diff options
Diffstat (limited to 'modules')
51 files changed, 6528 insertions, 608 deletions
diff --git a/modules/cscript/SCsub b/modules/cscript/SCsub deleted file mode 100644 index 0882406761..0000000000 --- a/modules/cscript/SCsub +++ /dev/null @@ -1,7 +0,0 @@ -#!/usr/bin/env python - -Import('env') - -env.add_source_files(env.modules_sources, "*.cpp") - -Export('env') diff --git a/modules/cscript/godot_c.cpp b/modules/cscript/godot_c.cpp deleted file mode 100644 index f754f2bb21..0000000000 --- a/modules/cscript/godot_c.cpp +++ /dev/null @@ -1,29 +0,0 @@ -/*************************************************************************/ -/* godot_c.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* http://www.godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ -/* */ -/* 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_c.h" diff --git a/modules/cscript/godot_c.h b/modules/cscript/godot_c.h deleted file mode 100644 index 58acbf8bf9..0000000000 --- a/modules/cscript/godot_c.h +++ /dev/null @@ -1,567 +0,0 @@ -/*************************************************************************/ -/* godot_c.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* http://www.godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ -/* */ -/* 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 GODOT_C_H -#define GODOT_C_H - -#ifdef __cplusplus -extern "C" { -#endif - -#if defined(GDAPI_BUILT_IN) || !defined(WINDOWS_ENABLED) -#define GDAPI -#elif defined(GDAPI_EXPORTS) -#define GDAPI __declspec(dllexport) -#else -#define GDAPI __declspec(dllimport) -#endif - -#define GODOT_API_VERSION 1 - -typedef int godot_bool; - -#define GODOT_FALSE 0 -#define GODOT_TRUE 1 - -////// Image - -#define GODOT_IMAGE_FORMAT_GRAYSCALE 0 -#define GODOT_IMAGE_FORMAT_INTENSITY 1 -#define GODOT_IMAGE_FORMAT_GRAYSCALE_ALPHA 2 -#define GODOT_IMAGE_FORMAT_RGB 3 -#define GODOT_IMAGE_FORMAT_RGBA 4 -#define GODOT_IMAGE_FORMAT_INDEXED 5 -#define GODOT_IMAGE_FORMAT_INDEXED_ALPHA 6 -#define GODOT_IMAGE_FORMAT_YUV_422 7 -#define GODOT_IMAGE_FORMAT_YUV_444 8 -#define GODOT_IMAGE_FORMAT_BC1 9 -#define GODOT_IMAGE_FORMAT_BC2 10 -#define GODOT_IMAGE_FORMAT_BC3 11 -#define GODOT_IMAGE_FORMAT_BC4 12 -#define GODOT_IMAGE_FORMAT_BC5 13 -#define GODOT_IMAGE_FORMAT_PVRTC2 14 -#define GODOT_IMAGE_FORMAT_PVRTC2_ALPHA 15 -#define GODOT_IMAGE_FORMAT_PVRTC4 16 -#define GODOT_IMAGE_FORMAT_PVRTC4_ALPHA 17 -#define GODOT_IMAGE_FORMAT_ETC 18 -#define GODOT_IMAGE_FORMAT_ATC 19 -#define GODOT_IMAGE_FORMAT_ATC_ALPHA_EXPLICIT 20 -#define GODOT_IMAGE_FORMAT_ATC_ALPHA_INTERPOLATED 21 - -typedef void *godot_image; - -godot_image GDAPI godot_image_create_empty(); -godot_image GDAPI godot_image_create(int p_width, int p_height, int p_format, int p_use_mipmaps); -godot_image GDAPI godot_image_create_with_data(int p_width, int p_height, int p_format, int p_use_mipmaps, unsigned char *p_buffer); -int GDAPI godot_image_get_width(godot_image p_image); -int GDAPI godot_image_get_height(godot_image p_image); -int GDAPI godot_image_get_format(godot_image p_image); -int GDAPI godot_image_get_mipmap_count(godot_image p_image); -godot_image GDAPI godot_image_copy(godot_image p_image); -void GDAPI godot_image_free(godot_image p_image); - -////// RID - -typedef void *godot_rid; - -godot_rid GDAPI godot_rid_create(); -godot_rid GDAPI godot_rid_copy(godot_rid p_rid); -void GDAPI godot_rid_free(godot_rid p_rid); - -////// Variant (forward declared) - -typedef void *godot_variant; - -////// Dictionary - -typedef void *godot_dictionary; - -godot_dictionary GDAPI godot_dictionary_create(); -void GDAPI godot_dictionary_has(godot_dictionary p_dictionary, godot_variant p_key); -godot_variant GDAPI godot_dictionary_get(godot_dictionary p_dictionary, godot_variant p_key); -void GDAPI godot_dictionary_insert(godot_dictionary p_dictionary, godot_variant p_key, godot_variant p_value); -void GDAPI godot_dictionary_remove(godot_dictionary p_dictionary, godot_variant p_key); -void GDAPI godot_dictionary_clear(godot_dictionary p_dictionary); -int GDAPI godot_dictionary_get_size(godot_dictionary p_dictionary); -void GDAPI godot_dictionary_get_keys(godot_dictionary p_dictionary, godot_variant *p_keys); -godot_dictionary GDAPI godot_dictionary_copy(godot_dictionary p_dictionary); -void GDAPI godot_dictionary_free(godot_dictionary p_dictionary); - -////// Array - -typedef void *godot_array; - -godot_array GDAPI godot_array_create(); -godot_variant GDAPI godot_array_get(godot_array p_array, int p_index); -void GDAPI godot_array_set(godot_array p_array, int p_index, godot_variant p_value); -void GDAPI godot_array_resize(godot_array p_array, int p_size); -void GDAPI godot_array_insert(godot_array p_array, int p_position, godot_variant p_value); -void GDAPI godot_array_remove(godot_array p_array, int p_position); -void GDAPI godot_array_clear(godot_array p_array); -int GDAPI godot_array_get_size(godot_array p_array); -int GDAPI godot_array_find(godot_array p_array, godot_variant p_value, int p_from_pos = -1); -godot_array GDAPI godot_array_copy(godot_array p_array); -void GDAPI godot_array_free(godot_array p_array); - -////// InputEvent - -#define INPUT_EVENT_BUTTON_LEFT 1 -#define INPUT_EVENT_BUTTON_RIGHT 2 -#define INPUT_EVENT_BUTTON_MIDDLE 3 -#define INPUT_EVENT_BUTTON_WHEEL_UP 4 -#define INPUT_EVENT_BUTTON_WHEEL_DOWN 5 -#define INPUT_EVENT_BUTTON_WHEEL_LEFT 6 -#define INPUT_EVENT_BUTTON_WHEEL_RIGHT 7 -#define INPUT_EVENT_BUTTON_MASK_LEFT (1 << (INPUT_EVENT_BUTTON_LEFT - 1)) -#define INPUT_EVENT_BUTTON_MASK_RIGHT (1 << (INPUT_EVENT_BUTTON_RIGHT - 1)) -#define INPUT_EVENT_BUTTON_MASK_MIDDLE (1 << (INPUT_EVENT_BUTTON_MIDDLE - 1)) - -#define INPUT_EVENT_TYPE_NONE 0 -#define INPUT_EVENT_TYPE_KEY 1 -#define INPUT_EVENT_TYPE_MOUSE_MOTION 2 -#define INPUT_EVENT_TYPE_MOUSE_BUTTON 3 -#define INPUT_EVENT_TYPE_JOYPAD_MOTION 4 -#define INPUT_EVENT_TYPE_JOYPAD_BUTTON 5 -#define INPUT_EVENT_TYPE_SCREEN_TOUCH 6 -#define INPUT_EVENT_TYPE_SCREEN_DRAG 7 -#define INPUT_EVENT_TYPE_ACTION 8 - -typedef void *godot_input_event; - -godot_input_event GDAPI godot_input_event_create(); -godot_input_event GDAPI godot_input_event_copy(godot_input_event p_input_event); -void GDAPI godot_input_event_free(godot_input_event p_input_event); - -int GDAPI godot_input_event_get_type(godot_input_event p_event); -int GDAPI godot_input_event_get_device(godot_input_event p_event); - -godot_bool GDAPI godot_input_event_mod_has_alt(godot_input_event p_event); -godot_bool GDAPI godot_input_event_mod_has_ctrl(godot_input_event p_event); -godot_bool GDAPI godot_input_event_mod_has_command(godot_input_event p_event); -godot_bool GDAPI godot_input_event_mod_has_shift(godot_input_event p_event); -godot_bool GDAPI godot_input_event_mod_has_meta(godot_input_event p_event); - -int GDAPI godot_input_event_key_get_scancode(godot_input_event p_event); -int GDAPI godot_input_event_key_get_unicode(godot_input_event p_event); -godot_bool GDAPI godot_input_event_key_is_pressed(godot_input_event p_event); -godot_bool GDAPI godot_input_event_key_is_echo(godot_input_event p_event); - -int GDAPI godot_input_event_mouse_get_x(godot_input_event p_event); -int GDAPI godot_input_event_mouse_get_y(godot_input_event p_event); -int GDAPI godot_input_event_mouse_get_global_x(godot_input_event p_event); -int GDAPI godot_input_event_mouse_get_global_y(godot_input_event p_event); -int GDAPI godot_input_event_mouse_get_button_mask(godot_input_event p_event); - -int GDAPI godot_input_event_mouse_button_get_button_index(godot_input_event p_event); -godot_bool GDAPI godot_input_event_mouse_button_is_pressed(godot_input_event p_event); -godot_bool GDAPI godot_input_event_mouse_button_is_doubleclick(godot_input_event p_event); - -int GDAPI godot_input_event_mouse_motion_get_relative_x(godot_input_event p_event); -int GDAPI godot_input_event_mouse_motion_get_relative_y(godot_input_event p_event); - -int GDAPI godot_input_event_mouse_motion_get_speed_x(godot_input_event p_event); -int GDAPI godot_input_event_mouse_motion_get_speed_y(godot_input_event p_event); - -int GDAPI godot_input_event_joypad_motion_get_axis(godot_input_event p_event); -float GDAPI godot_input_event_joypad_motion_get_axis_value(godot_input_event p_event); - -int GDAPI godot_input_event_joypad_button_get_button_index(godot_input_event p_event); -godot_bool GDAPI godot_input_event_joypad_button_is_pressed(godot_input_event p_event); -float GDAPI godot_input_event_joypad_button_get_pressure(godot_input_event p_event); - -int GDAPI godot_input_event_screen_touch_get_index(godot_input_event p_event); -int GDAPI godot_input_event_screen_touch_get_x(godot_input_event p_event); -int GDAPI godot_input_event_screen_touch_get_y(godot_input_event p_event); -int GDAPI godot_input_event_screen_touch_is_pressed(godot_input_event p_event); - -int GDAPI godot_input_event_screen_drag_get_index(godot_input_event p_event); -int GDAPI godot_input_event_screen_drag_get_x(godot_input_event p_event); -int GDAPI godot_input_event_screen_drag_get_y(godot_input_event p_event); -int GDAPI godot_input_event_screen_drag_get_relative_x(godot_input_event p_event); -int GDAPI godot_input_event_screen_drag_get_relative_y(godot_input_event p_event); -int GDAPI godot_input_event_screen_drag_get_speed_x(godot_input_event p_event); -int GDAPI godot_input_event_screen_drag_get_speed_y(godot_input_event p_event); - -int GDAPI godot_input_event_is_action(godot_input_event p_event, char *p_action); -int GDAPI godot_input_event_is_action_pressed(godot_input_event p_event, char *p_action); - -////// ByteArray - -typedef void *godot_byte_array; - -godot_byte_array GDAPI godot_byte_array_create(); -godot_byte_array GDAPI godot_byte_array_copy(godot_byte_array p_byte_array); -void GDAPI godot_byte_array_free(godot_byte_array p_byte_array); - -int GDAPI godot_byte_array_get_size(godot_byte_array p_byte_array); -unsigned char GDAPI godot_byte_array_get(godot_byte_array p_byte_array, int p_index); -void GDAPI godot_byte_array_set(godot_byte_array p_byte_array, int p_index, unsigned char p_value); -void GDAPI godot_byte_array_remove(godot_byte_array p_byte_array, int p_index); -void GDAPI godot_byte_array_clear(godot_byte_array p_byte_array); - -typedef void *godot_byte_array_lock; - -godot_byte_array_lock GDAPI godot_byte_array_get_lock(godot_byte_array p_byte_array); -unsigned char GDAPI *godot_byte_array_lock_get_pointer(godot_byte_array_lock p_byte_array_lock); -void GDAPI godot_byte_array_lock_free(godot_byte_array_lock p_byte_array_lock); - -godot_image GDAPI godot_image_create_with_array(int p_width, int p_height, int p_format, int p_use_mipmaps, godot_array p_array); -godot_byte_array GDAPI godot_image_get_data(godot_image p_image); - -////// IntArray - -typedef void *godot_int_array; - -godot_int_array GDAPI godot_int_array_create(); -godot_int_array GDAPI godot_int_array_copy(godot_int_array p_int_array); -void GDAPI godot_int_array_free(godot_int_array p_int_array); - -int GDAPI godot_int_array_get_size(godot_int_array p_int_array); -int GDAPI godot_int_array_get(godot_int_array p_int_array, int p_index); -void GDAPI godot_int_array_set(godot_int_array p_int_array, int p_index, int p_value); -void GDAPI godot_int_array_remove(godot_int_array p_int_array, int p_index); -void GDAPI godot_int_array_clear(godot_int_array p_int_array); - -typedef void *godot_int_array_lock; - -godot_int_array_lock GDAPI godot_int_array_get_lock(godot_int_array p_int_array); -int GDAPI *godot_int_array_lock_get_pointer(godot_int_array_lock p_int_array_lock); -void GDAPI godot_int_array_lock_free(godot_int_array_lock p_int_array_lock); - -////// RealArray - -typedef void *godot_real_array; - -godot_real_array GDAPI godot_real_array_create(); -godot_real_array GDAPI godot_real_array_copy(godot_real_array p_real_array); -void GDAPI godot_real_array_free(godot_real_array p_real_array); - -int GDAPI godot_real_array_get_size(godot_real_array p_real_array); -float GDAPI godot_real_array_get(godot_real_array p_real_array, int p_index); -void GDAPI godot_real_array_set(godot_real_array p_real_array, int p_index, float p_value); -void GDAPI godot_real_array_remove(godot_real_array p_real_array, int p_index); -void GDAPI godot_real_array_clear(godot_real_array p_real_array); - -typedef void *godot_real_array_lock; - -godot_real_array_lock GDAPI godot_real_array_get_lock(godot_real_array p_real_array); -float GDAPI *godot_real_array_lock_get_pointer(godot_real_array_lock p_real_array_lock); -void GDAPI godot_real_array_lock_free(godot_real_array_lock p_real_array_lock); - -////// StringArray - -typedef void *godot_string_array; - -godot_string_array GDAPI godot_string_array_create(); -godot_string_array GDAPI godot_string_array_copy(godot_string_array p_string_array); -void GDAPI godot_string_array_free(godot_string_array p_string_array); - -int GDAPI godot_string_array_get_size(godot_string_array p_string_array); -int GDAPI godot_string_array_get(godot_string_array p_string_array, int p_index, unsigned char *p_string, int p_max_len); -void GDAPI godot_string_array_set(godot_string_array p_string_array, int p_index, unsigned char *p_string); -void GDAPI godot_string_array_remove(godot_string_array p_string_array, int p_index); -void GDAPI godot_string_array_clear(godot_string_array p_string_array); - -////// Vector2Array - -typedef void *godot_vector2_array; - -godot_vector2_array GDAPI godot_vector2_array_create(); -godot_vector2_array GDAPI godot_vector2_array_copy(godot_vector2_array p_vector2_array); -void GDAPI godot_vector2_array_free(godot_vector2_array p_vector2_array); - -int GDAPI godot_vector2_array_get_size(godot_vector2_array p_vector2_array); -int GDAPI godot_vector2_array_get_stride(godot_vector2_array p_vector2_array); -void GDAPI godot_vector2_array_get(godot_vector2_array p_vector2_array, int p_index, float *p_vector2); -void GDAPI godot_vector2_array_set(godot_vector2_array p_vector2_array, int p_index, float *p_vector2); -void GDAPI godot_vector2_array_remove(godot_vector2_array p_vector2_array, int p_index); -void GDAPI godot_vector2_array_clear(godot_vector2_array p_vector2_array); - -typedef void *godot_vector2_array_lock; - -godot_vector2_array_lock GDAPI godot_vector2_array_get_lock(godot_vector2_array p_vector2_array); -float GDAPI *godot_vector2_array_lock_get_pointer(godot_vector2_array_lock p_vector2_array_lock); -void GDAPI godot_vector2_array_lock_free(godot_vector2_array_lock p_vector2_array_lock); - -////// Vector3Array - -typedef void *godot_vector3_array; - -godot_vector3_array GDAPI godot_vector3_array_create(); -godot_vector3_array GDAPI godot_vector3_array_copy(godot_vector3_array p_vector3_array); -void GDAPI godot_vector3_array_free(godot_vector3_array p_vector3_array); - -int GDAPI godot_vector3_array_get_size(godot_vector3_array p_vector3_array); -int GDAPI godot_vector3_array_get_stride(godot_vector3_array p_vector3_array); -void GDAPI godot_vector3_array_get(godot_vector3_array p_vector3_array, int p_index, float *p_vector3); -void GDAPI godot_vector3_array_set(godot_vector3_array p_vector3_array, int p_index, float *p_vector3); -void GDAPI godot_vector3_array_remove(godot_vector3_array p_vector3_array, int p_index); -void GDAPI godot_vector3_array_clear(godot_vector3_array p_vector3_array); - -typedef void *godot_vector3_array_lock; - -godot_vector3_array_lock GDAPI godot_vector3_array_get_lock(godot_vector3_array p_vector3_array); -float GDAPI *godot_vector3_array_lock_get_pointer(godot_vector3_array_lock p_vector3_array_lock); -void GDAPI godot_vector3_array_lock_free(godot_vector3_array_lock p_vector3_array_lock); - -////// ColorArray - -typedef void *godot_color_array; - -godot_color_array GDAPI godot_color_array_create(); -godot_color_array GDAPI godot_color_array_copy(godot_color_array p_color_array); -void GDAPI godot_color_array_free(godot_color_array p_color_array); - -int GDAPI godot_color_array_get_size(godot_color_array p_color_array); -int GDAPI godot_color_array_get_stride(godot_color_array p_color_array); -void GDAPI godot_color_array_get(godot_color_array p_color_array, int p_index, float *p_color); -void GDAPI godot_color_array_set(godot_color_array p_color_array, int p_index, float *p_color); -void GDAPI godot_color_array_remove(godot_color_array p_color_array, int p_index); -void GDAPI godot_color_array_clear(godot_color_array p_color_array); - -typedef void *godot_color_array_lock; - -godot_color_array_lock GDAPI godot_color_array_get_lock(godot_color_array p_color_array); -float GDAPI *godot_color_array_lock_get_pointer(godot_color_array_lock p_color_array_lock); -void GDAPI godot_color_array_lock_free(godot_color_array_lock p_color_array_lock); - -////// Instance (forward declared) - -typedef void *godot_instance; - -////// Variant - -#define GODOT_VARIANT_NIL 0 -#define GODOT_VARIANT_BOOL 1 -#define GODOT_VARIANT_INT 2 -#define GODOT_VARIANT_REAL 3 -#define GODOT_VARIANT_STRING 4 -#define GODOT_VARIANT_VECTOR2 5 -#define GODOT_VARIANT_RECT2 6 -#define GODOT_VARIANT_VECTOR3 7 -#define GODOT_VARIANT_MATRIX32 8 -#define GODOT_VARIANT_PLANE 9 -#define GODOT_VARIANT_QUAT 10 -#define GODOT_VARIANT_AABB 11 -#define GODOT_VARIANT_MATRIX3 12 -#define GODOT_VARIANT_TRANSFORM 13 -#define GODOT_VARIANT_COLOR 14 -#define GODOT_VARIANT_IMAGE 15 -#define GODOT_VARIANT_NODE_PATH 16 -#define GODOT_VARIANT_RID 17 -#define GODOT_VARIANT_OBJECT 18 -#define GODOT_VARIANT_INPUT_EVENT 19 -#define GODOT_VARIANT_DICTIONARY 20 -#define GODOT_VARIANT_ARRAY 21 -#define GODOT_VARIANT_BYTE_ARRAY 22 -#define GODOT_VARIANT_INT_ARRAY 23 -#define GODOT_VARIANT_REAL_ARRAY 24 -#define GODOT_VARIANT_STRING_ARRAY 25 -#define GODOT_VARIANT_VECTOR2_ARRAY 26 -#define GODOT_VARIANT_VECTOR3_ARRAY 27 -#define GODOT_VARIANT_COLOR_ARRAY 28 -#define GODOT_VARIANT_MAX 29 - -godot_variant *godot_variant_new(); - -int GDAPI godot_variant_get_type(godot_variant p_variant); - -void GDAPI godot_variant_set_null(godot_variant p_variant); -void GDAPI godot_variant_set_bool(godot_variant p_variant, godot_bool p_bool); -void GDAPI godot_variant_set_int(godot_variant p_variant, int p_int); -void GDAPI godot_variant_set_float(godot_variant p_variant, int p_float); -void GDAPI godot_variant_set_string(godot_variant p_variant, char *p_string); -void GDAPI godot_variant_set_vector2(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_set_rect2(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_set_vector3(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_set_matrix32(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_set_plane(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_set_aabb(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_set_matrix3(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_set_transform(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_set_color(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_set_image(godot_variant p_variant, godot_image *p_image); -void GDAPI godot_variant_set_node_path(godot_variant p_variant, char *p_path); -void GDAPI godot_variant_set_rid(godot_variant p_variant, char *p_path); -void GDAPI godot_variant_set_instance(godot_variant p_variant, godot_instance p_instance); -void GDAPI godot_variant_set_input_event(godot_variant p_variant, godot_input_event p_instance); -void GDAPI godot_variant_set_dictionary(godot_variant p_variant, godot_dictionary p_dictionary); -void GDAPI godot_variant_set_array(godot_variant p_variant, godot_array p_array); -void GDAPI godot_variant_set_byte_array(godot_variant p_variant, godot_byte_array p_array); -void GDAPI godot_variant_set_int_array(godot_variant p_variant, godot_byte_array p_array); -void GDAPI godot_variant_set_string_array(godot_variant p_variant, godot_string_array p_array); -void GDAPI godot_variant_set_vector2_array(godot_variant p_variant, godot_vector2_array p_array); -void GDAPI godot_variant_set_vector3_array(godot_variant p_variant, godot_vector3_array p_array); -void GDAPI godot_variant_set_color_array(godot_variant p_variant, godot_color_array p_array); - -godot_bool GDAPI godot_variant_get_bool(godot_variant p_variant); -int GDAPI godot_variant_get_int(godot_variant p_variant); -float GDAPI godot_variant_get_float(godot_variant p_variant); -int GDAPI godot_variant_get_string(godot_variant p_variant, char *p_string, int p_bufsize); -void GDAPI godot_variant_get_vector2(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_get_rect2(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_get_vector3(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_get_matrix32(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_get_plane(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_get_aabb(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_get_matrix3(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_get_transform(godot_variant p_variant, float *p_elems); -void GDAPI godot_variant_get_color(godot_variant p_variant, float *p_elems); -godot_image GDAPI *godot_variant_get_image(godot_variant p_variant); -int GDAPI godot_variant_get_node_path(godot_variant p_variant, char *p_path, int p_bufsize); -godot_rid GDAPI godot_variant_get_rid(godot_variant p_variant); -godot_instance GDAPI godot_variant_get_instance(godot_variant p_variant); -void GDAPI godot_variant_get_input_event(godot_variant p_variant, godot_input_event); -void GDAPI godot_variant_get_dictionary(godot_variant p_variant, godot_dictionary); -godot_array GDAPI godot_variant_get_array(godot_variant p_variant); -godot_byte_array GDAPI godot_variant_get_byte_array(godot_variant p_variant); -godot_byte_array GDAPI godot_variant_get_int_array(godot_variant p_variant); -godot_string_array GDAPI godot_variant_get_string_array(godot_variant p_variant); -godot_vector2_array GDAPI godot_variant_get_vector2_array(godot_variant p_variant); -godot_vector3_array GDAPI godot_variant_get_vector3_array(godot_variant p_variant); -godot_color_array GDAPI godot_variant_get_color_array(godot_variant p_variant); - -void GDAPI godot_variant_delete(godot_variant p_variant); - -////// Class -/// - -char GDAPI **godot_class_get_list(); //get list of classes in array to array of strings, must be freed, use godot_list_free() - -int GDAPI godot_class_get_base(char *p_class, char *p_base, int p_max_len); -int GDAPI godot_class_get_name(char *p_class, char *p_base, int p_max_len); - -char GDAPI **godot_class_get_method_list(char *p_class); //free with godot_list_free() -int GDAPI godot_class_method_get_argument_count(char *p_class, char *p_method); -int GDAPI godot_class_method_get_argument_type(char *p_class, char *p_method, int p_argument); -godot_variant GDAPI godot_class_method_get_argument_default_value(char *p_class, char *p_method, int p_argument); - -char GDAPI **godot_class_get_constant_list(char *p_class); //free with godot_list_free() -int GDAPI godot_class_constant_get_value(char *p_class, char *p_constant); - -////// Instance - -typedef int godot_call_error; - -#define GODOT_CALL_OK -#define GODOT_CALL_ERROR_WRONG_ARGUMENTS -#define GODOT_CALL_ERROR_INVALID_INSTANCE - -godot_instance GDAPI godot_instance_new(char *p_class); -int GDAPI godot_instance_get_class(godot_instance p_instance, char *p_class, int p_max_len); - -typedef struct { - char *name; - int hint; - char *hint_string; - int usage; -} godot_property_info; - -godot_call_error GDAPI godot_instance_call(godot_instance p_instance, char *p_method, ...); -godot_call_error GDAPI godot_instance_call_ret(godot_instance p_instance, godot_variant r_return, char *p_method, ...); -godot_bool GDAPI godot_instance_set(godot_instance p_instance, char *p_prop, godot_variant p_value); -godot_variant GDAPI godot_instance_get(godot_instance p_instance, char *p_prop); - -#define GODOT_PROPERTY_HINT_NONE 0 ///< no hint provided. -#define GODOT_PROPERTY_HINT_RANGE 1 ///< hint_text = "min,max,step,slider; //slider is optional" -#define GODOT_PROPERTY_HINT_EXP_RANGE 2 ///< hint_text = "min,max,step", exponential edit -#define GODOT_PROPERTY_HINT_ENUM 3 ///< hint_text= "val1,val2,val3,etc" -#define GODOT_PROPERTY_HINT_EXP_EASING 4 /// exponential easing function (Math::ease) -#define GODOT_PROPERTY_HINT_LENGTH 5 ///< hint_text= "length" (as integer) -#define GODOT_PROPERTY_HINT_SPRITE_FRAME 6 -#define GODOT_PROPERTY_HINT_KEY_ACCEL 7 ///< hint_text= "length" (as integer) -#define GODOT_PROPERTY_HINT_FLAGS 8 ///< hint_text= "flag1,flag2,etc" (as bit flags) -#define GODOT_PROPERTY_HINT_ALL_FLAGS 9 -#define GODOT_PROPERTY_HINT_FILE 10 ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc," -#define GODOT_PROPERTY_HINT_DIR 11 ///< a directort path must be passed -#define GODOT_PROPERTY_HINT_GLOBAL_FILE 12 ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc," -#define GODOT_PROPERTY_HINT_GLOBAL_DIR 13 ///< a directort path must be passed -#define GODOT_PROPERTY_HINT_RESOURCE_TYPE 14 ///< a resource object type -#define GODOT_PROPERTY_HINT_MULTILINE_TEXT 15 ///< used for string properties that can contain multiple lines -#define GODOT_PROPERTY_HINT_COLOR_NO_ALPHA 16 ///< used for ignoring alpha component when editing a color -#define GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSY 17 -#define GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS 18 -#define GODOT_PROPERTY_HINT_OBJECT_ID 19 - -#define GODOT_PROPERTY_USAGE_STORAGE 1 -#define GODOT_PROPERTY_USAGE_EDITOR 2 -#define GODOT_PROPERTY_USAGE_NETWORK 4 -#define GODOT_PROPERTY_USAGE_EDITOR_HELPER 8 -#define GODOT_PROPERTY_USAGE_CHECKABLE 16 //used for editing global variables -#define GODOT_PROPERTY_USAGE_CHECKED 32 //used for editing global variables -#define GODOT_PROPERTY_USAGE_INTERNATIONALIZED 64 //hint for internationalized strings -#define GODOT_PROPERTY_USAGE_BUNDLE 128 //used for optimized bundles -#define GODOT_PROPERTY_USAGE_CATEGORY 256 -#define GODOT_PROPERTY_USAGE_STORE_IF_NONZERO 512 //only store if nonzero -#define GODOT_PROPERTY_USAGE_STORE_IF_NONONE 1024 //only store if false -#define GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE 2048 -#define GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED 4096 -#define GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE 8192 -#define GODOT_PROPERTY_USAGE_STORE_IF_NULL 16384 -#define GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER 32768 - -#define GODOT_PROPERTY_USAGE_DEFAULT GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK -#define GODOT_PROPERTY_USAGE_DEFAULT_INTL GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK | GODOT_PROPERTY_USAGE_INTERNATIONALIZED -#define GODOT_PROPERTY_USAGE_NOEDITOR GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_NETWORK - -godot_property_info GDAPI **godot_instance_get_property_list(godot_instance p_instance); -void GDAPI godot_instance_free_property_list(godot_instance p_instance, godot_property_info **p_list); - -void GDAPI godot_list_free(char **p_name); //helper to free all the class list - -////// Script API - -typedef void *(godot_script_instance_func)(godot_instance); //passed an instance, return a pointer to your userdata -typedef void(godot_script_free_func)(godot_instance, void *); //passed an instance, please free your userdata - -void GDAPI godot_script_register(char *p_base, char *p_name, godot_script_instance_func p_instance_func, godot_script_free_func p_free_func); -void GDAPI godot_script_unregister(char *p_name); - -typedef GDAPI godot_variant(godot_script_func)(godot_instance, void *, godot_variant *, int); //instance,userdata,arguments,argument count. Return something or NULL. Arguments must not be freed. - -void GDAPI godot_script_add_function(char *p_name, char *p_function_name, godot_script_func p_func); -void GDAPI godot_script_add_validated_function(char *p_name, char *p_function_name, godot_script_func p_func, int *p_arg_types, int p_arg_count, godot_variant *p_default_args, int p_default_arg_count); - -typedef void(godot_set_property_func)(godot_instance, void *, godot_variant); //instance,userdata,value. Value must not be freed. -typedef godot_variant(godot_get_property_func)(godot_instance, void *); //instance,userdata. Return a value or NULL. - -void GDAPI godot_script_add_property(char *p_name, char *p_path, godot_set_property_func p_set_func, godot_get_property_func p_get_func); -void GDAPI godot_script_add_listed_property(char *p_name, char *p_path, godot_set_property_func p_set_func, godot_get_property_func p_get_func, int p_type, int p_hint, char *p_hint_string, int p_usage); - -////// System Functions - -//using these will help Godot track how much memory is in use in debug mode -void GDAPI *godot_alloc(int p_bytes); -void GDAPI *godot_realloc(void *p_ptr, int p_bytes); -void GDAPI godot_free(void *p_ptr); - -#ifdef __cplusplus -} -#endif - -#endif // GODOT_C_H diff --git a/modules/dlscript/SCsub b/modules/dlscript/SCsub new file mode 100644 index 0000000000..ac13319a1d --- /dev/null +++ b/modules/dlscript/SCsub @@ -0,0 +1,14 @@ +#!/usr/bin/env python + +Import('env') + +env.add_source_files(env.modules_sources, "*.cpp") +env.add_source_files(env.modules_sources, "godot/*.cpp") + +env.Append(CPPFLAGS=['-DGDAPI_BUILT_IN']) + +if "platform" in env and env["platform"] == "x11": # there has to be a better solution? + env.Append(LINKFLAGS=["-rdynamic"]) +env.use_ptrcall = True + +Export('env') diff --git a/modules/dlscript/api_generator.cpp b/modules/dlscript/api_generator.cpp new file mode 100644 index 0000000000..2c2497b5b1 --- /dev/null +++ b/modules/dlscript/api_generator.cpp @@ -0,0 +1,382 @@ +#include "api_generator.h" + +#include "class_db.h" +#include "core/global_config.h" +#include "os/file_access.h" + +// helper stuff + +static Error save_file(const String &p_path, const List<String> &p_content) { + + FileAccessRef file = FileAccess::open(p_path, FileAccess::WRITE); + + ERR_FAIL_COND_V(!file, ERR_FILE_CANT_WRITE); + + for (const List<String>::Element *e = p_content.front(); e != NULL; e = e->next()) { + file->store_string(e->get()); + } + + file->close(); + + return OK; +} + +// helper stuff end + +struct MethodAPI { + String method_name; + String return_type; + + List<String> argument_types; + List<String> argument_names; + + Map<int, Variant> default_arguments; + + int argument_count; + bool has_varargs; + bool is_editor; + bool is_noscript; + bool is_const; + bool is_reverse; + bool is_virtual; + bool is_from_script; +}; + +struct PropertyAPI { + String name; + String getter; + String setter; + String type; +}; + +struct ConstantAPI { + String constant_name; + int constant_value; +}; + +struct SignalAPI { + String name; + List<String> argument_types; + List<String> argument_names; + Map<int, Variant> default_arguments; +}; + +struct ClassAPI { + String class_name; + String super_class_name; + + ClassDB::APIType api_type; + + bool is_singleton; + bool is_instanciable; + // @Unclear + bool is_creatable; + // @Unclear + bool memory_own; + + List<MethodAPI> methods; + List<PropertyAPI> properties; + List<ConstantAPI> constants; + List<SignalAPI> signals_; +}; + +/* + * Reads the entire Godot API to a list + */ +List<ClassAPI> generate_c_api_classes() { + + List<ClassAPI> api; + + List<StringName> classes; + ClassDB::get_class_list(&classes); + + for (List<StringName>::Element *e = classes.front(); e != NULL; e = e->next()) { + StringName class_name = e->get(); + + ClassAPI class_api; + class_api.api_type = ClassDB::get_api_type(e->get()); + class_api.class_name = class_name; + class_api.super_class_name = ClassDB::get_parent_class(class_name); + { + String name = class_name; + if (name.begins_with("_")) { + name.remove(0); + } + class_api.is_singleton = GlobalConfig::get_singleton()->has_singleton(name); + } + class_api.is_instanciable = !class_api.is_singleton && ClassDB::can_instance(class_name); + + { + bool is_reference = false; + List<StringName> inheriters; + ClassDB::get_inheriters_from_class("Reference", &inheriters); + is_reference = inheriters.find(class_name) < 0; + // @Unclear + class_api.memory_own = !class_api.is_singleton && is_reference; + } + + // constants + { + List<String> constant; + ClassDB::get_integer_constant_list(class_name, &constant, true); + for (List<String>::Element *c = constant.front(); c != NULL; c = c->next()) { + ConstantAPI constant_api; + constant_api.constant_name = c->get(); + constant_api.constant_value = ClassDB::get_integer_constant(class_name, c->get()); + + class_api.constants.push_back(constant_api); + } + } + + // signals + { + List<MethodInfo> signals_; + ClassDB::get_signal_list(class_name, &signals_, true); + + for (int i = 0; i < signals_.size(); i++) { + SignalAPI signal; + + MethodInfo method_info = signals_[i]; + signal.name = method_info.name; + + for (int j = 0; j < method_info.arguments.size(); j++) { + PropertyInfo argument = method_info.arguments[j]; + String type; + String name = argument.name; + + if (argument.name.find(":") != -1) { + type = argument.name.get_slice(":", 1); + name = argument.name.get_slice(":", 0); + } else if (argument.hint == PROPERTY_HINT_RESOURCE_TYPE) { + type = argument.hint_string; + } else if (argument.type == Variant::NIL) { + type = "Variant"; + } else { + type = Variant::get_type_name(argument.type); + } + + signal.argument_names.push_back(name); + signal.argument_types.push_back(type); + } + + Vector<Variant> default_arguments = method_info.default_arguments; + + int default_start = signal.argument_names.size() - default_arguments.size(); + + for (int j = 0; j < default_arguments.size(); j++) { + signal.default_arguments[default_start + j] = default_arguments[j]; + } + + class_api.signals_.push_back(signal); + } + } + + //properties + { + List<PropertyInfo> properties; + ClassDB::get_property_list(class_name, &properties, true); + + for (List<PropertyInfo>::Element *p = properties.front(); p != NULL; p = p->next()) { + PropertyAPI property_api; + + property_api.name = p->get().name; + property_api.getter = ClassDB::get_property_getter(class_name, p->get().name); + property_api.setter = ClassDB::get_property_setter(class_name, p->get().name); + + if (p->get().name.find(":") != -1) { + property_api.type = p->get().name.get_slice(":", 1); + property_api.name = p->get().name.get_slice(":", 0); + } else if (p->get().hint == PROPERTY_HINT_RESOURCE_TYPE) { + property_api.type = p->get().hint_string; + } else if (p->get().type == Variant::NIL) { + property_api.type = "Variant"; + } else { + property_api.type = Variant::get_type_name(p->get().type); + } + + if (!property_api.setter.empty() || !property_api.getter.empty()) { + class_api.properties.push_back(property_api); + } + } + } + + //methods + { + List<MethodInfo> methods; + ClassDB::get_method_list(class_name, &methods, true); + + for (List<MethodInfo>::Element *m = methods.front(); m != NULL; m = m->next()) { + MethodAPI method_api; + MethodBind *method_bind = ClassDB::get_method(class_name, m->get().name); + MethodInfo &method_info = m->get(); + + //method name + method_api.method_name = m->get().name; + //method return type + if (method_bind && method_bind->get_return_type() != StringName()) { + method_api.return_type = method_bind->get_return_type(); + } else if (method_api.method_name.find(":") != -1) { + method_api.return_type = method_api.method_name.get_slice(":", 1); + method_api.method_name = method_api.method_name.get_slice(":", 0); + } else if (m->get().return_val.type != Variant::NIL) { + method_api.return_type = m->get().return_val.hint == PROPERTY_HINT_RESOURCE_TYPE ? m->get().return_val.hint_string : Variant::get_type_name(m->get().return_val.type); + } else { + method_api.return_type = "void"; + } + + method_api.argument_count = method_info.arguments.size(); + method_api.has_varargs = method_bind && method_bind->is_vararg(); + + // Method flags + if (method_bind && method_bind->get_hint_flags()) { + const uint32_t flags = method_bind->get_hint_flags(); + method_api.is_editor = flags & METHOD_FLAG_EDITOR; + method_api.is_noscript = flags & METHOD_FLAG_NOSCRIPT; + method_api.is_const = flags & METHOD_FLAG_CONST; + method_api.is_reverse = flags & METHOD_FLAG_REVERSE; + method_api.is_virtual = flags & METHOD_FLAG_VIRTUAL; + method_api.is_from_script = flags & METHOD_FLAG_FROM_SCRIPT; + } + + // method argument name and type + + for (int i = 0; i < method_api.argument_count; i++) { + String arg_name; + String arg_type; + PropertyInfo arg_info = method_info.arguments[i]; + + arg_name = arg_info.name; + + if (arg_info.name.find(":") != -1) { + arg_type = arg_info.name.get_slice(":", 1); + arg_name = arg_info.name.get_slice(":", 0); + } else if (arg_info.hint == PROPERTY_HINT_RESOURCE_TYPE) { + arg_type = arg_info.hint_string; + } else if (arg_info.type == Variant::NIL) { + arg_type = "Variant"; + } else { + arg_type = Variant::get_type_name(arg_info.type); + } + + method_api.argument_names.push_back(arg_name); + method_api.argument_types.push_back(arg_type); + + if (method_bind && method_bind->has_default_argument(i)) { + method_api.default_arguments[i] = method_bind->get_default_argument(i); + } + } + + class_api.methods.push_back(method_api); + } + } + + api.push_back(class_api); + } + + return api; +} + +/* + * Generates the JSON source from the API in p_api + */ +static List<String> generate_c_api_json(const List<ClassAPI> &p_api) { + + // I'm sorry for the \t mess + + List<String> source; + + source.push_back("[\n"); + + for (const List<ClassAPI>::Element *c = p_api.front(); c != NULL; c = c->next()) { + ClassAPI api = c->get(); + + source.push_back("\t{\n"); + + source.push_back("\t\t\"name\": \"" + api.class_name + "\",\n"); + source.push_back("\t\t\"base_class\": \"" + api.super_class_name + "\",\n"); + source.push_back(String("\t\t\"api_type\": \"") + (api.api_type == ClassDB::API_CORE ? "core" : (api.api_type == ClassDB::API_EDITOR ? "tools" : "none")) + "\",\n"); + source.push_back(String("\t\t\"singleton\": ") + (api.is_singleton ? "true" : "false") + ",\n"); + source.push_back(String("\t\t\"instanciable\": ") + (api.is_instanciable ? "true" : "false") + ",\n"); + // @Unclear + // source.push_back(String("\t\t\"createable\": ") + (api.is_creatable ? "true" : "false") + ",\n"); + + source.push_back("\t\t\"constants\": {\n"); + for (List<ConstantAPI>::Element *e = api.constants.front(); e; e = e->next()) { + source.push_back("\t\t\t\"" + e->get().constant_name + "\": " + String::num_int64(e->get().constant_value) + (e->next() ? "," : "") + "\n"); + } + source.push_back("\t\t},\n"); + + source.push_back("\t\t\"properties\": [\n"); + for (List<PropertyAPI>::Element *e = api.properties.front(); e; e = e->next()) { + source.push_back("\t\t\t{\n"); + source.push_back("\t\t\t\t\"name\": \"" + e->get().name + "\",\n"); + source.push_back("\t\t\t\t\"type\": \"" + e->get().type + "\",\n"); + source.push_back("\t\t\t\t\"getter\": \"" + e->get().getter + "\",\n"); + source.push_back("\t\t\t\t\"setter\": \"" + e->get().setter + "\"\n"); + source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n"); + } + source.push_back("\t\t],\n"); + + source.push_back("\t\t\"signals\": [\n"); + for (List<SignalAPI>::Element *e = api.signals_.front(); e; e = e->next()) { + source.push_back("\t\t\t{\n"); + source.push_back("\t\t\t\t\"name\": \"" + e->get().name + "\",\n"); + source.push_back("\t\t\t\t\"arguments\": [\n"); + for (int i = 0; i < e->get().argument_names.size(); i++) { + source.push_back("\t\t\t\t\t{\n"); + source.push_back("\t\t\t\t\t\t\"name\": \"" + e->get().argument_names[i] + "\",\n"); + source.push_back("\t\t\t\t\t\t\"type\": \"" + e->get().argument_types[i] + "\",\n"); + source.push_back("\t\t\t\t\t\t\"default_value\": \"" + (e->get().default_arguments.has(i) ? (String)e->get().default_arguments[i] : "") + "\"\n"); + source.push_back(String("\t\t\t\t\t}") + ((i < e->get().argument_names.size() - 1) ? "," : "") + "\n"); + } + source.push_back("\t\t\t\t]\n"); + source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n"); + } + source.push_back("\t\t],\n"); + + source.push_back("\t\t\"methods\": [\n"); + for (List<MethodAPI>::Element *e = api.methods.front(); e; e = e->next()) { + source.push_back("\t\t\t{\n"); + source.push_back("\t\t\t\t\"name\": \"" + e->get().method_name + "\",\n"); + source.push_back("\t\t\t\t\"return_type\": \"" + e->get().return_type + "\",\n"); + source.push_back(String("\t\t\t\t\"is_editor\": ") + (e->get().is_editor ? "true" : "false") + ",\n"); + source.push_back(String("\t\t\t\t\"is_noscript\": ") + (e->get().is_noscript ? "true" : "false") + ",\n"); + source.push_back(String("\t\t\t\t\"is_const\": ") + (e->get().is_const ? "true" : "false") + ",\n"); + source.push_back(String("\t\t\t\t\"is_reverse\": ") + (e->get().is_reverse ? "true" : "false") + ",\n"); + source.push_back(String("\t\t\t\t\"is_virtual\": ") + (e->get().is_virtual ? "true" : "false") + ",\n"); + source.push_back(String("\t\t\t\t\"is_from_script\": ") + (e->get().is_from_script ? "true" : "false") + ",\n"); + source.push_back("\t\t\t\t\"arguments\": [\n"); + for (int i = 0; i < e->get().argument_names.size(); i++) { + source.push_back("\t\t\t\t\t{\n"); + source.push_back("\t\t\t\t\t\t\"name\": \"" + e->get().argument_names[i] + "\",\n"); + source.push_back("\t\t\t\t\t\t\"type\": \"" + e->get().argument_types[i] + "\",\n"); + source.push_back("\t\t\t\t\t\t\"default_value\": \"" + (e->get().default_arguments.has(i) ? (String)e->get().default_arguments[i] : "") + "\"\n"); + source.push_back(String("\t\t\t\t\t}") + ((i < e->get().argument_names.size() - 1) ? "," : "") + "\n"); + } + source.push_back("\t\t\t\t]\n"); + source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n"); + } + source.push_back("\t\t]\n"); + + source.push_back(String("\t}") + (c->next() ? "," : "") + "\n"); + } + + source.push_back("]"); + + return source; +} + +// + +/* + * Saves the whole Godot API to a JSON file located at + * p_path + */ +Error generate_c_api(const String &p_path) { + + List<ClassAPI> api = generate_c_api_classes(); + + List<String> json_source = generate_c_api_json(api); + + return save_file(p_path, json_source); +} diff --git a/modules/dlscript/api_generator.h b/modules/dlscript/api_generator.h new file mode 100644 index 0000000000..4a8354e9d6 --- /dev/null +++ b/modules/dlscript/api_generator.h @@ -0,0 +1,9 @@ +#ifndef API_GENERATOR_H +#define API_GENERATOR_H + +#include "core/ustring.h" +#include "typedefs.h" + +Error generate_c_api(const String &p_path); + +#endif // API_GENERATOR_H diff --git a/modules/cscript/config.py b/modules/dlscript/config.py index 5698a37295..9f57b9bb74 100644 --- a/modules/cscript/config.py +++ b/modules/dlscript/config.py @@ -5,4 +5,4 @@ def can_build(platform): def configure(env): - pass + env.use_ptrcall = True diff --git a/modules/dlscript/dl_script.cpp b/modules/dlscript/dl_script.cpp new file mode 100644 index 0000000000..9917018891 --- /dev/null +++ b/modules/dlscript/dl_script.cpp @@ -0,0 +1,1048 @@ +/*************************************************************************/ +/* dl_script.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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 "dl_script.h" + +#include "global_config.h" +#include "global_constants.h" +#include "io/file_access_encrypted.h" +#include "os/file_access.h" +#include "os/os.h" + +#include "scene/resources/scene_format_text.h" + +#ifdef TOOLS_ENABLED +// #include "editor/editor_import_export.h" +#endif + +#if defined(TOOLS_ENABLED) && defined(DEBUG_METHODS_ENABLED) +#include "api_generator.h" +#endif + +// Script + +bool DLScript::can_instance() const { +#ifdef DLSCRIPT_EDITOR_FEATURES + return script_data || (!is_tool() && !ScriptServer::is_scripting_enabled()); +#else + // allow defaultlibrary without editor features + if (!library.is_valid()) { + String path = GLOBAL_GET("dlscript/default_dllibrary"); + + RES lib = ResourceLoader::load(path); + + if (lib.is_valid() && lib->cast_to<DLLibrary>()) { + return true; + } + } + + return script_data; +#endif + //return script_data || (!tool && !ScriptServer::is_scripting_enabled()); + // change to true enable in editor stuff. +} + +Ref<Script> DLScript::get_base_script() const { + Ref<DLScript> base_script; + base_script->library = library; + base_script->script_data = script_data; + base_script->script_name = script_data->base; + return base_script; +} + +StringName DLScript::get_instance_base_type() const { + return script_data->base_native_type; +} + +ScriptInstance *DLScript::instance_create(Object *p_this) { + +#ifdef TOOLS_ENABLED + +// find a good way to initialize stuff in the editor +#ifdef DLSCRIPT_EDITOR_FEATURES + if (!ScriptServer::is_scripting_enabled() && !is_tool()) { + // placeholder, for nodes. But for tools we want the real thing + + PlaceHolderScriptInstance *sins = memnew(PlaceHolderScriptInstance(DLScriptLanguage::singleton, Ref<Script>((Script *)this), p_this)); + placeholders.insert(sins); + + List<PropertyInfo> pinfo; + Map<StringName, Variant> values; + + if (!library.is_valid()) + return sins; + + if (!library->library_handle) { + Error err = library->_initialize_handle(true); + if (err != OK) { + return sins; + } + } + + if (!script_data) { + script_data = library->get_script_data(script_name); + } + if (script_data) + script_data->create_func.create_func((godot_object *)p_this, script_data->create_func.method_data); + + if (script_data) { + for (Map<StringName, DLScriptData::Property>::Element *E = script_data->properties.front(); E; E = E->next()) { + + PropertyInfo p = E->get().info; + p.name = String(E->key()); + pinfo.push_back(p); + values[p.name] = E->get().default_value; + } + } + + sins->update(pinfo, values); + + return sins; + } +#endif + +#endif + + if (!library.is_valid()) { + String path = GLOBAL_GET("dlscript/default_dllibrary"); + + RES lib = ResourceLoader::load(path); + + if (lib.is_valid() && lib->cast_to<DLLibrary>()) { + set_library(lib); + } + } + + DLInstance *new_instance = memnew(DLInstance); + + new_instance->owner = p_this; + new_instance->script = Ref<DLScript>(this); + +#ifndef DLSCRIPT_EDITOR_FEATURES + if (!ScriptServer::is_scripting_enabled()) { + new_instance->userdata = 0; + } else { + new_instance->userdata = script_data->create_func.create_func((godot_object *)p_this, script_data->create_func.method_data); + } +#else + new_instance->userdata = script_data->create_func.create_func((godot_object *)p_this, script_data->create_func.method_data); +#endif + + instances.insert(p_this); + return new_instance; +} + +bool DLScript::instance_has(const Object *p_this) const { + return instances.has((Object *)p_this); // TODO +} + +bool DLScript::has_source_code() const { + return false; +} + +String DLScript::get_source_code() const { + return ""; +} + +Error DLScript::reload(bool p_keep_state) { + return FAILED; +} + +bool DLScript::has_method(const StringName &p_method) const { + if (!script_data) + return false; + return script_data->methods.has(p_method); +} + +MethodInfo DLScript::get_method_info(const StringName &p_method) const { + if (!script_data) + return MethodInfo(); + ERR_FAIL_COND_V(!script_data->methods.has(p_method), MethodInfo()); + return script_data->methods[p_method].info; +} + +void DLScript::get_script_method_list(List<MethodInfo> *p_list) const { + if (!script_data) return; + for (Map<StringName, DLScriptData::Method>::Element *E = script_data->methods.front(); E; E = E->next()) { + p_list->push_back(E->get().info); + } +} + +void DLScript::get_script_property_list(List<PropertyInfo> *p_list) const { + if (!script_data) return; + for (Map<StringName, DLScriptData::Property>::Element *E = script_data->properties.front(); E; E = E->next()) { + p_list->push_back(E->get().info); + } +} + +bool DLScript::get_property_default_value(const StringName &p_property, Variant &r_value) const { + if (!script_data) return false; + if (script_data->properties.has(p_property)) { + r_value = script_data->properties[p_property].default_value; + return true; + } + return false; +} + +bool DLScript::is_tool() const { + ERR_FAIL_COND_V(!script_data, false); + return script_data->is_tool; +} + +String DLScript::get_node_type() const { + return ""; // ? +} + +ScriptLanguage *DLScript::get_language() const { + return DLScriptLanguage::singleton; +} + +bool DLScript::has_script_signal(const StringName &p_signal) const { + if (!script_data) + return false; + return script_data->signals_.has(p_signal); +} + +void DLScript::get_script_signal_list(List<MethodInfo> *r_signals) const { + if (!script_data) + return; + for (Map<StringName, DLScriptData::Signal>::Element *S = script_data->signals_.front(); S; S = S->next()) { + r_signals->push_back(S->get().signal); + } +} + +Ref<DLLibrary> DLScript::get_library() const { + return library; +} + +void DLScript::set_library(Ref<DLLibrary> p_library) { + library = p_library; + +#ifdef TOOLS_ENABLED + if (!ScriptServer::is_scripting_enabled()) + return; +#endif + if (library.is_valid()) { + Error initalize_status = library->_initialize_handle(!ScriptServer::is_scripting_enabled()); + ERR_FAIL_COND(initalize_status != OK); + if (script_name) { + script_data = library->get_script_data(script_name); + ERR_FAIL_COND(!script_data); + } + } +} + +StringName DLScript::get_script_name() const { + return script_name; +} + +void DLScript::set_script_name(StringName p_script_name) { + script_name = p_script_name; + + if (library.is_valid()) { + script_data = library->get_script_data(script_name); + ERR_FAIL_COND(!script_data); + } +} + +void DLScript::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_library"), &DLScript::get_library); + ClassDB::bind_method(D_METHOD("set_library", "library"), &DLScript::set_library); + ClassDB::bind_method(D_METHOD("get_script_name"), &DLScript::get_script_name); + ClassDB::bind_method(D_METHOD("set_script_name", "script_name"), &DLScript::set_script_name); + + ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "DLLibrary"), "set_library", "get_library"); + ADD_PROPERTYNZ(PropertyInfo(Variant::STRING, "script_name"), "set_script_name", "get_script_name"); +} + +DLScript::DLScript() { + script_data = NULL; +} + +DLScript::~DLScript() { + //hmm +} + +// Library + +DLLibrary *DLLibrary::currently_initialized_library = NULL; + +DLLibrary *DLLibrary::get_currently_initialized_library() { + return currently_initialized_library; +} + +static const char *_dl_platforms_info[] = { + "|unix|so|Unix", + "unix|x11|so|X11", + "unix|server|so|Server", + "unix|android|so|Android", + "unix|blackberry|so|Blackberry 10", + "unix|haiku|so|Haiku", // Right? + "|mac|dynlib|Mac", + "mac|ios|dynlib|iOS", + "mac|osx|dynlib|OSX", + "|html5|js|HTML5", + "|windows|dll|Windows", + "windows|uwp|dll|UWP", + NULL // Finishing condition +}; + +void DLLibrary::set_platform_file(StringName p_platform, String p_file) { + if (p_file.empty()) { + platform_files.erase(p_platform); + } else { + platform_files[p_platform] = p_file; + } +} + +String DLLibrary::get_platform_file(StringName p_platform) const { + if (platform_files.has(p_platform)) { + return platform_files[p_platform]; + } else { + return ""; + } +} + +Error DLLibrary::_initialize_handle(bool p_in_editor) { + _THREAD_SAFE_METHOD_ + + void *_library_handle; + + // Get the file + + const String platform_name = OS::get_singleton()->get_name(); + String platform_file(""); + char **platform_info = (char **)_dl_platforms_info; + + if (platform_files.has(platform_name.to_lower())) { + platform_file = platform_files[platform_name.to_lower()]; + } + + while (*platform_info) { + String platform_info_string(*platform_info); + + if (platform_name == platform_info_string.get_slicec('|', 3)) { + String platform_key = platform_info_string.get_slicec('|', 1); + String fallback_platform_key = platform_info_string.get_slicec('|', 0); + + if (platform_files.has(platform_key)) { + platform_file = platform_files[platform_key]; + } else if (!fallback_platform_key.empty() && platform_files.has(fallback_platform_key)) { + platform_file = platform_files[fallback_platform_key]; + } else { + return ERR_UNAVAILABLE; + } + } + platform_info++; + } + ERR_FAIL_COND_V(platform_file == "", ERR_DOES_NOT_EXIST); + + library_path = GlobalConfig::get_singleton()->globalize_path(platform_file); + + if (DLScriptLanguage::get_singleton()->is_library_initialized(library_path)) { + *this = *DLScriptLanguage::get_singleton()->get_library_dllibrary(library_path); + return OK; + } + + // Open the file + + Error error; + error = OS::get_singleton()->open_dynamic_library(library_path, _library_handle); + if (error) return error; + ERR_FAIL_COND_V(!