155 lines
5.5 KiB
C++
155 lines
5.5 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 "gdnative/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];
|
|
|
|
bool singleton_gdnative = false;
|
|
|
|
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;
|
|
|
|
_FORCE_INLINE_ bool is_singleton_gdnative() const { return singleton_gdnative; }
|
|
_FORCE_INLINE_ void set_singleton_gdnative(bool p_singleton) { singleton_gdnative = p_singleton; }
|
|
};
|
|
|
|
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
|