instead of assets/,
   because that's where Android expects them to be and it resolves the
   library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
   the current device. So we establish the convention that Android .so
   files in the project must be located in the folder corresponding to
   the ABI they were compiled for.

 - Godot callbacks (event handlers) are now called from the same thread
   from which Main::iteration is called. It is also what Godot now
   considers to be the main thread, because Main::setup is also called
   from there. This makes threading on Android more consistent with
   other platforms, making the code that depends on Thread::get_main_id
   more portable (GDNative has such code).

 - Sizes of GDNative API types have been fixed to work on 32-bit
   platforms.
2017-08-30 18:14:19 +07:00

150 lines
5.3 KiB
C++

/*************************************************************************/
/* gdnative.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 GDNATIVE_H
#define GDNATIVE_H
#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/thread_safe.h"
#include "resource.h"
#include <godot/gdnative.h>
class GDNativeLibrary : public Resource {
GDCLASS(GDNativeLibrary, Resource)
enum Platform {
X11_32BIT,
X11_64BIT,
WINDOWS_32BIT,
WINDOWS_64BIT,
// NOTE(karroffel): I heard OSX 32 bit is dead, so 64 only
OSX,
// Android .so files must be located in directories corresponding to Android ABI names:
// https://developer.android.com/ndk/guides/abis.html
// Android runtime will select the matching library depending on the device.
// The value here must simply point to the .so name, for example:
// "res://libmy_gdnative.so" or "libmy_gdnative.so",
// while in the project the actual paths can be "lib/android/armeabi-v7a/libmy_gdnative.so",
// "lib/android/arm64-v8a/libmy_gdnative.so".
ANDROID,
IOS_32BIT,
IOS_64BIT,
// TODO(karroffel): figure out how to deal with web stuff at all...
WASM,
// TODO(karroffel): does UWP have different libs??
// UWP,
NUM_PLATFORMS
};
static String platform_names[NUM_PLATFORMS + 1];
static String platform_lib_ext[NUM_PLATFORMS + 1];
static Platform current_platform;
String library_paths[NUM_PLATFORMS];
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
GDNativeLibrary();
~GDNativeLibrary();
static void _bind_methods();
void set_library_path(StringName p_platform, String p_path);
String get_library_path(StringName p_platform) const;
String get_active_library_path() const;
};
typedef godot_variant (*native_call_cb)(void *, godot_string *, godot_array *);
typedef void (*native_raw_call_cb)(void *, godot_string *, void *, int, void **, void *);
struct GDNativeCallRegistry {
static GDNativeCallRegistry *singleton;
inline GDNativeCallRegistry *get_singleton() {
return singleton;
}
inline GDNativeCallRegistry()
: native_calls(),
native_raw_calls() {}
Map<StringName, native_call_cb> native_calls;
Map<StringName, native_raw_call_cb> native_raw_calls;
void register_native_call_type(StringName p_call_type, native_call_cb p_callback);
void register_native_raw_call_type(StringName p_raw_call_type, native_raw_call_cb p_callback);
Vector<StringName> get_native_call_types();
Vector<StringName> get_native_raw_call_types();
};
class GDNative : public Reference {
GDCLASS(GDNative, Reference)
Ref<GDNativeLibrary> library;
// TODO(karroffel): different platforms? WASM????
void *native_handle;
void _compile_dummy_for_api();
public:
GDNative();
~GDNative();
static void _bind_methods();
void set_library(Ref<GDNativeLibrary> p_library);
Ref<GDNativeLibrary> get_library();
bool is_initialized();
bool initialize();
bool terminate();
Variant call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments = Array());
void call_native_raw(StringName p_raw_call_type, StringName p_procedure_name, void *data, int num_args, void **args, void *r_return);
};
#endif // GDNATIVE_H