_library_handle, ERR_BUG); + + // Get the method + + void *library_init; + error = OS::get_singleton()->get_dynamic_library_symbol_handle(_library_handle, DLScriptLanguage::get_init_symbol_name(), library_init); + if (error) return error; + ERR_FAIL_COND_V(!library_init, ERR_BUG); + + DLLibrary::currently_initialized_library = this; + + void (*library_init_fpointer)(godot_dlscript_init_options *) = (void (*)(godot_dlscript_init_options *))library_init; + + godot_dlscript_init_options options; + + options.in_editor = p_in_editor; + options.core_api_hash = ClassDB::get_api_hash(ClassDB::API_CORE); + options.editor_api_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR); + options.no_api_hash = ClassDB::get_api_hash(ClassDB::API_NONE); + + library_init_fpointer(&options); // Catch errors? + /*{ + ERR_EXPLAIN("Couldn't initialize library"); + ERR_FAIL_V(ERR_SCRIPT_FAILED); + }*/ + + DLLibrary::currently_initialized_library = NULL; + library_handle = _library_handle; + + DLScriptLanguage::get_singleton()->set_library_initialized(library_path, this); + + return OK; +} + +Error DLLibrary::_free_handle(bool p_in_editor) { + ERR_FAIL_COND_V(!library_handle, ERR_BUG); + + if (!DLScriptLanguage::get_singleton()->is_library_initialized(library_path)) { + OS::get_singleton()->close_dynamic_library(library_handle); + library_handle = 0; + return OK; + } + + Error error = OK; + void *library_terminate; + error = OS::get_singleton()->get_dynamic_library_symbol_handle(library_handle, DLScriptLanguage::get_terminate_symbol_name(), library_terminate); + if (error) + return OK; // no terminate? okay, not that important lol + + void (*library_terminate_pointer)(godot_dlscript_terminate_options *) = (void (*)(godot_dlscript_terminate_options *))library_terminate; + + godot_dlscript_terminate_options options; + options.in_editor = p_in_editor; + + library_terminate_pointer(&options); + + DLScriptLanguage::get_singleton()->set_library_uninitialized(library_path); + + OS::get_singleton()->close_dynamic_library(library_handle); + library_handle = 0; + + return OK; +} + +void DLLibrary::_register_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func) { + ERR_FAIL_COND(scripts.has(p_name)); + + DLScriptData *s = memnew(DLScriptData); + s->base = p_base; + s->create_func = p_instance_func; + s->destroy_func = p_destroy_func; + Map<StringName, DLScriptData *>::Element *E = scripts.find(p_base); + if (E) { + s->base_data = E->get(); + s->base_native_type = s->base_data->base_native_type; + } else { + if (!ClassDB::class_exists(p_base)) { + memdelete(s); + ERR_EXPLAIN("Invalid base for registered type '" + p_name + "'"); + ERR_FAIL(); + } + s->base_native_type = p_base; + } + + scripts.insert(p_name, s); +} + +void DLLibrary::_register_tool_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func) { + ERR_FAIL_COND(scripts.has(p_name)); + + DLScriptData *s = memnew(DLScriptData); + s->base = p_base; + s->create_func = p_instance_func; + s->destroy_func = p_destroy_func; + s->is_tool = true; + Map<StringName, DLScriptData *>::Element *E = scripts.find(p_base); + if (E) { + s->base_data = E->get(); + s->base_native_type = s->base_data->base_native_type; + } else { + if (!ClassDB::class_exists(p_base)) { + memdelete(s); + ERR_EXPLAIN("Invalid base for registered type '" + p_name + "'"); + ERR_FAIL(); + } + s->base_native_type = p_base; + } + + scripts.insert(p_name, s); +} + +void DLLibrary::_register_script_method(const StringName p_name, const StringName p_method, godot_method_attributes p_attr, godot_instance_method p_func, MethodInfo p_info) { + ERR_FAIL_COND(!scripts.has(p_name)); + + p_info.name = p_method; + DLScriptData::Method method; + + method = DLScriptData::Method(p_func, p_info, p_attr.rpc_type); + + scripts[p_name]->methods.insert(p_method, method); +} + +void DLLibrary::_register_script_property(const StringName p_name, const String p_path, godot_property_attributes *p_attr, godot_property_set_func p_setter, godot_property_get_func p_getter) { + ERR_FAIL_COND(!scripts.has(p_name)); + + DLScriptData::Property p; + + PropertyInfo pi; + pi.name = p_path; + + if (p_attr != NULL) { + pi = PropertyInfo((Variant::Type)p_attr->type, p_path, (PropertyHint)p_attr->hint, *(String *)&p_attr->hint_string, p_attr->usage); + + p = DLScriptData::Property(p_setter, p_getter, pi, *(Variant *)&p_attr->default_value, p_attr->rset_type); + } + + scripts[p_name]->properties.insert(p_path, p); +} + +void DLLibrary::_register_script_signal(const StringName p_name, const godot_signal *p_signal) { + ERR_FAIL_COND(!scripts.has(p_name)); + ERR_FAIL_COND(!p_signal); + + DLScriptData::Signal signal; + + signal.signal.name = *(String *)&p_signal->name; + + { + List<PropertyInfo> arguments; + for (int i = 0; i < p_signal->num_args; i++) { + PropertyInfo info; + godot_signal_argument attrib = p_signal->args[i]; + + String *name = (String *)&attrib.name; + info.name = *name; + info.type = (Variant::Type)attrib.type; + info.hint = (PropertyHint)attrib.hint; + info.hint_string = *(String *)&attrib.hint_string; + info.usage = attrib.usage; + + arguments.push_back(info); + } + + signal.signal.arguments = arguments; + } + + { + Vector<Variant> default_arguments; + 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_arguments.push_back(*v); + } + + signal.signal.default_arguments = default_arguments; + } + + scripts[p_name]->signals_.insert(*(String *)&p_signal->name, signal); +} + +DLScriptData *DLLibrary::get_script_data(const StringName p_name) { + + if (!scripts.has(p_name)) { + if (DLScriptLanguage::get_singleton()->is_library_initialized(library_path)) { + _update_library(*DLScriptLanguage::get_singleton()->get_library_dllibrary(library_path)); + } + ERR_FAIL_COND_V(!scripts.has(p_name), NULL); + } + + return scripts[p_name]; +} + +bool DLLibrary::_set(const StringName &p_name, const Variant &p_value) { + String name = p_name; + if (name.begins_with("platform/")) { + set_platform_file(name.get_slice("/", 1), p_value); + return true; + } + return false; +} + +bool DLLibrary::_get(const StringName &p_name, Variant &r_ret) const { + String name = p_name; + if (name.begins_with("platform/")) { + r_ret = get_platform_file(name.get_slice("/", 1)); + return true; + } + return false; +} + +void DLLibrary::_get_property_list(List<PropertyInfo> *p_list) const { + char **platform_info = (char **)_dl_platforms_info; + + Set<String> registered_platform_names; + { + List<StringName> ep; + // ep.push_back("X11"); + // EditorImportExport::get_singleton()->get_export_platforms(&ep); + for (List<StringName>::Element *E = ep.front(); E; E = E->next()) { + registered_platform_names.insert(String(E->get()).to_lower()); + } + } + + while (*platform_info) { + String platform_info_string(*platform_info); + String fallback_platform_key = platform_info_string.get_slicec('|', 0); + String platform_key = platform_info_string.get_slicec('|', 1); + String platform_extension = platform_info_string.get_slicec('|', 2); + String platform_name = platform_info_string.get_slicec('|', 3); + + registered_platform_names.erase(platform_name); + + if (fallback_platform_key.empty()) { + p_list->push_back(PropertyInfo(Variant::STRING, "platform/" + platform_key, PROPERTY_HINT_FILE, "*." + platform_extension)); + + } else { + if (platform_files.has(platform_key)) { + p_list->push_back(PropertyInfo(Variant::STRING, "platform/" + platform_key, PROPERTY_HINT_FILE, "*." + platform_extension, PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED)); + } else { + p_list->push_back(PropertyInfo(Variant::STRING, "platform/" + platform_key, PROPERTY_HINT_FILE, "*." + platform_extension, PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_CHECKABLE)); + } + } + platform_info++; + } + + while (registered_platform_names.size()) { + const String platform_name = registered_platform_names.front()->get(); + registered_platform_names.erase(platform_name); + p_list->push_back(PropertyInfo(Variant::STRING, "platform/" + platform_name.to_lower(), PROPERTY_HINT_FILE, "*")); + } +} + +void DLLibrary::_notification(int what) { + // TODO +} + +void DLLibrary::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_platform_file", "platform", "file"), &DLLibrary::set_platform_file); + ClassDB::bind_method(D_METHOD("get_platform_file", "platform"), &DLLibrary::get_platform_file); +} + +DLLibrary::DLLibrary() { + library_handle = NULL; +} + +DLLibrary::~DLLibrary() { + + for (Map<StringName, DLScriptData *>::Element *E = scripts.front(); E; E = E->next()) { + for (Map<StringName, DLScriptData::Method>::Element *M = E->get()->methods.front(); M; M = M->next()) { + if (M->get().method.free_func) { + M->get().method.free_func(M->get().method.method_data); + } + } + memdelete(E->get()); + } + + if (library_handle) { + bool in_editor = false; +#ifdef TOOLS_ENABLED + in_editor = !ScriptServer::is_scripting_enabled(); +#endif + _free_handle(in_editor); + } +} + +// Instance + +bool DLInstance::set(const StringName &p_name, const Variant &p_value) { + if (!script->script_data) + return false; + if (script->script_data->properties.has(p_name)) { + script->script_data->properties[p_name].setter.set_func((godot_object *)owner, script->script_data->properties[p_name].setter.method_data, userdata, *(godot_variant *)&p_value); + return true; + } + return false; +} + +bool DLInstance::get(const StringName &p_name, Variant &r_ret) const { + if (!script->script_data) + return false; + if (script->script_data->properties.has(p_name)) { + godot_variant value = script->script_data->properties[p_name].getter.get_func((godot_object *)owner, script->script_data->properties[p_name].getter.method_data, userdata); + r_ret = *(Variant *)&value; + return true; + } + return false; +} + +void DLInstance::get_property_list(List<PropertyInfo> *p_properties) const { + script->get_script_property_list(p_properties); + // TODO: dynamic properties +} + +Variant::Type DLInstance::get_property_type(const StringName &p_name, bool *r_is_valid) const { + if (script->script_data->properties.has(p_name)) { + *r_is_valid = true; + return script->script_data->properties[p_name].info.type; + } + *r_is_valid = false; + return Variant::NIL; +} + +void DLInstance::get_method_list(List<MethodInfo> *p_list) const { + script->get_script_method_list(p_list); +} + +bool DLInstance::has_method(const StringName &p_method) const { + return script->has_method(p_method); +} + +Variant DLInstance::call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error) { + // TODO: validated methods & errors + + DLScriptData *data_ptr = script->script_data; + while (data_ptr) { + Map<StringName, DLScriptData::Method>::Element *E = data_ptr->methods.find(p_method); + if (E) { + godot_variant result = E->get().method.method((godot_object *)owner, E->get().method.method_data, userdata, p_argcount, (godot_variant **)p_args); + return *(Variant *)&result; + } + data_ptr = data_ptr->base_data; + } + r_error.error = Variant::CallError::CALL_ERROR_INVALID_METHOD; + return Variant(); +} + +void DLInstance::call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount) { + // TODO: validated methods & errors + + DLScriptData *data_ptr = script->script_data; + while (data_ptr) { + Map<StringName, DLScriptData::Method>::Element *E = data_ptr->methods.find(p_method); + if (E) { + E->get().method.method((godot_object *)owner, E->get().method.method_data, userdata, p_argcount, (godot_variant **)p_args); + } + data_ptr = data_ptr->base_data; + } +} + +void DLInstance::_ml_call_reversed(DLScriptData *data_ptr, const StringName &p_method, const Variant **p_args, int p_argcount) { + // TODO: validated methods & errors + + if (data_ptr->base_data) + _ml_call_reversed(data_ptr->base_data, p_method, p_args, p_argcount); + + // Variant::CallError ce; + + Map<StringName, DLScriptData::Method>::Element *E = data_ptr->methods.find(p_method); + if (E) { + E->get().method.method((godot_object *)owner, E->get().method.method_data, userdata, p_argcount, (godot_variant **)p_args); + } +} + +void DLInstance::call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount) { + if (script.ptr() && script->script_data) { + _ml_call_reversed(script->script_data, p_method, p_args, p_argcount); + } +} + +void DLInstance::notification(int p_notification) { + Variant value = p_notification; + const Variant *args[1] = { &value }; + call_multilevel(DLScriptLanguage::singleton->strings._notification, args, 1); +} + +Ref<Script> DLInstance::get_script() const { + return script; +} + +ScriptLanguage *DLInstance::get_language() { + return DLScriptLanguage::singleton; +} + +ScriptInstance::RPCMode DLInstance::get_rpc_mode(const StringName &p_method) const { + DLScriptData::Method m = script->script_data->methods[p_method]; + switch (m.rpc_mode) { + case GODOT_METHOD_RPC_MODE_DISABLED: + return RPC_MODE_DISABLED; + case GODOT_METHOD_RPC_MODE_REMOTE: + return RPC_MODE_REMOTE; + case GODOT_METHOD_RPC_MODE_SYNC: + return RPC_MODE_SYNC; + case GODOT_METHOD_RPC_MODE_MASTER: + return RPC_MODE_MASTER; + case GODOT_METHOD_RPC_MODE_SLAVE: + return RPC_MODE_SLAVE; + default: + return RPC_MODE_DISABLED; + } +} + +ScriptInstance::RPCMode DLInstance::get_rset_mode(const StringName &p_variable) const { + DLScriptData::Property p = script->script_data->properties[p_variable]; + switch (p.rset_mode) { + case GODOT_METHOD_RPC_MODE_DISABLED: + return RPC_MODE_DISABLED; + case GODOT_METHOD_RPC_MODE_REMOTE: + return RPC_MODE_REMOTE; + case GODOT_METHOD_RPC_MODE_SYNC: + return RPC_MODE_SYNC; + case GODOT_METHOD_RPC_MODE_MASTER: + return RPC_MODE_MASTER; + case GODOT_METHOD_RPC_MODE_SLAVE: + return RPC_MODE_SLAVE; + default: + return RPC_MODE_DISABLED; + } +} + +DLInstance::DLInstance() { + owner = NULL; + userdata = NULL; +} + +DLInstance::~DLInstance() { + if (script.is_valid()) { + if (owner) { + script->instances.erase(owner); + } + if (!script->script_data) + return; + script->script_data->destroy_func.destroy_func((godot_object *)owner, script->script_data->destroy_func.method_data, userdata); + if (script->script_data->destroy_func.free_func) + script->script_data->destroy_func.free_func(script->script_data->destroy_func.method_data); + if (script->script_data->create_func.free_func) + script->script_data->create_func.free_func(script->script_data->create_func.method_data); + } +} + +// Language + +DLScriptLanguage *DLScriptLanguage::singleton = NULL; + +String DLScriptLanguage::get_name() const { + return "DLScript"; +} + +bool DLScriptLanguage::is_library_initialized(const String &p_path) { + + return initialized_libraries.has(p_path); +} + +void DLScriptLanguage::set_library_initialized(const String &p_path, DLLibrary *p_dllibrary) { + + initialized_libraries[p_path] = p_dllibrary; +} + +DLLibrary *DLScriptLanguage::get_library_dllibrary(const String &p_path) { + + return initialized_libraries[p_path]; +} + +void DLScriptLanguage::set_library_uninitialized(const String &p_path) { + + initialized_libraries.erase(p_path); +} + +void DLScriptLanguage::init() { + // TODO: Expose globals + GLOBAL_DEF("dlscript/default_dllibrary", ""); + PropertyInfo prop_info(Variant::STRING, "dlscript/default_dllibrary", PROPERTY_HINT_FILE, "tres,res,dllib"); + GlobalConfig::get_singleton()->set_custom_property_info("dlscript/default_dllibrary", prop_info); + +// generate bindings +#if defined(TOOLS_ENABLED) && defined(DEBUG_METHODS_ENABLED) + + List<String> args = OS::get_singleton()->get_cmdline_args(); + + List<String>::Element *E = args.find("--dlscript-generate-json-api"); + + if (E && E->next()) { + if (generate_c_api(E->next()->get()) != OK) { + ERR_PRINT("Failed to generate C API\n"); + } + } +#endif +} + +String DLScriptLanguage::get_type() const { + return "DLScript"; +} + +String DLScriptLanguage::get_extension() const { + return "dl"; +} + +Error DLScriptLanguage::execute_file(const String &p_path) { + return OK; // ?? +} + +void DLScriptLanguage::finish() { + // cleanup is for noobs +} + +// scons doesn't want to link in the api source so we need to call a dummy function to cause it to link +extern "C" void _api_anchor(); + +void DLScriptLanguage::_compile_dummy_for_the_api() { + _api_anchor(); +} + +Ref<Script> DLScriptLanguage::get_template(const String &p_class_name, const String &p_base_class_name) const { + DLScript *src = memnew(DLScript); + src->set_script_name(p_class_name); + return Ref<DLScript>(src); +} + +bool DLScriptLanguage::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 { + return false; // TODO +} + +Script *DLScriptLanguage::create_script() const { + DLScript *scr = memnew(DLScript); + return scr; +} + +bool DLScriptLanguage::has_named_classes() const { + return true; +} + +int DLScriptLanguage::find_function(const String &p_function, const String &p_code) const { + return -1; // No source code! +} + +String DLScriptLanguage::make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const { + return ""; // No source code! +} + +void DLScriptLanguage::add_global_constant(const StringName &p_variable, const Variant &p_value) { + // TODO TODO TODO +} + +// TODO: Any debugging? (research) +String DLScriptLanguage::debug_get_error() const { + return ""; +} + +int DLScriptLanguage::debug_get_stack_level_count() const { + return 1; // ? +} + +int DLScriptLanguage::debug_get_stack_level_line(int p_level) const { + return -1; +} + +String DLScriptLanguage::debug_get_stack_level_function(int p_level) const { + return "[native code]"; // ? +} + +String DLScriptLanguage::debug_get_stack_level_source(int p_level) const { + return ""; +} + +void DLScriptLanguage::debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {} + +void DLScriptLanguage::debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {} + +String DLScriptLanguage::debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) { + return ""; // ?? +} + +void DLScriptLanguage::reload_all_scripts() { + // @Todo +} + +void DLScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) { + // @Todo + OS::get_singleton()->print("reload tool scripts\n"); +} + +void DLScriptLanguage::get_recognized_extensions(List<String> *p_extensions) const { + p_extensions->push_back("dl"); // Container file format +} + +void DLScriptLanguage::get_public_functions(List<MethodInfo> *p_functions) const { +} + +void DLScriptLanguage::get_public_constants(List<Pair<String, Variant> > *p_constants) const { +} + +// TODO: all profilling +void DLScriptLanguage::profiling_start() { +} + +void DLScriptLanguage::profiling_stop() { +} + +int DLScriptLanguage::profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) { + return 0; +} + +int DLScriptLanguage::profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) { + return 0; +} + +void DLScriptLanguage::frame() { +} + +String DLScriptLanguage::get_init_symbol_name() { + return "godot_dlscript_init"; // TODO: Maybe make some internal function which would do the actual stuff +} + +String DLScriptLanguage::get_terminate_symbol_name() { + return "godot_dlscript_terminate"; +} + +DLScriptLanguage::DLScriptLanguage() { + ERR_FAIL_COND(singleton); + strings._notification = StringName("_notification"); + singleton = this; + initialized_libraries = Map<String, DLLibrary *>(); +} + +DLScriptLanguage::~DLScriptLanguage() { + singleton = NULL; +} + +RES ResourceFormatLoaderDLScript::load(const String &p_path, const String &p_original_path, Error *r_error) { + ResourceFormatLoaderText rsflt; + return rsflt.load(p_path, p_original_path, r_error); +} + +void ResourceFormatLoaderDLScript::get_recognized_extensions(List<String> *p_extensions) const { + p_extensions->push_back("dl"); +} +bool ResourceFormatLoaderDLScript::handles_type(const String &p_type) const { + return (p_type == "Script" || p_type == "DLScript"); +} +String ResourceFormatLoaderDLScript::get_resource_type(const String &p_path) const { + String el = p_path.get_extension().to_lower(); + if (el == "dl") + return "DLScript"; + return ""; +} + +Error ResourceFormatSaverDLScript::save(const String &p_path, const RES &p_resource, uint32_t p_flags) { + ResourceFormatSaverText rfst; + return rfst.save(p_path, p_resource, p_flags); +} + +bool ResourceFormatSaverDLScript::recognize(const RES &p_resource) const { + return p_resource->cast_to<DLScript>() != NULL; +} + +void ResourceFormatSaverDLScript::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const { + if (p_resource->cast_to<DLScript>()) { + p_extensions->push_back("dl"); + } +} diff --git a/modules/dlscript/dl_script.h b/modules/dlscript/dl_script.h new file mode 100644 index 0000000000..18af85382a --- /dev/null +++ b/modules/dlscript/dl_script.h @@ -0,0 +1,402 @@ +/*************************************************************************/ +/* dl_script.