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-rw-r--r--modules/nativescript/godot_nativescript.cpp205
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diff --git a/modules/nativescript/godot_nativescript.cpp b/modules/nativescript/godot_nativescript.cpp
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+/*************************************************************************/
+/* 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