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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.
282 lines
11 KiB
C++
282 lines
11 KiB
C++
/*************************************************************************/
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/* nativescript.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 NATIVE_SCRIPT_H
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#define NATIVE_SCRIPT_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 "scene/main/node.h"
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#include "script_language.h"
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#include "self_list.h"
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#include "godot_nativescript.h"
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#include "modules/gdnative/gdnative.h"
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struct NativeScriptDesc {
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struct Method {
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godot_instance_method method;
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MethodInfo info;
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int rpc_mode;
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};
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struct Property {
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godot_property_set_func setter;
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godot_property_get_func getter;
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PropertyInfo info;
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Variant default_value;
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int rset_mode;
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};
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struct Signal {
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MethodInfo signal;
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};
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Map<StringName, Method> methods;
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Map<StringName, Property> properties;
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Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
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StringName base;
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StringName base_native_type;
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NativeScriptDesc *base_data;
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godot_instance_create_func create_func;
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godot_instance_destroy_func destroy_func;
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bool is_tool;
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inline NativeScriptDesc()
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: methods(),
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properties(),
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signals_(),
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base(),
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base_native_type() {
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zeromem(&create_func, sizeof(godot_instance_create_func));
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zeromem(&destroy_func, sizeof(godot_instance_destroy_func));
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}
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};
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class NativeScript : public Script {
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GDCLASS(NativeScript, Script)
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#ifdef TOOLS_ENABLED
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Set<PlaceHolderScriptInstance *> placeholders;
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void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
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#endif
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friend class NativeScriptInstance;
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friend class NativeScriptLanguage;
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friend class NativeReloadNode;
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friend class GDNativeLibrary;
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Ref<GDNativeLibrary> library;
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String lib_path;
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String class_name;
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Set<Object *> instance_owners;
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protected:
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static void _bind_methods();
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public:
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inline NativeScriptDesc *get_script_desc() const;
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void set_class_name(String p_class_name);
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String get_class_name() const;
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void set_library(Ref<GDNativeLibrary> library);
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Ref<GDNativeLibrary> get_library() const;
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virtual bool can_instance() const;
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virtual Ref<Script> get_base_script() const; //for script inheritance
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virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
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virtual ScriptInstance *instance_create(Object *p_this);
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virtual bool instance_has(const Object *p_this) const;
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virtual bool has_source_code() const;
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virtual String get_source_code() const;
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virtual void set_source_code(const String &p_code);
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virtual Error reload(bool p_keep_state = false);
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virtual bool has_method(const StringName &p_method) const;
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virtual MethodInfo get_method_info(const StringName &p_method) const;
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virtual bool is_tool() const;
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virtual String get_node_type() const;
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virtual ScriptLanguage *get_language() const;
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virtual bool has_script_signal(const StringName &p_signal) const;
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virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
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virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
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virtual void update_exports(); //editor tool
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virtual void get_script_method_list(List<MethodInfo> *p_list) const;
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virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
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Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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NativeScript();
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~NativeScript();
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};
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class NativeScriptInstance : public ScriptInstance {
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friend class NativeScript;
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Object *owner;
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Ref<NativeScript> script;
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void *userdata;
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void _ml_call_reversed(NativeScriptDesc *script_data, const StringName &p_method, const Variant **p_args, int p_argcount);
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public:
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virtual bool set(const StringName &p_name, const Variant &p_value);
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virtual bool get(const StringName &p_name, Variant &r_ret) const;
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virtual void get_property_list(List<PropertyInfo> *p_properties) const;
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virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const;
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virtual void get_method_list(List<MethodInfo> *p_list) const;
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virtual bool has_method(const StringName &p_method) const;
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virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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virtual void notification(int p_notification);
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virtual Ref<Script> get_script() const;
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virtual RPCMode get_rpc_mode(const StringName &p_method) const;
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virtual RPCMode get_rset_mode(const StringName &p_variable) const;
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virtual ScriptLanguage *get_language();
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virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
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virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
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~NativeScriptInstance();
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};
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class NativeReloadNode;
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class NativeScriptLanguage : public ScriptLanguage {
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friend class NativeScript;
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friend class NativeScriptInstance;
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friend class NativeReloadNode;
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private:
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static NativeScriptLanguage *singleton;
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void _unload_stuff();
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public:
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Map<String, Map<StringName, NativeScriptDesc> > library_classes;
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Map<String, Ref<GDNative> > library_gdnatives;
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Map<String, Set<NativeScript *> > library_script_users;
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const StringName _init_call_type = "nativescript_init";
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const StringName _init_call_name = "godot_nativescript_init";
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NativeScriptLanguage();
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~NativeScriptLanguage();
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inline static NativeScriptLanguage *get_singleton() {
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return singleton;
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}
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void _hacky_api_anchor();
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virtual String get_name() const;
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virtual void init();
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virtual String get_type() const;
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virtual String get_extension() const;
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virtual Error execute_file(const String &p_path);
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virtual void finish();
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virtual void get_reserved_words(List<String> *p_words) const;
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virtual void get_comment_delimiters(List<String> *p_delimiters) const;
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virtual void get_string_delimiters(List<String> *p_delimiters) const;
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virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
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virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path, List<String> *r_functions) const;
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virtual Script *create_script() const;
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virtual bool has_named_classes() const;
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virtual int find_function(const String &p_function, const String &p_code) const;
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virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
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virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
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virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
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virtual String debug_get_error() const;
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virtual int debug_get_stack_level_count() const;
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virtual int debug_get_stack_level_line(int p_level) const;
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virtual String debug_get_stack_level_function(int p_level) const;
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virtual String debug_get_stack_level_source(int p_level) const;
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virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
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virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
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virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
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virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth);
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virtual void reload_all_scripts();
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virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual void get_public_functions(List<MethodInfo> *p_functions) const;
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virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const;
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virtual void profiling_start();
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virtual void profiling_stop();
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virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
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virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
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};
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inline NativeScriptDesc *NativeScript::get_script_desc() const {
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Map<StringName, NativeScriptDesc>::Element *E = NativeScriptLanguage::singleton->library_classes[lib_path].find(class_name);
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return E ? &E->get() : NULL;
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}
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class NativeReloadNode : public Node {
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GDCLASS(NativeReloadNode, Node)
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public:
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static void _bind_methods();
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void _notification(int p_what);
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};
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class ResourceFormatLoaderNativeScript : public ResourceFormatLoader {
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public:
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virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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class ResourceFormatSaverNativeScript : public ResourceFormatSaver {
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virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
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virtual bool recognize(const RES &p_resource) const;
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virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
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};
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#endif // GDNATIVE_H
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