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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 DL_SCRIPT_H +#define DL_SCRIPT_H + +#include "io/resource_loader.h" +#include "io/resource_saver.h" +#include "os/thread_safe.h" +#include "resource.h" +#include "script_language.h" +#include "self_list.h" + +#include "godot.h" + +#ifdef TOOLS_ENABLED +// #define DLSCRIPT_EDITOR_FEATURES +#endif + +struct DLScriptData { + /* typedef void* (InstanceFunc)(godot_object* instance); + typedef void (DestroyFunc)(godot_object* instance,void* userdata); + typedef godot_variant (MethodFunc)(godot_object *instance, void *userdata, void *method_data, int arg_count,godot_variant **args); + typedef void (MethodDataFreeFunc)(void *method_data); + typedef void (SetterFunc)(godot_object* instance,void* userdata,godot_variant value); + typedef godot_variant (GetterFunc)(godot_object* instance,void* userdata);*/ + + struct Method { + godot_instance_method method; + MethodInfo info; + int rpc_mode; + + Method() { + } + Method(godot_instance_method p_method, MethodInfo p_info, int p_rpc_mode) { + method = p_method; + info = p_info; + rpc_mode = p_rpc_mode; + } + }; + struct Property { + godot_property_set_func setter; + godot_property_get_func getter; + PropertyInfo info; + Variant default_value; + int rset_mode; + + Property() { + } + Property(godot_property_set_func p_setter, godot_property_get_func p_getter) { + setter = p_setter; + getter = p_getter; + } + Property(godot_property_set_func p_setter, godot_property_get_func p_getter, PropertyInfo p_info, Variant p_default_value, int p_rset_mode) { + setter = p_setter; + getter = p_getter; + info = p_info; + default_value = p_default_value; + rset_mode = p_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; + DLScriptData *base_data; + godot_instance_create_func create_func; + godot_instance_destroy_func destroy_func; + + bool is_tool; + + DLScriptData() { + base = StringName(); + base_data = NULL; + is_tool = false; + } + DLScriptData(StringName p_base, godot_instance_create_func p_instance, godot_instance_destroy_func p_free) { + base = p_base; + base_data = NULL; + create_func = p_instance; + destroy_func = p_free; + is_tool = false; + } +}; + +class DLLibrary; + +class DLScript : public Script { + + GDCLASS(DLScript, Script); + + Ref<DLLibrary> library; + StringName script_name; + StringName base_native_type; + Set<Object *> instances; + DLScriptData *script_data; + +#ifdef TOOLS_ENABLED + Set<PlaceHolderScriptInstance *> placeholders; +// void _update_placeholder(PlaceHolderScriptInstance *p_placeholder); +// virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder); +#endif + + friend class DLInstance; + friend class DLScriptLanguage; + +protected: + static void _bind_methods(); + +public: + 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; + + Ref<DLLibrary> get_library() const; + void set_library(Ref<DLLibrary> p_library); + + StringName get_script_name() const; + void set_script_name(StringName p_script_name); + + DLScript(); + ~DLScript(); +}; + +class DLLibrary : public Resource { + _THREAD_SAFE_CLASS_ + + GDCLASS(DLLibrary, Resource); + OBJ_SAVE_TYPE(DLLibrary); + + Map<StringName, String> platform_files; + void *library_handle; + String library_path; + static DLLibrary *currently_initialized_library; + Map<StringName, DLScriptData *> scripts; + +protected: + friend class DLScript; + _FORCE_INLINE_ void _update_library(const DLLibrary &p_other) { + platform_files = p_other.platform_files; + library_handle = p_other.library_handle; + library_path = p_other.library_path; + scripts = p_other.scripts; + } + + Error _initialize_handle(bool p_in_editor = false); + + Error _free_handle(bool p_in_editor = false); + + DLScriptData *get_script_data(const StringName p_name); + + bool _set(const StringName &p_name, const Variant &p_value); + bool _get(const StringName &p_name, Variant &r_ret) const; + void _get_property_list(List<PropertyInfo> *p_list) const; + void _notification(int p_what); + static void _bind_methods(); + +public: + static DLLibrary *get_currently_initialized_library(); + + void _register_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func); + void _register_tool_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func); + void _register_script_method(const StringName p_name, const StringName p_method, godot_method_attributes p_attr, godot_instance_method p_func, MethodInfo p_info); + void _register_script_property(const StringName p_name, const String p_path, godot_property_attributes *p_attr, godot_property_set_func p_setter, godot_property_get_func p_getter); + void _register_script_signal(const StringName p_name, const godot_signal *p_signal); + + void set_platform_file(StringName p_platform, String p_file); + String get_platform_file(StringName p_platform) const; + + DLLibrary(); + ~DLLibrary(); +}; + +class DLInstance : public ScriptInstance { + friend class DLScript; + + Object *owner; + Ref<DLScript> script; + void *userdata; + + void _ml_call_reversed(DLScriptData *data_ptr, const StringName &p_method, const Variant **p_args, int p_argcount); + +public: + _FORCE_INLINE_ Object *get_owner() { return owner; } + + 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 = NULL) 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 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); + + Variant debug_get_member_by_index(int p_idx) const { return Variant(); } + + virtual void notification(int p_notification); + + virtual Ref<Script> get_script() const; + + virtual ScriptLanguage *get_language(); + + void set_path(const String &p_path); + + void reload_members(); + + virtual RPCMode get_rpc_mode(const StringName &p_method) const; + virtual RPCMode get_rset_mode(const StringName &p_variable) const; + + DLInstance(); + ~DLInstance(); +}; + +class DLScriptLanguage : public ScriptLanguage { + friend class DLScript; + friend class DLInstance; + + static DLScriptLanguage *singleton; + + Variant *_global_array; // @Unused necessary? + Vector<Variant> global_array; // @Unused necessary? + Map<StringName, int> globals; // @Unused necessary? + + // @Unused necessary? + void _add_global(const StringName &p_name, const Variant &p_value); + + Mutex *lock; + + SelfList<DLScript>::List script_list; + + Map<String, DLLibrary *> initialized_libraries; + + bool profiling; + uint64_t script_frame_time; + + struct { + + StringName _notification; + + } strings; + +public: + _FORCE_INLINE_ static DLScriptLanguage *get_singleton() { return singleton; } + + virtual String get_name() const; + + bool is_library_initialized(const String &p_path); + void set_library_initialized(const String &p_path, DLLibrary *p_dllibrary); + DLLibrary *get_library_dllibrary(const String &p_path); + void set_library_uninitialized(const String &p_path); + + /* LANGUAGE FUNCTIONS */ + virtual void init(); + virtual String get_type() const; + virtual String get_extension() const; + virtual Error execute_file(const String &p_path); + virtual void finish(); + + /* EDITOR FUNCTIONS */ + + 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 = NULL) 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 Error complete_code(const String &p_code, const String &p_base_path, Object *p_owner, List<String> *r_options, String &r_call_hint) { return ERR_UNAVAILABLE; } + + virtual Error lookup_code(const String &p_code, const String &p_symbol, const String &p_base_path, Object *p_owner, LookupResult &r_result) { return ERR_UNAVAILABLE; } + + 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); + + /* MULTITHREAD FUNCTIONS */ + + //some VMs need to be notified of thread creation/exiting to allocate a stack + virtual void thread_enter() {} + virtual void thread_exit() {} + + /* DEBUGGER FUNCTIONS */ + + 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 = -1, int p_max_depth = -1){}; + virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1); + virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1); + virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1); + + virtual Vector<StackInfo> debug_get_current_stack_info() { return Vector<StackInfo>(); } + + virtual void reload_all_scripts(); + virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload); + /* LOADER FUNCTIONS */ + + 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; + + /* PROFILLER FUNCTIONS */ + + 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); + + virtual void frame(); + + static String get_init_symbol_name(); + static String get_terminate_symbol_name(); + + /* HACKER FUNCTIONS */ + void _compile_dummy_for_the_api(); + + DLScriptLanguage(); + ~DLScriptLanguage(); +}; + +class ResourceFormatLoaderDLScript : 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 ResourceFormatSaverDLScript : 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; +}; + +// ugly, but hey + +#endif // DL_SCRIPT_H diff --git a/modules/dlscript/godot.cpp b/modules/dlscript/godot.cpp new file mode 100644 index 0000000000..e987e8cf18 --- /dev/null +++ b/modules/dlscript/godot.cpp @@ -0,0 +1,193 @@ +/*************************************************************************/ +/* godot_c.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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.h" + +#include <cassert> +#include <cstdlib> + +#include "class_db.h" +#include "dl_script.h" +#include "global_config.h" +#include "variant.h" + +#include <memory.h> + +#ifdef __cplusplus +extern "C" { +#endif + +extern "C" void _string_api_anchor(); +extern "C" void _vector2_api_anchor(); +extern "C" void _rect2_api_anchor(); +extern "C" void _vector3_api_anchor(); +extern "C" void _transform2d_api_anchor(); +extern "C" void _plane_api_anchor(); +extern "C" void _quat_api_anchor(); +extern "C" void _basis_api_anchor(); +extern "C" void _rect3_api_anchor(); +extern "C" void _transform_api_anchor(); +extern "C" void _color_api_anchor(); +extern "C" void _image_api_anchor(); +extern "C" void _node_path_api_anchor(); +extern "C" void _rid_api_anchor(); +extern "C" void _input_event_api_anchor(); +extern "C" void _dictionary_api_anchor(); +extern "C" void _array_api_anchor(); +extern "C" void _pool_arrays_api_anchor(); +extern "C" void _variant_api_anchor(); + +void _api_anchor() { + + _string_api_anchor(); + _vector2_api_anchor(); + _rect2_api_anchor(); + _vector3_api_anchor(); + _transform2d_api_anchor(); + _plane_api_anchor(); + _quat_api_anchor(); + _rect3_api_anchor(); + _basis_api_anchor(); + _transform_api_anchor(); + _color_api_anchor(); + _image_api_anchor(); + _node_path_api_anchor(); + _rid_api_anchor(); + _input_event_api_anchor(); + _dictionary_api_anchor(); + _array_api_anchor(); + _pool_arrays_api_anchor(); + _variant_api_anchor(); +} + +extern "C++" { +template <class a, class b> +_FORCE_INLINE_ a memcast(b v) { + return *((a *)&v); +} +} + +void GDAPI godot_object_destroy(godot_object *p_o) { + memdelete((Object *)p_o); +} + +// Singleton API + +godot_object GDAPI *godot_global_get_singleton(char *p_name) { + return (godot_object *)GlobalConfig::get_singleton()->get_singleton_object(String(p_name)); +} // result shouldn't be freed + +// MethodBind API + +godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname) { + + MethodBind *mb = ClassDB::get_method(StringName(p_classname), StringName(p_methodname)); + // MethodBind *mb = ClassDB::get_method("Node", "get_name"); + return (godot_method_bind *)mb; +} + +void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret) { + + MethodBind *mb = (MethodBind *)p_method_bind; + Object *o = (Object *)p_instance; + mb->ptrcall(o, p_args, p_ret); +} + +// @Todo +/* +void GDAPI godot_method_bind_varcall(godot_method_bind *p_method_bind) +{ + +} +*/ + +// Script API + +void GDAPI godot_script_register_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) { + DLLibrary *library = DLLibrary::get_currently_initialized_library(); + if (!library) { + ERR_EXPLAIN("Attempt to register script after initializing library!"); + ERR_FAIL(); + } + library->_register_script(p_name, p_base, p_create_func, p_destroy_func); +} + +void GDAPI godot_script_register_tool_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) { + DLLibrary *library = DLLibrary::get_currently_initialized_library(); + if (!library) { + ERR_EXPLAIN("Attempt to register script after initializing library!"); + ERR_FAIL(); + } + library->_register_tool_script(p_name, p_base, p_create_func, p_destroy_func); +} + +void GDAPI godot_script_register_method(const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method) { + DLLibrary *library = DLLibrary::get_currently_initialized_library(); + if (!library) { + ERR_EXPLAIN("Attempt to register script after initializing library!"); + ERR_FAIL(); + } + library->_register_script_method(p_name, p_function_name, p_attr, p_method, MethodInfo()); +} + +void GDAPI godot_script_register_property(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) { + DLLibrary *library = DLLibrary::get_currently_initialized_library(); + if (!library) { + ERR_EXPLAIN("Attempt to register script after initializing library!"); + ERR_FAIL(); + } + + library->_register_script_property(p_name, p_path, p_attr, p_set_func, p_get_func); +} + +void GDAPI godot_script_register_signal(const char *p_name, const godot_signal *p_signal) { + DLLibrary *library = DLLibrary::get_currently_initialized_library(); + if (!library) { + ERR_EXPLAIN("Attempt to register script after initializing library!"); + ERR_FAIL(); + } + + library->_register_script_signal(p_name, p_signal); +} + +// System functions +void GDAPI *godot_alloc(int p_bytes) { + return memalloc(p_bytes); +} + +void GDAPI *godot_realloc(void *p_ptr, int p_bytes) { + return memrealloc(p_ptr, p_bytes); +} + +void GDAPI godot_free(void *p_ptr) { + memfree(p_ptr); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot.h b/modules/dlscript/godot.h new file mode 100644 index 0000000000..0c28c1fd2c --- /dev/null +++ b/modules/dlscript/godot.h @@ -0,0 +1,389 @@ +/*************************************************************************/ +/* godot_c.