godot/modules/nativescript/godot_nativescript.cpp
Karroffel 534d62d2f4 [GDNative] new GDNative API
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.
2017-07-24 04:23:37 +02:00

206 lines
6.9 KiB
C++

/*************************************************************************/
/* godot_nativescript.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.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. */
/*************************************************************************/
#include "godot_nativescript.h"
#include "nativescript.h"
#include "class_db.h"
#include "error_macros.h"
#include "gdnative.h"
#include "global_constants.h"
#include "project_settings.h"
#include "variant.h"
#ifdef __cplusplus
extern "C" {
#endif
extern "C" void _native_script_hook() {
}
#define NSL NativeScriptLanguage::get_singleton()
// Script API
void GDAPI godot_nativescript_register_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
NativeScriptDesc desc;
desc.create_func = p_create_func;
desc.destroy_func = p_destroy_func;
desc.is_tool = false;
desc.base = p_base;
if (classes->has(p_base)) {
desc.base_data = &(*classes)[p_base];
desc.base_native_type = desc.base_data->base_native_type;
} else {
desc.base_data = NULL;
desc.base_native_type = p_base;
}
classes->insert(p_name, desc);
}
void GDAPI godot_nativescript_register_tool_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
NativeScriptDesc desc;
desc.create_func = p_create_func;
desc.destroy_func = p_destroy_func;
desc.is_tool = true;
desc.base = p_base;
if (classes->has(p_base)) {
desc.base_data = &(*classes)[p_base];
desc.base_native_type = desc.base_data->base_native_type;
} else {
desc.base_data = NULL;
desc.base_native_type = p_base;
}
classes->insert(p_name, desc);
}
void GDAPI godot_nativescript_register_method(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
if (!E) {
ERR_EXPLAIN("Attempt to register method on non-existant class!");
ERR_FAIL();
}
NativeScriptDesc::Method method;
method.method = p_method;
method.rpc_mode = p_attr.rpc_type;
method.info = MethodInfo(p_function_name);
E->get().methods.insert(p_function_name, method);
}
void GDAPI godot_nativescript_register_property(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_property_attributes *p_attr, godot_property_set_func p_set_func, godot_property_get_func p_get_func) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
if (!E) {
ERR_EXPLAIN("Attempt to register method on non-existant class!");
ERR_FAIL();
}
NativeScriptDesc::Property property;
property.default_value = *(Variant *)&p_attr->default_value;
property.getter = p_get_func;
property.rset_mode = p_attr->rset_type;
property.setter = p_set_func;
property.info = PropertyInfo((Variant::Type)p_attr->type,
p_path,
(PropertyHint)p_attr->hint,
*(String *)&p_attr->hint_string,
(PropertyUsageFlags)p_attr->usage);
E->get().properties.insert(p_path, property);
}
void GDAPI godot_nativescript_register_signal(void *p_gdnative_handle, const char *p_name, const godot_signal *p_signal) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
if (!E) {
ERR_EXPLAIN("Attempt to register method on non-existant class!");
ERR_FAIL();
}
List<PropertyInfo> args;
Vector<Variant> default_args;
for (int i = 0; i < p_signal->num_args; i++) {
PropertyInfo info;
godot_signal_argument arg = p_signal->args[i];
info.hint = (PropertyHint)arg.hint;
info.hint_string = *(String *)&arg.hint_string;
info.name = *(String *)&arg.name;
info.type = (Variant::Type)arg.type;
info.usage = (PropertyUsageFlags)arg.usage;
args.push_back(info);
}
for (int i = 0; i < p_signal->num_default_args; i++) {
Variant *v;
godot_signal_argument attrib = p_signal->args[i];
v = (Variant *)&attrib.default_value;
default_args.push_back(*v);
}
MethodInfo method_info;
method_info.name = *(String *)&p_signal->name;
method_info.arguments = args;
method_info.default_arguments = default_args;
NativeScriptDesc::Signal signal;
signal.signal = method_info;
E->get().signals_.insert(*(String *)&p_signal->name, signal);
}
void GDAPI *godot_nativescript_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() == NativeScriptLanguage::get_singleton()) {
// return ((NativeScriptInstance *)instance->get_script_instance())->get_userdata();
}
return NULL;
}
#ifdef __cplusplus
}
#endif