godot/modules/gdnative/gdnative.h

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/*************************************************************************/
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/* gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
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#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"
#include "gdnative_api_struct.gen.h"
#include "io/config_file.h"
class GDNativeLibraryResourceLoader;
class GDNative;
class GDNativeLibrary : public Resource {
GDCLASS(GDNativeLibrary, Resource)
static Map<String, Vector<Ref<GDNative> > > *loaded_libraries;
friend class GDNativeLibraryResourceLoader;
friend class GDNative;
Ref<ConfigFile> config_file;
String current_library_path;
Vector<String> current_dependencies;
bool singleton;
bool load_once;
String symbol_prefix;
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bool reloadable;
public:
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GDNativeLibrary();
~GDNativeLibrary();
virtual bool _set(const StringName &p_name, const Variant &p_property);
virtual bool _get(const StringName &p_name, Variant &r_property) const;
virtual void _get_property_list(List<PropertyInfo> *p_list) const;
_FORCE_INLINE_ Ref<ConfigFile> get_config_file() { return config_file; }
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void set_config_file(Ref<ConfigFile> p_config_file);
// things that change per-platform
// so there are no setters for this
_FORCE_INLINE_ String get_current_library_path() const {
return current_library_path;
}
_FORCE_INLINE_ Vector<String> get_current_dependencies() const {
return current_dependencies;
}
// things that are a property of the library itself, not platform specific
_FORCE_INLINE_ bool should_load_once() const {
return load_once;
}
_FORCE_INLINE_ bool is_singleton() const {
return singleton;
}
_FORCE_INLINE_ String get_symbol_prefix() const {
return symbol_prefix;
}
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_FORCE_INLINE_ bool is_reloadable() const {
return reloadable;
}
_FORCE_INLINE_ void set_load_once(bool p_load_once) {
load_once = p_load_once;
}
_FORCE_INLINE_ void set_singleton(bool p_singleton) {
singleton = p_singleton;
}
_FORCE_INLINE_ void set_symbol_prefix(String p_symbol_prefix) {
symbol_prefix = p_symbol_prefix;
}
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_FORCE_INLINE_ void set_reloadable(bool p_reloadable) {
reloadable = p_reloadable;
}
static void _bind_methods();
};
struct GDNativeCallRegistry {
static GDNativeCallRegistry *singleton;
inline static GDNativeCallRegistry *get_singleton() {
return singleton;
}
inline GDNativeCallRegistry() :
native_calls() {}
Map<StringName, native_call_cb> native_calls;
void register_native_call_type(StringName p_call_type, native_call_cb p_callback);
Vector<StringName> get_native_call_types();
};
class GDNative : public Reference {
GDCLASS(GDNative, Reference)
Ref<GDNativeLibrary> library;
void *native_handle;
bool initialized;
public:
GDNative();
~GDNative();
static void _bind_methods();
void set_library(Ref<GDNativeLibrary> p_library);
Ref<GDNativeLibrary> get_library();
bool is_initialized();
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bool initialize();
bool terminate();
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Variant call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments = Array());
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Error get_symbol(StringName p_procedure_name, void *&r_handle, bool p_optional = true);
};
class GDNativeLibraryResourceLoader : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path, Error *r_error);
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 GDNativeLibraryResourceSaver : public ResourceFormatSaver {
public:
virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags);
virtual bool recognize(const RES &p_resource) const;
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
};
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#endif // GDNATIVE_H