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+/*************************************************************************/
+/* nativescript.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://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. */
+/*************************************************************************/
+#ifndef NATIVE_SCRIPT_H
+#define NATIVE_SCRIPT_H
+
+#include "io/resource_loader.h"
+#include "io/resource_saver.h"
+#include "os/thread_safe.h"
+#include "resource.h"
+#include "scene/main/node.h"
+#include "script_language.h"
+#include "self_list.h"
+
+#include "modules/gdnative/gdnative.h"
+#include <nativescript/godot_nativescript.h>
+
+#ifndef NO_THREADS
+#include "os/mutex.h"
+#endif
+
+struct NativeScriptDesc {
+
+ struct Method {
+ godot_instance_method method;
+ MethodInfo info;
+ int rpc_mode;
+ };
+ struct Property {
+ godot_property_set_func setter;
+ godot_property_get_func getter;
+ PropertyInfo info;
+ Variant default_value;
+ int rset_mode;
+ };
+
+ struct Signal {
+ MethodInfo signal;
+ };
+
+ Map<StringName, Method> methods;
+ Map<StringName, Property> properties;
+ Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
+ StringName base;
+ StringName base_native_type;
+ NativeScriptDesc *base_data;
+ godot_instance_create_func create_func;
+ godot_instance_destroy_func destroy_func;
+
+ bool is_tool;
+
+ inline NativeScriptDesc()
+ : methods(),
+ properties(),
+ signals_(),
+ base(),
+ base_native_type() {
+ zeromem(&create_func, sizeof(godot_instance_create_func));
+ zeromem(&destroy_func, sizeof(godot_instance_destroy_func));
+ }
+};
+
+class NativeScript : public Script {
+ GDCLASS(NativeScript, Script)
+
+#ifdef TOOLS_ENABLED
+ Set<PlaceHolderScriptInstance *> placeholders;
+ void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
+ virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
+#endif
+
+ friend class NativeScriptInstance;
+ friend class NativeScriptLanguage;
+ friend class NativeReloadNode;
+ friend class GDNativeLibrary;
+
+ Ref<GDNativeLibrary> library;
+
+ String lib_path;
+
+ String class_name;
+
+#ifndef NO_THREADS
+ Mutex *owners_lock;
+#endif
+ Set<Object *> instance_owners;
+
+protected:
+ static void _bind_methods();
+
+public:
+ inline NativeScriptDesc *get_script_desc() const;
+
+ void set_class_name(String p_class_name);
+ String get_class_name() const;
+
+ void set_library(Ref<GDNativeLibrary> p_library);
+ Ref<GDNativeLibrary> get_library() const;
+
+ virtual bool can_instance() const;
+
+ virtual Ref<Script> get_base_script() const; //for script inheritance
+
+ virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
+ virtual ScriptInstance *instance_create(Object *p_this);
+ virtual bool instance_has(const Object *p_this) const;
+
+ virtual bool has_source_code() const;
+ virtual String get_source_code() const;
+ virtual void set_source_code(const String &p_code);
+ virtual Error reload(bool p_keep_state = false);
+
+ virtual bool has_method(const StringName &p_method) const;
+ virtual MethodInfo get_method_info(const StringName &p_method) const;
+
+ virtual bool is_tool() const;
+
+ virtual String get_node_type() const;
+
+ virtual ScriptLanguage *get_language() const;
+
+ virtual bool has_script_signal(const StringName &p_signal) const;
+ virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
+
+ virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
+
+ virtual void update_exports(); //editor tool
+ virtual void get_script_method_list(List<MethodInfo> *p_list) const;
+ virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
+
+ Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
+
+ NativeScript();
+ ~NativeScript();
+};
+
+class NativeScriptInstance : public ScriptInstance {
+
+ friend class NativeScript;
+
+ Object *owner;
+ Ref<NativeScript> script;
+
+ void _ml_call_reversed(NativeScriptDesc *script_data, const StringName &p_method, const Variant **p_args, int p_argcount);
+
+public:
+ void *userdata;
+
+ virtual bool set(const StringName &p_name, const Variant &p_value);
+ virtual bool get(const StringName &p_name, Variant &r_ret) const;
+ virtual void get_property_list(List<PropertyInfo> *p_properties) const;
+ virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const;
+ virtual void get_method_list(List<MethodInfo> *p_list) const;
+ virtual bool has_method(const StringName &p_method) const;
+ virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
+ virtual void notification(int p_notification);
+ virtual Ref<Script> get_script() const;
+ virtual RPCMode get_rpc_mode(const StringName &p_method) const;
+ virtual RPCMode get_rset_mode(const StringName &p_variable) const;
+ virtual ScriptLanguage *get_language();
+
+ virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
+ virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
+
+ virtual void refcount_incremented();
+ virtual bool refcount_decremented();
+
+ ~NativeScriptInstance();
+};
+
+class NativeReloadNode;
+
+class NativeScriptLanguage : public ScriptLanguage {
+
+ friend class NativeScript;
+ friend class NativeScriptInstance;
+ friend class NativeReloadNode;
+
+private:
+ static NativeScriptLanguage *singleton;
+
+ void _unload_stuff();
+
+#ifndef NO_THREADS
+ Mutex *mutex;
+
+ Set<Ref<GDNativeLibrary> > libs_to_init;
+ Set<NativeScript *> scripts_to_register;
+ volatile bool has_objects_to_register; // so that we don't lock mutex every frame - it's rarely needed
+ void defer_init_library(Ref<GDNativeLibrary> lib, NativeScript *script);
+#endif
+
+ void init_library(const Ref<GDNativeLibrary> &lib);
+ void register_script(NativeScript *script);
+ void unregister_script(NativeScript *script);
+
+ void call_libraries_cb(const StringName &name);
+
+public:
+ // These two maps must only be touched on the main thread
+ Map<String, Map<StringName, NativeScriptDesc> > library_classes;
+ Map<String, Ref<GDNative> > library_gdnatives;
+
+ Map<String, Set<NativeScript *> > library_script_users;
+
+ const StringName _init_call_type = "nativescript_init";
+ const StringName _init_call_name = "godot_nativescript_init";
+
+ const StringName _noarg_call_type = "nativescript_no_arg";
+
+ const StringName _frame_call_name = "godot_nativescript_frame";
+
+#ifndef NO_THREADS
+ const StringName _thread_enter_call_name = "godot_nativescript_thread_enter";
+ const StringName _thread_exit_call_name = "godot_nativescript_thread_exit";
+#endif
+
+ NativeScriptLanguage();
+ ~NativeScriptLanguage();
+
+ inline static NativeScriptLanguage *get_singleton() {
+ return singleton;
+ }
+
+ void _hacky_api_anchor();
+
+#ifndef NO_THREADS
+ virtual void thread_enter();
+ virtual void thread_exit();
+#endif
+
+ virtual void frame();
+
+ virtual String get_name() const;
+ virtual void init();
+ virtual String get_type() const;
+ virtual String get_extension() const;
+ virtual Error execute_file(const String &p_path);
+ virtual void finish();
+ virtual void get_reserved_words(List<String> *p_words) const;
+ virtual void get_comment_delimiters(List<String> *p_delimiters) const;
+ virtual void get_string_delimiters(List<String> *p_delimiters) const;
+ virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
+ 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;
+ virtual Script *create_script() const;
+ virtual bool has_named_classes() const;
+ virtual int find_function(const String &p_function, const String &p_code) const;
+ virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
+ virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
+ virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
+ virtual String debug_get_error() const;
+ virtual int debug_get_stack_level_count() const;
+ virtual int debug_get_stack_level_line(int p_level) const;
+ virtual String debug_get_stack_level_function(int p_level) const;
+ virtual String debug_get_stack_level_source(int p_level) const;
+ 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);
+ 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);
+ virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
+ virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth);
+ virtual void reload_all_scripts();
+ virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
+ virtual void get_recognized_extensions(List<String> *p_extensions) const;
+ virtual void get_public_functions(List<MethodInfo> *p_functions) const;
+ virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const;
+ virtual void profiling_start();
+ virtual void profiling_stop();
+ virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
+ virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
+};
+
+inline NativeScriptDesc *NativeScript::get_script_desc() const {
+ Map<StringName, NativeScriptDesc>::Element *E = NativeScriptLanguage::singleton->library_classes[lib_path].find(class_name);
+ return E ? &E->get() : NULL;
+}
+
+class NativeReloadNode : public Node {
+ GDCLASS(NativeReloadNode, Node)
+ bool unloaded = false;
+
+public:
+ static void _bind_methods();
+ void _notification(int p_what);
+};
+
+class ResourceFormatLoaderNativeScript : public ResourceFormatLoader {
+public:
+ virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
+ 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 ResourceFormatSaverNativeScript : public ResourceFormatSaver {
+ virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
+ virtual bool recognize(const RES &p_resource) const;
+ virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
+};
+
+#endif // GDNATIVE_H