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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 GODOT_C_H +#define GODOT_C_H + +#ifdef __cplusplus +extern "C" { +#endif + +#ifdef GDAPI_BUILT_IN +#define GDAPI_EXPORT +#endif + +#if !defined(_WIN32) && !defined(_MSC_VER) +#define GDAPI +#elif defined(GDAPI_EXPORT) +#define GDAPI __declspec(dllexport) +#else +#define GDAPI __declspec(dllimport) +#endif + +#include <stdbool.h> +#include <stdint.h> + +#define GODOT_API_VERSION 1 + +////// Error + +typedef enum godot_error { + GODOT_OK, + GODOT_FAILED, ///< Generic fail error + GODOT_ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable + GODOT_ERR_UNCONFIGURED, ///< The object being used hasnt been properly set up yet + GODOT_ERR_UNAUTHORIZED, ///< Missing credentials for requested resource + GODOT_ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5) + GODOT_ERR_OUT_OF_MEMORY, ///< Out of memory + GODOT_ERR_FILE_NOT_FOUND, + GODOT_ERR_FILE_BAD_DRIVE, + GODOT_ERR_FILE_BAD_PATH, + GODOT_ERR_FILE_NO_PERMISSION, // (10) + GODOT_ERR_FILE_ALREADY_IN_USE, + GODOT_ERR_FILE_CANT_OPEN, + GODOT_ERR_FILE_CANT_WRITE, + GODOT_ERR_FILE_CANT_READ, + GODOT_ERR_FILE_UNRECOGNIZED, // (15) + GODOT_ERR_FILE_CORRUPT, + GODOT_ERR_FILE_MISSING_DEPENDENCIES, + GODOT_ERR_FILE_EOF, + GODOT_ERR_CANT_OPEN, ///< Can't open a resource/socket/file + GODOT_ERR_CANT_CREATE, // (20) + GODOT_ERR_QUERY_FAILED, + GODOT_ERR_ALREADY_IN_USE, + GODOT_ERR_LOCKED, ///< resource is locked + GODOT_ERR_TIMEOUT, + GODOT_ERR_CANT_CONNECT, // (25) + GODOT_ERR_CANT_RESOLVE, + GODOT_ERR_CONNECTION_ERROR, + GODOT_ERR_CANT_AQUIRE_RESOURCE, + GODOT_ERR_CANT_FORK, + GODOT_ERR_INVALID_DATA, ///< Data passed is invalid (30) + GODOT_ERR_INVALID_PARAMETER, ///< Parameter passed is invalid + GODOT_ERR_ALREADY_EXISTS, ///< When adding, item already exists + GODOT_ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist + GODOT_ERR_DATABASE_CANT_READ, ///< database is full + GODOT_ERR_DATABASE_CANT_WRITE, ///< database is full (35) + GODOT_ERR_COMPILATION_FAILED, + GODOT_ERR_METHOD_NOT_FOUND, + GODOT_ERR_LINK_FAILED, + GODOT_ERR_SCRIPT_FAILED, + GODOT_ERR_CYCLIC_LINK, // (40) + GODOT_ERR_INVALID_DECLARATION, + GODOT_ERR_DUPLICATE_SYMBOL, + GODOT_ERR_PARSE_ERROR, + GODOT_ERR_BUSY, + GODOT_ERR_SKIP, // (45) + GODOT_ERR_HELP, ///< user requested help!! + GODOT_ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior. + GODOT_ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames + GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD, ///< shit happens, has never been used, though + GODOT_ERR_WTF = GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD ///< short version of the above +} godot_error; + +////// bool + +typedef bool godot_bool; + +#define GODOT_TRUE 1 +#define GODOT_FALSE 0 + +/////// int + +typedef int godot_int; + +/////// real + +typedef float godot_real; + +typedef double godot_real64; // for Variant in 3.0 + +/////// Object (forward declared) +typedef void godot_object; + +/////// String + +#include "godot/godot_string.h" + +////// Vector2 + +#include "godot/godot_vector2.h" + +////// Rect2 + +#include "godot/godot_rect2.h" + +////// Vector3 + +#include "godot/godot_vector3.h" + +////// Transform2D + +#include "godot/godot_transform2d.h" + +/////// Plane + +#include "godot/godot_plane.h" + +/////// Quat + +#include "godot/godot_quat.h" + +/////// Rect3 + +#include "godot/godot_rect3.h" + +/////// Basis + +#include "godot/godot_basis.h" + +/////// Transform + +#include "godot/godot_transform.h" + +/////// Color + +#include "godot/godot_color.h" + +/////// Image + +#include "godot/godot_image.h" + +/////// NodePath + +#include "godot/godot_node_path.h" + +/////// RID + +#include "godot/godot_rid.h" + +/////// InputEvent + +#include "godot/godot_input_event.h" + +/////// Dictionary + +#include "godot/godot_dictionary.h" + +/////// Array + +#include "godot/godot_array.h" + +// single API file for Pool*Array +#include "godot/godot_pool_arrays.h" + +void GDAPI godot_object_destroy(godot_object *p_o); + +////// Variant + +#include "godot/godot_variant.h" + +////// Singleton API + +godot_object GDAPI *godot_global_get_singleton(char *p_name); // result shouldn't be freed + +////// MethodBind API + +typedef struct godot_method_bind { + uint8_t _dont_touch_that[1]; // TODO +} godot_method_bind; + +godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname); +void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret); + +////// Script API + +typedef struct godot_dlscript_init_options { + godot_bool in_editor; + uint64_t core_api_hash; + uint64_t editor_api_hash; + uint64_t no_api_hash; +} godot_dlscript_init_options; + +typedef struct godot_dlscript_terminate_options { + godot_bool in_editor; +} godot_dlscript_terminate_options; + +typedef enum godot_method_rpc_mode { + GODOT_METHOD_RPC_MODE_DISABLED, + GODOT_METHOD_RPC_MODE_REMOTE, + GODOT_METHOD_RPC_MODE_SYNC, + GODOT_METHOD_RPC_MODE_MASTER, + GODOT_METHOD_RPC_MODE_SLAVE, +} godot_method_rpc_mode; + +typedef struct godot_method_attributes { + godot_method_rpc_mode rpc_type; +} godot_method_attributes; + +typedef enum godot_property_hint { + GODOT_PROPERTY_HINT_NONE, ///< no hint provided. + GODOT_PROPERTY_HINT_RANGE, ///< hint_text = "min,max,step,slider; //slider is optional" + GODOT_PROPERTY_HINT_EXP_RANGE, ///< hint_text = "min,max,step", exponential edit + GODOT_PROPERTY_HINT_ENUM, ///< hint_text= "val1,val2,val3,etc" + GODOT_PROPERTY_HINT_EXP_EASING, /// exponential easing funciton (Math::ease) + GODOT_PROPERTY_HINT_LENGTH, ///< hint_text= "length" (as integer) + GODOT_PROPERTY_HINT_SPRITE_FRAME, + GODOT_PROPERTY_HINT_KEY_ACCEL, ///< hint_text= "length" (as integer) + GODOT_PROPERTY_HINT_FLAGS, ///< hint_text= "flag1,flag2,etc" (as bit flags) + GODOT_PROPERTY_HINT_LAYERS_2D_RENDER, + GODOT_PROPERTY_HINT_LAYERS_2D_PHYSICS, + GODOT_PROPERTY_HINT_LAYERS_3D_RENDER, + GODOT_PROPERTY_HINT_LAYERS_3D_PHYSICS, + GODOT_PROPERTY_HINT_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc," + GODOT_PROPERTY_HINT_DIR, ///< a directort path must be passed + GODOT_PROPERTY_HINT_GLOBAL_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc," + GODOT_PROPERTY_HINT_GLOBAL_DIR, ///< a directort path must be passed + GODOT_PROPERTY_HINT_RESOURCE_TYPE, ///< a resource object type + GODOT_PROPERTY_HINT_MULTILINE_TEXT, ///< used for string properties that can contain multiple lines + GODOT_PROPERTY_HINT_COLOR_NO_ALPHA, ///< used for ignoring alpha component when editing a color + GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSY, + GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS, + GODOT_PROPERTY_HINT_OBJECT_ID, + GODOT_PROPERTY_HINT_TYPE_STRING, ///< a type string, the hint is the base type to choose + GODOT_PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE, ///< so something else can provide this (used in scripts) + GODOT_PROPERTY_HINT_METHOD_OF_VARIANT_TYPE, ///< a method of a type + GODOT_PROPERTY_HINT_METHOD_OF_BASE_TYPE, ///< a method of a base type + GODOT_PROPERTY_HINT_METHOD_OF_INSTANCE, ///< a method of an instance + GODOT_PROPERTY_HINT_METHOD_OF_SCRIPT, ///< a method of a script & base + GODOT_PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE, ///< a property of a type + GODOT_PROPERTY_HINT_PROPERTY_OF_BASE_TYPE, ///< a property of a base type + GODOT_PROPERTY_HINT_PROPERTY_OF_INSTANCE, ///< a property of an instance + GODOT_PROPERTY_HINT_PROPERTY_OF_SCRIPT, ///< a property of a script & base + GODOT_PROPERTY_HINT_MAX, +} godot_property_hint; + +typedef enum godot_property_usage_flags { + + GODOT_PROPERTY_USAGE_STORAGE = 1, + GODOT_PROPERTY_USAGE_EDITOR = 2, + GODOT_PROPERTY_USAGE_NETWORK = 4, + GODOT_PROPERTY_USAGE_EDITOR_HELPER = 8, + GODOT_PROPERTY_USAGE_CHECKABLE = 16, //used for editing global variables + GODOT_PROPERTY_USAGE_CHECKED = 32, //used for editing global variables + GODOT_PROPERTY_USAGE_INTERNATIONALIZED = 64, //hint for internationalized strings + GODOT_PROPERTY_USAGE_GROUP = 128, //used for grouping props in the editor + GODOT_PROPERTY_USAGE_CATEGORY = 256, + GODOT_PROPERTY_USAGE_STORE_IF_NONZERO = 512, //only store if nonzero + GODOT_PROPERTY_USAGE_STORE_IF_NONONE = 1024, //only store if false + GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE = 2048, + GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED = 4096, + GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE = 8192, + GODOT_PROPERTY_USAGE_STORE_IF_NULL = 16384, + GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER = 32768, + GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 65536, + + GODOT_PROPERTY_USAGE_DEFAULT = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK, + GODOT_PROPERTY_USAGE_DEFAULT_INTL = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK | GODOT_PROPERTY_USAGE_INTERNATIONALIZED, + GODOT_PROPERTY_USAGE_NOEDITOR = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_NETWORK, +} godot_property_usage_flags; + +typedef struct godot_property_attributes { + godot_method_rpc_mode rset_type; + + godot_int type; + godot_property_hint hint; + godot_string hint_string; + godot_property_usage_flags usage; + godot_variant default_value; +} godot_property_attributes; + +typedef struct godot_instance_create_func { + // instance pointer, method_data - return user data + void *(*create_func)(godot_object *, void *); + void *method_data; + void (*free_func)(void *); +} godot_script_instance_func; + +typedef struct godot_instance_destroy_func { + // instance pointer, method data, user data + void (*destroy_func)(godot_object *, void *, void *); + void *method_data; + void (*free_func)(void *); +} godot_instance_destroy_func; + +void GDAPI godot_script_register_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func); + +void GDAPI godot_script_register_tool_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func); + +typedef struct godot_instance_method { + // instance pointer, method data, user data, num args, args - return result as varaint + godot_variant (*method)(godot_object *, void *, void *, int, godot_variant **); + void *method_data; + void (*free_func)(void *); +} godot_instance_method; + +void GDAPI godot_script_register_method(const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method); + +typedef struct godot_property_set_func { + // instance pointer, method data, user data, value + void (*set_func)(godot_object *, void *, void *, godot_variant); + void *method_data; + void (*free_func)(void *); +} godot_property_set_func; + +typedef struct godot_property_get_func { + // instance pointer, method data, user data, value + godot_variant (*get_func)(godot_object *, void *, void *); + void *method_data; + void (*free_func)(void *); +} godot_property_get_func; + +void GDAPI godot_script_register_property(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); + +typedef struct godot_signal_argument { + godot_string name; + godot_int type; + godot_property_hint hint; + godot_string hint_string; + godot_property_usage_flags usage; + godot_variant default_value; +} godot_signal_argument; + +typedef struct godot_signal { + godot_string name; + int num_args; + godot_signal_argument *args; + int num_default_args; + godot_variant *default_args; +} godot_signal; + +void GDAPI godot_script_register_signal(const char *p_name, const godot_signal *p_signal); + +////// System Functions + +//using these will help Godot track how much memory is in use in debug mode +void GDAPI *godot_alloc(int p_bytes); +void GDAPI *godot_realloc(void *p_ptr, int p_bytes); +void GDAPI godot_free(void *p_ptr); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_C_H diff --git a/modules/dlscript/godot/godot_array.cpp b/modules/dlscript/godot/godot_array.cpp new file mode 100644 index 0000000000..21ad97ca78 --- /dev/null +++ b/modules/dlscript/godot/godot_array.cpp @@ -0,0 +1,271 @@ +#include "godot_array.h" + +#include "core/array.h" +#include "core/os/memory.h" + +#include "core/color.h" +#include "core/dvector.h" + +#include "core/variant.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _array_api_anchor() { +} + +void GDAPI godot_array_new(godot_array *p_arr) { + Array *a = (Array *)p_arr; + memnew_placement(a, Array); +} + +void GDAPI godot_array_new_pool_color_array(godot_array *p_arr, const godot_pool_color_array *p_pca) { + Array *a = (Array *)p_arr; + PoolVector<Color> *pca = (PoolVector<Color> *)p_pca; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_vector3_array(godot_array *p_arr, const godot_pool_vector3_array *p_pv3a) { + Array *a = (Array *)p_arr; + PoolVector<Vector3> *pca = (PoolVector<Vector3> *)p_pv3a; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_vector2_array(godot_array *p_arr, const godot_pool_vector2_array *p_pv2a) { + Array *a = (Array *)p_arr; + PoolVector<Vector2> *pca = (PoolVector<Vector2> *)p_pv2a; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_string_array(godot_array *p_arr, const godot_pool_string_array *p_psa) { + Array *a = (Array *)p_arr; + PoolVector<String> *pca = (PoolVector<String> *)p_psa; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_real_array(godot_array *p_arr, const godot_pool_real_array *p_pra) { + Array *a = (Array *)p_arr; + PoolVector<godot_real> *pca = (PoolVector<godot_real> *)p_pra; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_int_array(godot_array *p_arr, const godot_pool_int_array *p_pia) { + Array *a = (Array *)p_arr; + PoolVector<godot_int> *pca = (PoolVector<godot_int> *)p_pia; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_new_pool_byte_array(godot_array *p_arr, const godot_pool_byte_array *p_pba) { + Array *a = (Array *)p_arr; + PoolVector<uint8_t> *pca = (PoolVector<uint8_t> *)p_pba; + memnew_placement(a, Array); + a->resize(pca->size()); + + for (size_t i = 0; i < a->size(); i++) { + Variant v = pca->operator[](i); + a->operator[](i) = v; + } +} + +void GDAPI godot_array_set(godot_array *p_arr, const godot_int p_idx, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->operator[](p_idx) = *val; +} + +godot_variant GDAPI *godot_array_get(godot_array *p_arr, const godot_int p_idx) { + Array *a = (Array *)p_arr; + return (godot_variant *)&a->operator[](p_idx); +} + +void GDAPI godot_array_append(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->append(*val); +} + +void GDAPI godot_array_clear(godot_array *p_arr) { + Array *a = (Array *)p_arr; + a->clear(); +} + +godot_int GDAPI godot_array_count(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + return a->count(*val); +} + +godot_bool GDAPI godot_array_empty(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + return a->empty(); +} + +void GDAPI godot_array_erase(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->erase(*val); +} + +godot_variant GDAPI godot_array_front(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + godot_variant v; + Variant *val = (Variant *)&v; + memnew_placement(val, Variant); + *val = a->front(); + return v; +} + +godot_variant GDAPI godot_array_back(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + godot_variant v; + Variant *val = (Variant *)&v; + memnew_placement(val, Variant); + *val = a->back(); + return v; +} + +godot_int GDAPI godot_array_find(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_what; + return a->find(*val, p_from); +} + +godot_int GDAPI godot_array_find_last(const godot_array *p_arr, const godot_variant *p_what) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_what; + return a->find_last(*val); +} + +godot_bool GDAPI godot_array_has(const godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + return a->has(*val); +} + +uint32_t GDAPI godot_array_hash(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + return a->hash(); +} + +void GDAPI godot_array_insert(godot_array *p_arr, const godot_int p_pos, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->insert(p_pos, *val); +} + +void GDAPI godot_array_invert(godot_array *p_arr) { + Array *a = (Array *)p_arr; + a->invert(); +} + +godot_bool GDAPI godot_array_is_shared(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + return false; // @Todo how do I do it? +} + +godot_variant GDAPI godot_array_pop_back(godot_array *p_arr) { + Array *a = (Array *)p_arr; + godot_variant v; + Variant *val = (Variant *)&v; + memnew_placement(val, Variant); + *val = a->pop_back(); + return v; +} + +godot_variant GDAPI godot_array_pop_front(godot_array *p_arr) { + Array *a = (Array *)p_arr; + godot_variant v; + Variant *val = (Variant *)&v; + memnew_placement(val, Variant); + *val = a->pop_front(); + return v; +} + +void GDAPI godot_array_push_back(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->push_back(*val); +} + +void GDAPI godot_array_push_front(godot_array *p_arr, const godot_variant *p_value) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_value; + a->push_front(*val); +} + +void GDAPI godot_array_remove(godot_array *p_arr, const godot_int p_idx) { + Array *a = (Array *)p_arr; + a->remove(p_idx); +} + +void GDAPI godot_array_resize(godot_array *p_arr, const godot_int p_size) { + Array *a = (Array *)p_arr; + a->resize(p_size); +} + +godot_int GDAPI godot_array_rfind(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from) { + Array *a = (Array *)p_arr; + Variant *val = (Variant *)p_what; + return a->rfind(*val, p_from); +} + +godot_int GDAPI godot_array_size(const godot_array *p_arr) { + Array *a = (Array *)p_arr; + return a->size(); +} + +void GDAPI godot_array_sort(godot_array *p_arr) { + Array *a = (Array *)p_arr; + a->sort(); +} + +void GDAPI godot_array_sort_custom(godot_array *p_arr, godot_object *p_obj, const godot_string *p_func) { + Array *a = (Array *)p_arr; + String *func = (String *)p_func; + a->sort_custom((Object *)p_obj, *func); +} + +void GDAPI godot_array_destroy(godot_array *p_arr) { + ((Array *)p_arr)->~Array(); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_array.h b/modules/dlscript/godot/godot_array.h new file mode 100644 index 0000000000..544e95a2ed --- /dev/null +++ b/modules/dlscript/godot/godot_array.h @@ -0,0 +1,88 @@ +#ifndef GODOT_DLSCRIPT_ARRAY_H +#define GODOT_DLSCRIPT_ARRAY_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED +typedef struct godot_array { + uint8_t _dont_touch_that[8]; +} godot_array; +#endif + +#include "../godot.h" + +#include "godot_pool_arrays.h" +#include "godot_variant.h" + +void GDAPI godot_array_new(godot_array *p_arr); +void GDAPI godot_array_new_pool_color_array(godot_array *p_arr, const godot_pool_color_array *p_pca); +void GDAPI godot_array_new_pool_vector3_array(godot_array *p_arr, const godot_pool_vector3_array *p_pv3a); +void GDAPI godot_array_new_pool_vector2_array(godot_array *p_arr, const godot_pool_vector2_array *p_pv2a); +void GDAPI godot_array_new_pool_string_array(godot_array *p_arr, const godot_pool_string_array *p_psa); +void GDAPI godot_array_new_pool_real_array(godot_array *p_arr, const godot_pool_real_array *p_pra); +void GDAPI godot_array_new_pool_int_array(godot_array *p_arr, const godot_pool_int_array *p_pia); +void GDAPI godot_array_new_pool_byte_array(godot_array *p_arr, const godot_pool_byte_array *p_pba); + +void GDAPI godot_array_set(godot_array *p_arr, const godot_int p_idx, const godot_variant *p_value); + +godot_variant GDAPI *godot_array_get(godot_array *p_arr, const godot_int p_idx); + +void GDAPI godot_array_append(godot_array *p_arr, const godot_variant *p_value); + +void GDAPI godot_array_clear(godot_array *p_arr); + +godot_int GDAPI godot_array_count(godot_array *p_arr, const godot_variant *p_value); + +godot_bool GDAPI godot_array_empty(const godot_array *p_arr); + +void GDAPI godot_array_erase(godot_array *p_arr, const godot_variant *p_value); + +godot_variant GDAPI godot_array_front(const godot_array *p_arr); + +godot_variant GDAPI godot_array_back(const godot_array *p_arr); + +godot_int GDAPI godot_array_find(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from); + +godot_int GDAPI godot_array_find_last(const godot_array *p_arr, const godot_variant *p_what); + +godot_bool GDAPI godot_array_has(const godot_array *p_arr, const godot_variant *p_value); + +uint32_t GDAPI godot_array_hash(const godot_array *p_arr); + +void GDAPI godot_array_insert(godot_array *p_arr, const godot_int p_pos, const godot_variant *p_value); + +void GDAPI godot_array_invert(godot_array *p_arr); + +godot_bool GDAPI godot_array_is_shared(const godot_array *p_arr); + +godot_variant GDAPI godot_array_pop_back(godot_array *p_arr); + +godot_variant GDAPI godot_array_pop_front(godot_array *p_arr); + +void GDAPI godot_array_push_back(godot_array *p_arr, const godot_variant *p_value); + +void GDAPI godot_array_push_front(godot_array *p_arr, const godot_variant *p_value); + +void GDAPI godot_array_remove(godot_array *p_arr, const godot_int p_idx); + +void GDAPI godot_array_resize(godot_array *p_arr, const godot_int p_size); + +godot_int GDAPI godot_array_rfind(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from); + +godot_int GDAPI godot_array_size(const godot_array *p_arr); + +void GDAPI godot_array_sort(godot_array *p_arr); + +void GDAPI godot_array_sort_custom(godot_array *p_arr, godot_object *p_obj, const godot_string *p_func); + +void GDAPI godot_array_destroy(godot_array *p_arr); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_ARRAY_H diff --git a/modules/dlscript/godot/godot_basis.cpp b/modules/dlscript/godot/godot_basis.cpp new file mode 100644 index 0000000000..813a531de5 --- /dev/null +++ b/modules/dlscript/godot/godot_basis.cpp @@ -0,0 +1,58 @@ +#include "godot_basis.h" + +#include "math/matrix3.