mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 11:56:49 +01:00
183 lines
6.2 KiB
C++
183 lines
6.2 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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/* PANDEMONIUM ENGINE */
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/* https://pandemoniumengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/os/thread_safe.h"
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#include "core/object/resource.h"
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#include "include/gdn/gdnative.h"
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#include "include/gdnative_api_struct.gen.h"
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#include "core/io/config_file.h"
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class GDNativeLibraryResourceLoader;
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class GDNative;
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class GDNativeLibrary : public Resource {
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GDCLASS(GDNativeLibrary, Resource);
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static RBMap<String, Vector<Ref<GDNative>>> loaded_libraries;
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friend class GDNativeLibraryResourceLoader;
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friend class GDNative;
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Ref<ConfigFile> config_file;
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String current_library_path;
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Vector<String> current_dependencies;
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bool singleton;
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bool load_once;
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String symbol_prefix;
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bool reloadable;
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public:
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GDNativeLibrary();
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~GDNativeLibrary();
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virtual bool _set(const StringName &p_name, const Variant &p_property);
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virtual bool _get(const StringName &p_name, Variant &r_property) const;
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virtual void _get_property_list(List<PropertyInfo> *p_list) const;
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_FORCE_INLINE_ Ref<ConfigFile> get_config_file() { return config_file; }
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void set_config_file(Ref<ConfigFile> p_config_file);
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// things that change per-platform
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// so there are no setters for this
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_FORCE_INLINE_ const String &get_current_library_path() const {
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return current_library_path;
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}
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_FORCE_INLINE_ Vector<String> get_current_dependencies() const {
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return current_dependencies;
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}
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// things that are a property of the library itself, not platform specific
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_FORCE_INLINE_ bool should_load_once() const {
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return load_once;
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}
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_FORCE_INLINE_ bool is_singleton() const {
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return singleton;
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}
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_FORCE_INLINE_ String get_symbol_prefix() const {
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return symbol_prefix;
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}
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_FORCE_INLINE_ bool is_reloadable() const {
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return reloadable;
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}
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_FORCE_INLINE_ void set_load_once(bool p_load_once) {
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config_file->set_value("general", "load_once", p_load_once);
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load_once = p_load_once;
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}
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_FORCE_INLINE_ void set_singleton(bool p_singleton) {
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config_file->set_value("general", "singleton", p_singleton);
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singleton = p_singleton;
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}
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_FORCE_INLINE_ void set_symbol_prefix(String p_symbol_prefix) {
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config_file->set_value("general", "symbol_prefix", p_symbol_prefix);
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symbol_prefix = p_symbol_prefix;
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}
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_FORCE_INLINE_ void set_reloadable(bool p_reloadable) {
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config_file->set_value("general", "reloadable", p_reloadable);
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reloadable = p_reloadable;
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}
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static void _bind_methods();
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};
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struct GDNativeCallRegistry {
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static GDNativeCallRegistry *singleton;
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inline static 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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RBMap<StringName, native_call_cb> native_calls;
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void register_native_call_type(StringName p_call_type, native_call_cb p_callback);
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Vector<StringName> get_native_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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void *native_handle;
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bool initialized;
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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() const;
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bool is_initialized() const;
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bool initialize();
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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) const;
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};
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class GDNativeLibraryResourceLoader : 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);
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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 GDNativeLibraryResourceSaver : public ResourceFormatSaver {
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public:
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virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags);
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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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