534d62d2f4
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
146 lines
4.9 KiB
C++
146 lines
4.9 KiB
C++
/*************************************************************************/
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/* gdnative.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GDNATIVE_H
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#define GDNATIVE_H
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#include "io/resource_loader.h"
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#include "io/resource_saver.h"
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#include "os/thread_safe.h"
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#include "resource.h"
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#include "godot/gdnative.h"
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class GDNativeLibrary : public Resource {
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GDCLASS(GDNativeLibrary, Resource)
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enum Platform {
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X11_32BIT,
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X11_64BIT,
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WINDOWS_32BIT,
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WINDOWS_64BIT,
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// NOTE(karroffel): I heard OSX 32 bit is dead, so 64 only
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OSX,
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// TODO(karroffel): all different android versions and archs
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ANDROID,
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// TODO(karroffe): all different iOS versions and archs
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IOS,
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// TODO(karroffel): figure out how to deal with web stuff at all...
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WASM,
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// TODO(karroffel): does UWP have different libs??
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// UWP,
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NUM_PLATFORMS
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};
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static String platform_names[NUM_PLATFORMS];
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static String platform_lib_ext[NUM_PLATFORMS];
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// TODO(karroffel): make this actually do something lol.
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static Platform current_platform;
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String library_paths[NUM_PLATFORMS];
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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GDNativeLibrary();
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~GDNativeLibrary();
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static void _bind_methods();
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void set_library_path(StringName p_platform, String p_path);
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String get_library_path(StringName p_platform) const;
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String get_active_library_path() const;
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};
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typedef godot_variant (*native_call_cb)(void *, godot_string *, godot_array *);
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typedef void (*native_raw_call_cb)(void *, godot_string *, void *, int, void **, void *);
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struct GDNativeCallRegistry {
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static GDNativeCallRegistry *singleton;
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inline GDNativeCallRegistry *get_singleton() {
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return singleton;
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}
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inline GDNativeCallRegistry()
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: native_calls(),
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native_raw_calls() {}
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Map<StringName, native_call_cb> native_calls;
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Map<StringName, native_raw_call_cb> native_raw_calls;
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void register_native_call_type(StringName p_call_type, native_call_cb p_callback);
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void register_native_raw_call_type(StringName p_raw_call_type, native_raw_call_cb p_callback);
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Vector<StringName> get_native_call_types();
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Vector<StringName> get_native_raw_call_types();
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};
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class GDNative : public Reference {
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GDCLASS(GDNative, Reference)
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Ref<GDNativeLibrary> library;
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bool initialized;
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// TODO(karroffel): different platforms? WASM????
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void *native_handle;
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void _compile_dummy_for_api();
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public:
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GDNative();
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~GDNative();
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static void _bind_methods();
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void set_library(Ref<GDNativeLibrary> p_library);
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Ref<GDNativeLibrary> get_library();
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bool is_initialized();
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bool initialize();
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bool terminate();
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Variant call_native(StringName p_call_type, StringName p_procedure_name, Array p_arguments = Array());
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void call_native_raw(StringName p_raw_call_type, StringName p_procedure_name, void *data, int num_args, void **args, void *r_return);
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};
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#endif // GDNATIVE_H
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