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _basis_api_anchor() { +} + +void GDAPI godot_basis_new(godot_basis *p_basis) { + Basis *basis = (Basis *)p_basis; + *basis = Basis(); +} + +void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler) { + Basis *basis = (Basis *)p_basis; + Quat *euler = (Quat *)p_euler; + *basis = Basis(*euler); +} + +void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler) { + Basis *basis = (Basis *)p_basis; + Vector3 *euler = (Vector3 *)p_euler; + *basis = Basis(*euler); +} + +godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis) { + const Basis *basis = (const Basis *)p_basis; + godot_quat quat; + Quat *p_quat = (Quat *)&quat; + *p_quat = basis->operator Quat(); + return quat; +} + +godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis) { + const Basis *basis = (const Basis *)p_basis; + godot_vector3 euler; + Vector3 *p_euler = (Vector3 *)&euler; + *p_euler = basis->get_euler(); + return euler; +} + +/* + * p_elements is a pointer to an array of 3 (!!) vector3 + */ +void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements) { + Basis *basis = (Basis *)p_basis; + Vector3 *elements = (Vector3 *)p_elements; + elements[0] = basis->elements[0]; + elements[1] = basis->elements[1]; + elements[2] = basis->elements[2]; +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_basis.h b/modules/dlscript/godot/godot_basis.h new file mode 100644 index 0000000000..43efd65ea2 --- /dev/null +++ b/modules/dlscript/godot/godot_basis.h @@ -0,0 +1,34 @@ +#ifndef GODOT_DLSCRIPT_BASIS_H +#define GODOT_DLSCRIPT_BASIS_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_BASIS_TYPE_DEFINED +typedef struct godot_basis { + uint8_t _dont_touch_that[36]; +} godot_basis; +#endif + +#include "../godot.h" + +void GDAPI godot_basis_new(godot_basis *p_basis); +void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler); +void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler); + +godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis); +godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis); + +/* + * p_elements is a pointer to an array of 3 (!!) vector3 + */ +void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_BASIS_H diff --git a/modules/dlscript/godot/godot_color.cpp b/modules/dlscript/godot/godot_color.cpp new file mode 100644 index 0000000000..7e49565d40 --- /dev/null +++ b/modules/dlscript/godot/godot_color.cpp @@ -0,0 +1,34 @@ +#include "godot_color.h" + +#include "color.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _color_api_anchor() { +} + +void GDAPI godot_color_new(godot_color *p_color) { + Color *color = (Color *)p_color; + *color = Color(); +} + +void GDAPI godot_color_new_rgba(godot_color *p_color, const godot_real r, const godot_real g, const godot_real b, const godot_real a) { + Color *color = (Color *)p_color; + *color = Color(r, g, b, a); +} + +uint32_t GDAPI godot_color_get_32(const godot_color *p_color) { + const Color *color = (const Color *)p_color; + return color->to_32(); +} + +float GDAPI *godot_color_index(godot_color *p_color, const godot_int idx) { + Color *color = (Color *)p_color; + return &color->operator[](idx); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_color.h b/modules/dlscript/godot/godot_color.h new file mode 100644 index 0000000000..72e16a2c5a --- /dev/null +++ b/modules/dlscript/godot/godot_color.h @@ -0,0 +1,29 @@ +#ifndef GODOT_DLSCRIPT_COLOR_H +#define GODOT_DLSCRIPT_COLOR_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_COLOR_TYPE_DEFINED +typedef struct godot_color { + uint8_t _dont_touch_that[16]; +} godot_color; +#endif + +#include "../godot.h" + +void GDAPI godot_color_new(godot_color *p_color); +void GDAPI godot_color_new_rgba(godot_color *p_color, const godot_real r, const godot_real g, const godot_real b, const godot_real a); + +uint32_t GDAPI godot_color_get_32(const godot_color *p_color); + +float GDAPI *godot_color_index(godot_color *p_color, const godot_int idx); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_COLOR_H diff --git a/modules/dlscript/godot/godot_dictionary.cpp b/modules/dlscript/godot/godot_dictionary.cpp new file mode 100644 index 0000000000..9147b17307 --- /dev/null +++ b/modules/dlscript/godot/godot_dictionary.cpp @@ -0,0 +1,109 @@ +#include "godot_dictionary.h" + +#include "core/dictionary.h" + +#include "core/os/memory.h" + +#include "core/io/json.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _dictionary_api_anchor() { +} + +void GDAPI godot_dictionary_new(godot_dictionary *p_dict) { + Dictionary *dict = (Dictionary *)p_dict; + memnew_placement(dict, Dictionary); +} + +void GDAPI godot_dictionary_clear(godot_dictionary *p_dict) { + Dictionary *dict = (Dictionary *)p_dict; + dict->clear(); +} + +godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_dict) { + const Dictionary *dict = (const Dictionary *)p_dict; + return dict->empty(); +} + +void GDAPI godot_dictionary_erase(godot_dictionary *p_dict, const godot_variant *p_key) { + Dictionary *dict = (Dictionary *)p_dict; + Variant *key = (Variant *)p_key; + dict->erase(*key); +} + +godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_dict, const godot_variant *p_key) { + const Dictionary *dict = (const Dictionary *)p_dict; + const Variant *key = (const Variant *)p_key; + return dict->has(*key); +} + +godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_dict, const godot_array *p_keys) { + const Dictionary *dict = (const Dictionary *)p_dict; + const Array *keys = (const Array *)p_keys; + return dict->has_all(*keys); +} + +uint32_t GDAPI godot_dictionary_hash(const godot_dictionary *p_dict) { + const Dictionary *dict = (const Dictionary *)p_dict; + return dict->hash(); +} + +godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_dict) { + godot_array a; + godot_array_new(&a); + const Dictionary *dict = (const Dictionary *)p_dict; + Array *array = (Array *)&a; + *array = dict->keys(); + return a; +} + +godot_int GDAPI godot_dictionary_parse_json(godot_dictionary *p_dict, const godot_string *p_json) { + Dictionary *dict = (Dictionary *)p_dict; + const String *json = (const String *)p_json; + Variant ret; + int err_line; + String err_str; + int err = (int)JSON::parse(*json, ret, err_str, err_line); + *dict = ret; + return err; +} + +godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_dict, const godot_variant *p_key) { + Dictionary *dict = (Dictionary *)p_dict; + Variant *key = (Variant *)p_key; + return (godot_variant *)&dict->operator[](*key); +} + +godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_dict) { + const Dictionary *dict = (const Dictionary *)p_dict; + return dict->size(); +} + +godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_dict) { + const Dictionary *dict = (const Dictionary *)p_dict; + godot_string str; + godot_string_new(&str); + String *s = (String *)&str; + *s = JSON::print(Variant(*dict)); + return str; +} + +godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_dict) { + godot_array a; + godot_array_new(&a); + const Dictionary *dict = (const Dictionary *)p_dict; + Array *array = (Array *)&a; + *array = dict->values(); + return a; +} + +void GDAPI godot_dictionary_destroy(godot_dictionary *p_dict) { + ((Dictionary *)p_dict)->~Dictionary(); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_dictionary.h b/modules/dlscript/godot/godot_dictionary.h new file mode 100644 index 0000000000..5f86cbca5a --- /dev/null +++ b/modules/dlscript/godot/godot_dictionary.h @@ -0,0 +1,51 @@ +#ifndef GODOT_DLSCRIPT_DICTIONARY_H +#define GODOT_DLSCRIPT_DICTIONARY_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_DICITIONARY_TYPE_DEFINED +typedef struct godot_dictionary { + uint8_t _dont_touch_that[8]; +} godot_dictionary; +#endif + +#include "godot_array.h" +#include "godot_variant.h" + +void GDAPI godot_dictionary_new(godot_dictionary *p_dict); + +void GDAPI godot_dictionary_clear(godot_dictionary *p_dict); + +godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_dict); + +void GDAPI godot_dictionary_erase(godot_dictionary *p_dict, const godot_variant *p_key); + +godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_dict, const godot_variant *p_key); + +godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_dict, const godot_array *p_keys); + +uint32_t GDAPI godot_dictionary_hash(const godot_dictionary *p_dict); + +godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_dict); + +godot_int GDAPI godot_dictionary_parse_json(godot_dictionary *p_dict, const godot_string *p_json); + +godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_dict, const godot_variant *p_key); + +godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_dict); + +godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_dict); + +godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_dict); + +void GDAPI godot_dictionary_destroy(godot_dictionary *p_dict); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_DICTIONARY_H diff --git a/modules/dlscript/godot/godot_image.cpp b/modules/dlscript/godot/godot_image.cpp new file mode 100644 index 0000000000..362d1aa3e6 --- /dev/null +++ b/modules/dlscript/godot/godot_image.cpp @@ -0,0 +1,85 @@ +#include "godot_image.h" + +#include "image.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _image_api_anchor() { +} + +#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr) + +void GDAPI godot_image_new(godot_image *p_img) { + Image *img = (Image *)p_img; + memnew_placement_custom(img, Image, Image()); +} + +void GDAPI godot_image_new_with_png_jpg(godot_image *p_img, const uint8_t *p_mem_png_jpg, int p_len) { + Image *img = (Image *)p_img; + memnew_placement_custom(img, Image, Image(p_mem_png_jpg, p_len)); +} + +void GDAPI godot_image_new_with_xpm(godot_image *p_img, const char **p_xpm) { + Image *img = (Image *)p_img; + memnew_placement_custom(img, Image, Image(p_xpm)); +} + +void GDAPI godot_image_new_with_size_format(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format) { + Image *img = (Image *)p_img; + memnew_placement_custom(img, Image, Image(p_width, p_height, p_use_mipmaps, (Image::Format)p_format)); +} + +void GDAPI godot_image_new_with_size_format_data(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format, godot_pool_byte_array *p_data) { + Image *img = (Image *)p_img; + PoolVector<uint8_t> *data = (PoolVector<uint8_t> *)p_data; + memnew_placement_custom(img, Image, Image(p_width, p_height, p_use_mipmaps, (Image::Format)p_format, *data)); +} + +godot_pool_byte_array GDAPI godot_image_get_data(godot_image *p_img) { + Image *img = (Image *)p_img; + PoolVector<uint8_t> cpp_data = img->get_data(); + godot_pool_byte_array *data = (godot_pool_byte_array *)&cpp_data; + return *data; +} + +godot_error GDAPI godot_image_load(godot_image *p_img, const godot_string *p_path) { + Image *img = (Image *)p_img; + String *path = (String *)p_path; + return (godot_error)img->load(*path); +} + +godot_error GDAPI godot_image_save_png(godot_image *p_img, const godot_string *p_path) { + Image *img = (Image *)p_img; + String *path = (String *)p_path; + return (godot_error)img->save_png(*path); +} + +int GDAPI godot_image_get_width(const godot_image *p_img) { + Image *img = (Image *)p_img; + return img->get_width(); +} + +int GDAPI godot_image_get_height(const godot_image *p_img) { + Image *img = (Image *)p_img; + return img->get_height(); +} + +godot_bool GDAPI godot_image_has_mipmaps(const godot_image *p_img) { + Image *img = (Image *)p_img; + return img->has_mipmaps(); +} + +int GDAPI godot_image_get_mipmap_count(const godot_image *p_img) { + Image *img = (Image *)p_img; + return img->get_mipmap_count(); +} + +void GDAPI godot_image_destroy(godot_image *p_img) { + ((Image *)p_img)->~Image(); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_image.h b/modules/dlscript/godot/godot_image.h new file mode 100644 index 0000000000..78593f21a7 --- /dev/null +++ b/modules/dlscript/godot/godot_image.h @@ -0,0 +1,95 @@ +#ifndef GODOT_DLSCRIPT_IMAGE_H +#define GODOT_DLSCRIPT_IMAGE_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_IMAGE_TYPE_DEFINED +typedef struct godot_image { + uint8_t _dont_touch_that[32]; +} godot_image; +#endif + +#include "godot_pool_arrays.h" + +#include "../godot.h" + +// This is a copypasta of the C++ enum inside the Image class +// There's no neat way of automatically updating the C enum / using the C++ enum directly +// if somebody knows a way feel free to open a PR or open an issue (or ask for Karroffel or bojidar-bg on IRC) + +enum godot_image_format { + + GODOT_IMAGE_FORMAT_L8, //luminance + GODOT_IMAGE_FORMAT_LA8, //luminance-alpha + GODOT_IMAGE_FORMAT_R8, + GODOT_IMAGE_FORMAT_RG8, + GODOT_IMAGE_FORMAT_RGB8, + GODOT_IMAGE_FORMAT_RGBA8, + GODOT_IMAGE_FORMAT_RGB565, //16 bit + GODOT_IMAGE_FORMAT_RGBA4444, + GODOT_IMAGE_FORMAT_RGBA5551, + GODOT_IMAGE_FORMAT_RF, //float + GODOT_IMAGE_FORMAT_RGF, + GODOT_IMAGE_FORMAT_RGBF, + GODOT_IMAGE_FORMAT_RGBAF, + GODOT_IMAGE_FORMAT_RH, //half float + GODOT_IMAGE_FORMAT_RGH, + GODOT_IMAGE_FORMAT_RGBH, + GODOT_IMAGE_FORMAT_RGBAH, + GODOT_IMAGE_FORMAT_DXT1, //s3tc bc1 + GODOT_IMAGE_FORMAT_DXT3, //bc2 + GODOT_IMAGE_FORMAT_DXT5, //bc3 + GODOT_IMAGE_FORMAT_ATI1, //bc4 + GODOT_IMAGE_FORMAT_ATI2, //bc5 + GODOT_IMAGE_FORMAT_BPTC_RGBA, //btpc bc6h + GODOT_IMAGE_FORMAT_BPTC_RGBF, //float / + GODOT_IMAGE_FORMAT_BPTC_RGBFU, //unsigned float + GODOT_IMAGE_FORMAT_PVRTC2, //pvrtc + GODOT_IMAGE_FORMAT_PVRTC2A, + GODOT_IMAGE_FORMAT_PVRTC4, + GODOT_IMAGE_FORMAT_PVRTC4A, + GODOT_IMAGE_FORMAT_ETC, //etc1 + GODOT_IMAGE_FORMAT_ETC2_R11, //etc2 + GODOT_IMAGE_FORMAT_ETC2_R11S, //signed, NOT srgb. + GODOT_IMAGE_FORMAT_ETC2_RG11, + GODOT_IMAGE_FORMAT_ETC2_RG11S, + GODOT_IMAGE_FORMAT_ETC2_RGB8, + GODOT_IMAGE_FORMAT_ETC2_RGBA8, + GODOT_IMAGE_FORMAT_ETC2_RGB8A1, + GODOT_IMAGE_FORMAT_MAX +}; +typedef enum godot_image_format godot_image_format; + +void GDAPI godot_image_new(godot_image *p_img); +// p_len can be -1 +void GDAPI godot_image_new_with_png_jpg(godot_image *p_img, const uint8_t *p_mem_png_jpg, int p_len); +void GDAPI godot_image_new_with_xpm(godot_image *p_img, const char **p_xpm); + +void GDAPI godot_image_new_with_size_format(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format); +void GDAPI godot_image_new_with_size_format_data(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format, godot_pool_byte_array *p_data); + +godot_pool_byte_array GDAPI godot_image_get_data(godot_image *p_img); + +godot_error GDAPI godot_image_load(godot_image *p_img, const godot_string *p_path); +godot_error GDAPI godot_image_save_png(godot_image *p_img, const godot_string *p_path); + +int GDAPI godot_image_get_width(const godot_image *p_img); +int GDAPI godot_image_get_height(const godot_image *p_img); +godot_bool GDAPI godot_image_has_mipmaps(const godot_image *p_img); +int GDAPI godot_image_get_mipmap_count(const godot_image *p_img); + +// @Incomplete +// I think it's too complex for the binding authors to implement the image class anew, so we should definitely +// export all methods here. That takes a while so it's on my @Todo list + +void GDAPI godot_image_destroy(godot_image *p_img); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_IMAGE_H diff --git a/modules/dlscript/godot/godot_input_event.cpp b/modules/dlscript/godot/godot_input_event.cpp new file mode 100644 index 0000000000..b50ed8a22d --- /dev/null +++ b/modules/dlscript/godot/godot_input_event.cpp @@ -0,0 +1,280 @@ +#include "godot_input_event.h" + +#include "os/input_event.