diff options
Diffstat (limited to 'modules/gdnative/nativescript/nativescript.cpp')
-rw-r--r-- | modules/gdnative/nativescript/nativescript.cpp | 58 |
1 files changed, 28 insertions, 30 deletions
diff --git a/modules/gdnative/nativescript/nativescript.cpp b/modules/gdnative/nativescript/nativescript.cpp index b9bd65af53..c1df7def2e 100644 --- a/modules/gdnative/nativescript/nativescript.cpp +++ b/modules/gdnative/nativescript/nativescript.cpp @@ -31,11 +31,11 @@ #include "gdnative/gdnative.h" -#include "global_constants.h" +#include "core/global_constants.h" +#include "core/project_settings.h" #include "io/file_access_encrypted.h" #include "os/file_access.h" #include "os/os.h" -#include "project_settings.h" #include "scene/main/scene_tree.h" #include "scene/resources/scene_format_text.h" @@ -137,7 +137,6 @@ bool NativeScript::can_instance() const { #endif } -// TODO(karroffel): implement this Ref<Script> NativeScript::get_base_script() const { NativeScriptDesc *script_data = get_script_desc(); @@ -271,10 +270,6 @@ bool NativeScript::is_tool() const { return false; } -String NativeScript::get_node_type() const { - return ""; // NOTE(karroffel): uhm? -} - ScriptLanguage *NativeScript::get_language() const { return NativeScriptLanguage::get_singleton(); } @@ -909,6 +904,9 @@ Script *NativeScriptLanguage::create_script() const { bool NativeScriptLanguage::has_named_classes() const { return true; } +bool NativeScriptLanguage::supports_builtin_mode() const { + return true; +} int NativeScriptLanguage::find_function(const String &p_function, const String &p_code) const { return -1; } @@ -1010,17 +1008,15 @@ void NativeScriptLanguage::init_library(const Ref<GDNativeLibrary> &lib) { if (!library_script_users.has(lib_path)) library_script_users.insert(lib_path, Set<NativeScript *>()); - void *args[1] = { - (void *)&lib_path - }; + void *proc_ptr; - // here the library registers all the classes and stuff. - gdn->call_native_raw(_init_call_type, - _init_call_name, - NULL, - 1, - args, - NULL); + Error err = gdn->get_symbol(_init_call_name, proc_ptr); + + if (err != OK) { + ERR_PRINT(String("No " + _init_call_name + " in \"" + lib_path + "\" found").utf8().get_data()); + } else { + ((void (*)(godot_string *))proc_ptr)((godot_string *)&lib_path); + } } else { // already initialized. Nice. } @@ -1053,13 +1049,13 @@ void NativeScriptLanguage::call_libraries_cb(const StringName &name) { // library_gdnatives is modified only from the main thread, so it's safe not to use mutex here for (Map<String, Ref<GDNative> >::Element *L = library_gdnatives.front(); L; L = L->next()) { if (L->get()->is_initialized()) { - L->get()->call_native_raw( - _noarg_call_type, - name, - NULL, - 0, - NULL, - NULL); + + void *proc_ptr; + Error err = L->get()->get_symbol(name, proc_ptr); + + if (!err) { + ((void (*)())proc_ptr)(); + } } } } @@ -1142,12 +1138,14 @@ void NativeReloadNode::_notification(int p_what) { }; // here the library registers all the classes and stuff. - L->get()->call_native_raw(NSL->_init_call_type, - NSL->_init_call_name, - NULL, - 1, - args, - NULL); + + void *proc_ptr; + Error err = L->get()->get_symbol("godot_nativescript_init", proc_ptr); + if (err != OK) { + ERR_PRINT(String("No godot_nativescript_init in \"" + L->key() + "\" found").utf8().get_data()); + } else { + ((void (*)(void *))proc_ptr)((void *)&L->key()); + } for (Map<String, Set<NativeScript *> >::Element *U = NSL->library_script_users.front(); U; U = U->next()) { for (Set<NativeScript *>::Element *S = U->get().front(); S; S = S->next()) { |