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _input_event_api_anchor() { +} + +void GDAPI godot_input_event_new(godot_input_event *p_ie) { + InputEvent *ie = (InputEvent *)p_ie; + *ie = InputEvent(); +} + +godot_bool GDAPI godot_input_event_is_pressed(const godot_input_event *p_ie) { + const InputEvent *ie = (const InputEvent *)p_ie; + return ie->is_pressed(); +} + +godot_bool GDAPI godot_input_event_is_action(const godot_input_event *p_ie, const godot_string *p_action) { + const InputEvent *ie = (const InputEvent *)p_ie; + const String *action = (const String *)p_action; + return ie->is_action(*action); +} + +godot_bool GDAPI godot_input_event_is_action_pressed(const godot_input_event *p_ie, const godot_string *p_action) { + const InputEvent *ie = (const InputEvent *)p_ie; + const String *action = (const String *)p_action; + return ie->is_action_pressed(*action); +} + +godot_bool GDAPI godot_input_event_is_action_released(const godot_input_event *p_ie, const godot_string *p_action) { + const InputEvent *ie = (const InputEvent *)p_ie; + const String *action = (const String *)p_action; + return ie->is_action_released(*action); +} + +godot_bool GDAPI godot_input_event_is_echo(const godot_input_event *p_ie) { + const InputEvent *ie = (const InputEvent *)p_ie; + return ie->is_echo(); +} + +void GDAPI godot_input_event_set_as_action(godot_input_event *p_ie, const godot_string *p_action, const godot_bool p_pressed) { + InputEvent *ie = (InputEvent *)p_ie; + const String *action = (const String *)p_action; + return ie->set_as_action(*action, p_pressed); +} + +godot_string GDAPI godot_input_event_as_string(const godot_input_event *p_ie) { + const InputEvent *ie = (const InputEvent *)p_ie; + godot_string str; + String *s = (String *)&str; + memnew_placement(s, String); + *s = (String)*ie; + return str; +} + +uint32_t GDAPI *godot_input_event_get_id(godot_input_event *p_ie) { + InputEvent *ie = (InputEvent *)p_ie; + return &ie->ID; +} + +godot_input_event_type GDAPI *godot_input_event_get_type(godot_input_event *p_ie) { + InputEvent *ie = (InputEvent *)p_ie; + return (godot_input_event_type *)&ie->type; +} + +godot_int GDAPI *godot_input_event_get_device(godot_input_event *p_ie) { + InputEvent *ie = (InputEvent *)p_ie; + return &ie->device; +} + +static InputModifierState *_get_mod_for_type(InputEvent *ie) { + switch (ie->type) { + case InputEvent::MOUSE_BUTTON: + return &ie->mouse_button.mod; + case InputEvent::MOUSE_MOTION: + return &ie->mouse_motion.mod; + case InputEvent::KEY: + return &ie->key.mod; + default: + return 0; + } +} + +godot_bool GDAPI *godot_input_event_mod_get_alt(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->alt; +} + +godot_bool GDAPI *godot_input_event_mod_get_ctrl(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->control; +} + +godot_bool GDAPI *godot_input_event_mod_get_command(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->command; +} + +godot_bool GDAPI *godot_input_event_mod_get_shift(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->shift; +} + +godot_bool GDAPI *godot_input_event_mod_get_meta(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->meta; +} + +uint32_t GDAPI *godot_input_event_key_get_scancode(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->key.scancode; +} + +uint32_t GDAPI *godot_input_event_key_get_unicode(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->key.unicode; +} + +godot_bool GDAPI *godot_input_event_key_get_pressed(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->key.pressed; +} + +godot_bool GDAPI *godot_input_event_key_get_echo(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->key.echo; +} + +float GDAPI *godot_input_event_mouse_get_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.x; +} + +float GDAPI *godot_input_event_mouse_get_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.y; +} + +float GDAPI *godot_input_event_mouse_get_global_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.global_x; +} + +float GDAPI *godot_input_event_mouse_get_global_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.global_y; +} + +godot_int GDAPI *godot_input_event_mouse_get_button_mask(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.button_mask; +} + +godot_int GDAPI *godot_input_event_mouse_button_get_button_index(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.button_index; +} + +godot_bool GDAPI *godot_input_event_mouse_button_get_pressed(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.pressed; +} + +godot_bool GDAPI *godot_input_event_mouse_button_get_doubleclick(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.doubleclick; +} + +float GDAPI *godot_input_event_mouse_motion_get_relative_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_motion.relative_x; +} + +float GDAPI *godot_input_event_mouse_motion_get_relative_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_motion.relative_y; +} + +float GDAPI *godot_input_event_mouse_motion_get_speed_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_motion.speed_x; +} + +float GDAPI *godot_input_event_mouse_motion_get_speed_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_motion.speed_y; +} + +godot_int GDAPI *godot_input_event_joypad_motion_get_axis(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_motion.axis; +} + +float GDAPI *godot_input_event_joypad_motion_get_axis_value(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_motion.axis_value; +} + +godot_int GDAPI *godot_input_event_joypad_button_get_button_index(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_button.button_index; +} + +godot_bool GDAPI *godot_input_event_joypad_button_get_pressed(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_button.pressed; +} + +float GDAPI *godot_input_event_joypad_button_get_pressure(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_button.pressure; +} + +godot_int GDAPI *godot_input_event_screen_touch_get_index(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_touch.index; +} + +float GDAPI *godot_input_event_screen_touch_get_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_touch.x; +} + +float GDAPI *godot_input_event_screen_touch_get_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_touch.y; +} + +godot_bool GDAPI *godot_input_event_screen_touch_get_pressed(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_touch.pressed; +} + +godot_int GDAPI *godot_input_event_screen_drag_get_index(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.index; +} + +float GDAPI *godot_input_event_screen_drag_get_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.x; +} + +float GDAPI *godot_input_event_screen_drag_get_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.y; +} + +float GDAPI *godot_input_event_screen_drag_get_relative_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.relative_x; +} + +float GDAPI *godot_input_event_screen_drag_get_relative_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.relative_y; +} + +float GDAPI *godot_input_event_screen_drag_get_speed_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.speed_x; +} + +float GDAPI *godot_input_event_screen_drag_get_speed_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.speed_y; +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_input_event.h b/modules/dlscript/godot/godot_input_event.h new file mode 100644 index 0000000000..bfda18bf7c --- /dev/null +++ b/modules/dlscript/godot/godot_input_event.h @@ -0,0 +1,206 @@ +#ifndef GODOT_DLSCRIPT_INPUT_EVENT_H +#define GODOT_DLSCRIPT_INPUT_EVENT_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_INPUT_EVENT_TYPE_DEFINED +typedef struct godot_input_event { + uint8_t _dont_touch_that[56]; +} godot_input_event; +#endif + +enum godot_input_event_type { + GODOT_INPUT_EVENT_TYPE_NONE, + GODOT_INPUT_EVENT_TYPE_KEY, + GODOT_INPUT_EVENT_TYPE_MOUSE_MOTION, + GODOT_INPUT_EVENT_TYPE_MOUSE_BUTTON, + GODOT_INPUT_EVENT_TYPE_JOYPAD_MOTION, + GODOT_INPUT_EVENT_TYPE_JOYPAD_BUTTON, + GODOT_INPUT_EVENT_TYPE_SCREEN_TOUCH, + GODOT_INPUT_EVENT_TYPE_SCREEN_DRAG, + GODOT_INPUT_EVENT_TYPE_ACTION, + GODOT_INPUT_EVENT_TYPE_TYPE_MAX +}; +typedef enum godot_input_event_type godot_input_event_type; + +enum { + GODOT_BUTTON_LEFT = 1, + GODOT_BUTTON_RIGHT = 2, + GODOT_BUTTON_MIDDLE = 3, + GODOT_BUTTON_WHEEL_UP = 4, + GODOT_BUTTON_WHEEL_DOWN = 5, + GODOT_BUTTON_WHEEL_LEFT = 6, + GODOT_BUTTON_WHEEL_RIGHT = 7, + GODOT_BUTTON_MASK_LEFT = (1 << (GODOT_BUTTON_LEFT - 1)), + GODOT_BUTTON_MASK_RIGHT = (1 << (GODOT_BUTTON_RIGHT - 1)), + GODOT_BUTTON_MASK_MIDDLE = (1 << (GODOT_BUTTON_MIDDLE - 1)), + +}; + +enum { + + GODOT_JOY_BUTTON_0 = 0, + GODOT_JOY_BUTTON_1 = 1, + GODOT_JOY_BUTTON_2 = 2, + GODOT_JOY_BUTTON_3 = 3, + GODOT_JOY_BUTTON_4 = 4, + GODOT_JOY_BUTTON_5 = 5, + GODOT_JOY_BUTTON_6 = 6, + GODOT_JOY_BUTTON_7 = 7, + GODOT_JOY_BUTTON_8 = 8, + GODOT_JOY_BUTTON_9 = 9, + GODOT_JOY_BUTTON_10 = 10, + GODOT_JOY_BUTTON_11 = 11, + GODOT_JOY_BUTTON_12 = 12, + GODOT_JOY_BUTTON_13 = 13, + GODOT_JOY_BUTTON_14 = 14, + GODOT_JOY_BUTTON_15 = 15, + GODOT_JOY_BUTTON_MAX = 16, + + GODOT_JOY_L = GODOT_JOY_BUTTON_4, + GODOT_JOY_R = GODOT_JOY_BUTTON_5, + GODOT_JOY_L2 = GODOT_JOY_BUTTON_6, + GODOT_JOY_R2 = GODOT_JOY_BUTTON_7, + GODOT_JOY_L3 = GODOT_JOY_BUTTON_8, + GODOT_JOY_R3 = GODOT_JOY_BUTTON_9, + GODOT_JOY_SELECT = GODOT_JOY_BUTTON_10, + GODOT_JOY_START = GODOT_JOY_BUTTON_11, + GODOT_JOY_DPAD_UP = GODOT_JOY_BUTTON_12, + GODOT_JOY_DPAD_DOWN = GODOT_JOY_BUTTON_13, + GODOT_JOY_DPAD_LEFT = GODOT_JOY_BUTTON_14, + GODOT_JOY_DPAD_RIGHT = GODOT_JOY_BUTTON_15, + + // a little history about game controllers (who copied who) + + GODOT_JOY_SNES_B = GODOT_JOY_BUTTON_0, + GODOT_JOY_SNES_A = GODOT_JOY_BUTTON_1, + GODOT_JOY_SNES_Y = GODOT_JOY_BUTTON_2, + GODOT_JOY_SNES_X = GODOT_JOY_BUTTON_3, + + GODOT_JOY_SONY_CIRCLE = GODOT_JOY_SNES_A, + GODOT_JOY_SONY_X = GODOT_JOY_SNES_B, + GODOT_JOY_SONY_SQUARE = GODOT_JOY_SNES_Y, + GODOT_JOY_SONY_TRIANGLE = GODOT_JOY_SNES_X, + + GODOT_JOY_SEGA_B = GODOT_JOY_SNES_A, + GODOT_JOY_SEGA_A = GODOT_JOY_SNES_B, + GODOT_JOY_SEGA_X = GODOT_JOY_SNES_Y, + GODOT_JOY_SEGA_Y = GODOT_JOY_SNES_X, + + GODOT_JOY_XBOX_B = GODOT_JOY_SEGA_B, + GODOT_JOY_XBOX_A = GODOT_JOY_SEGA_A, + GODOT_JOY_XBOX_X = GODOT_JOY_SEGA_X, + GODOT_JOY_XBOX_Y = GODOT_JOY_SEGA_Y, + + GODOT_JOY_DS_A = GODOT_JOY_SNES_A, + GODOT_JOY_DS_B = GODOT_JOY_SNES_B, + GODOT_JOY_DS_X = GODOT_JOY_SNES_X, + GODOT_JOY_DS_Y = GODOT_JOY_SNES_Y, + + GODOT_JOY_WII_C = GODOT_JOY_BUTTON_5, + GODOT_JOY_WII_Z = GODOT_JOY_BUTTON_6, + + GODOT_JOY_WII_MINUS = GODOT_JOY_BUTTON_9, + GODOT_JOY_WII_PLUS = GODOT_JOY_BUTTON_10, + + // end of history + + GODOT_JOY_AXIS_0 = 0, + GODOT_JOY_AXIS_1 = 1, + GODOT_JOY_AXIS_2 = 2, + GODOT_JOY_AXIS_3 = 3, + GODOT_JOY_AXIS_4 = 4, + GODOT_JOY_AXIS_5 = 5, + GODOT_JOY_AXIS_6 = 6, + GODOT_JOY_AXIS_7 = 7, + GODOT_JOY_AXIS_MAX = 8, + + GODOT_JOY_ANALOG_0_X = GODOT_JOY_AXIS_0, + GODOT_JOY_ANALOG_0_Y = GODOT_JOY_AXIS_1, + + GODOT_JOY_ANALOG_1_X = GODOT_JOY_AXIS_2, + GODOT_JOY_ANALOG_1_Y = GODOT_JOY_AXIS_3, + + GODOT_JOY_ANALOG_2_X = GODOT_JOY_AXIS_4, + GODOT_JOY_ANALOG_2_Y = GODOT_JOY_AXIS_5, + + GODOT_JOY_ANALOG_L2 = GODOT_JOY_AXIS_6, + GODOT_JOY_ANALOG_R2 = GODOT_JOY_AXIS_7, +}; + +#include "../godot.h" + +void GDAPI godot_input_event_new(godot_input_event *p_ie); + +godot_bool GDAPI godot_input_event_is_pressed(const godot_input_event *p_ie); +godot_bool GDAPI godot_input_event_is_action(const godot_input_event *p_ie, const godot_string *p_action); +godot_bool GDAPI godot_input_event_is_action_pressed(const godot_input_event *p_ie, const godot_string *p_action); +godot_bool GDAPI godot_input_event_is_action_released(const godot_input_event *p_ie, const godot_string *p_action); +godot_bool GDAPI godot_input_event_is_echo(const godot_input_event *p_ie); +void GDAPI godot_input_event_set_as_action(godot_input_event *p_ie, const godot_string *p_action, const godot_bool p_pressed); + +godot_string GDAPI godot_input_event_as_string(const godot_input_event *p_ie); + +// Note: +// We're returning pointers to the fields in the unions. +// This is because I'm too lazy to write setter functions + +uint32_t GDAPI *godot_input_event_get_id(godot_input_event *p_ie); +godot_input_event_type GDAPI *godot_input_event_get_type(godot_input_event *p_ie); +godot_int GDAPI *godot_input_event_get_device(godot_input_event *p_ie); + +godot_bool GDAPI *godot_input_event_mod_get_alt(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_mod_get_ctrl(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_mod_get_command(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_mod_get_shift(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_mod_get_meta(godot_input_event *p_event); + +uint32_t GDAPI *godot_input_event_key_get_scancode(godot_input_event *p_event); +uint32_t GDAPI *godot_input_event_key_get_unicode(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_key_get_pressed(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_key_get_echo(godot_input_event *p_event); + +float GDAPI *godot_input_event_mouse_get_x(godot_input_event *p_event); +float GDAPI *godot_input_event_mouse_get_y(godot_input_event *p_event); +float GDAPI *godot_input_event_mouse_get_global_x(godot_input_event *p_event); +float GDAPI *godot_input_event_mouse_get_global_y(godot_input_event *p_event); +godot_int GDAPI *godot_input_event_mouse_get_button_mask(godot_input_event *p_event); + +godot_int GDAPI *godot_input_event_mouse_button_get_button_index(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_mouse_button_get_pressed(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_mouse_button_get_doubleclick(godot_input_event *p_event); + +float GDAPI *godot_input_event_mouse_motion_get_relative_x(godot_input_event *p_event); +float GDAPI *godot_input_event_mouse_motion_get_relative_y(godot_input_event *p_event); +float GDAPI *godot_input_event_mouse_motion_get_speed_x(godot_input_event *p_event); +float GDAPI *godot_input_event_mouse_motion_get_speed_y(godot_input_event *p_event); + +godot_int GDAPI *godot_input_event_joypad_motion_get_axis(godot_input_event *p_event); +float GDAPI *godot_input_event_joypad_motion_get_axis_value(godot_input_event *p_event); + +godot_int GDAPI *godot_input_event_joypad_button_get_button_index(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_joypad_button_get_pressed(godot_input_event *p_event); +float GDAPI *godot_input_event_joypad_button_get_pressure(godot_input_event *p_event); + +godot_int GDAPI *godot_input_event_screen_touch_get_index(godot_input_event *p_event); +float GDAPI *godot_input_event_screen_touch_get_x(godot_input_event *p_event); +float GDAPI *godot_input_event_screen_touch_get_y(godot_input_event *p_event); +godot_bool GDAPI *godot_input_event_screen_touch_get_pressed(godot_input_event *p_event); + +godot_int GDAPI *godot_input_event_screen_drag_get_index(godot_input_event *p_event); +float GDAPI *godot_input_event_screen_drag_get_x(godot_input_event *p_event); +float GDAPI *godot_input_event_screen_drag_get_y(godot_input_event *p_event); +float GDAPI *godot_input_event_screen_drag_get_relative_x(godot_input_event *p_event); +float GDAPI *godot_input_event_screen_drag_get_relative_y(godot_input_event *p_event); +float GDAPI *godot_input_event_screen_drag_get_speed_x(godot_input_event *p_event); +float GDAPI *godot_input_event_screen_drag_get_speed_y(godot_input_event *p_event); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_INPUT_EVENT_H diff --git a/modules/dlscript/godot/godot_node_path.cpp b/modules/dlscript/godot/godot_node_path.cpp new file mode 100644 index 0000000000..cc0652c75b --- /dev/null +++ b/modules/dlscript/godot/godot_node_path.cpp @@ -0,0 +1,87 @@ +#include "godot_node_path.h" + +#include "path_db.h" + +#include <memory.h> // why is there no <cmemory> btw? + +#ifdef __cplusplus +extern "C" { +#endif + +void _node_path_api_anchor() { +} + +#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr) + +// @Bug ? +// Do I need to memnew_placement when returning strings? + +void GDAPI godot_node_path_new(godot_node_path *p_np, const godot_string *p_from) { + NodePath *np = (NodePath *)p_np; + String *from = (String *)p_from; + memnew_placement_custom(np, NodePath, NodePath(*from)); +} + +godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_np, const godot_int p_idx) { + const NodePath *np = (const NodePath *)p_np; + godot_string str; + String *s = (String *)&str; + memnew_placement(s, String); + *s = np->get_name(p_idx); + return str; +} + +godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_np) { + const NodePath *np = (const NodePath *)p_np; + return np->get_name_count(); +} + +godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_np) { + const NodePath *np = (const NodePath *)p_np; + godot_string str; + String *s = (String *)&str; + memnew_placement(s, String); + *s = np->get_property(); + return str; +} + +godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_np, const godot_int p_idx) { + const NodePath *np = (const NodePath *)p_np; + godot_string str; + String *s = (String *)&str; + memnew_placement(s, String); + *s = np->get_subname(p_idx); + return str; +} + +godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_np) { + const NodePath *np = (const NodePath *)p_np; + return np->get_subname_count(); +} + +godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_np) { + const NodePath *np = (const NodePath *)p_np; + return np->is_absolute(); +} + +godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_np) { + const NodePath *np = (const NodePath *)p_np; + return np->is_empty(); +} + +godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_np) { + const NodePath *np = (const NodePath *)p_np; + godot_string str; + String *s = (String *)&str; + memnew_placement(s, String); + *s = *np; + return str; +} + +void GDAPI godot_node_path_destroy(godot_node_path *p_np) { + ((NodePath *)p_np)->~NodePath(); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_node_path.h b/modules/dlscript/godot/godot_node_path.h new file mode 100644 index 0000000000..b322e55d83 --- /dev/null +++ b/modules/dlscript/godot/godot_node_path.h @@ -0,0 +1,38 @@ +#ifndef GODOT_DLSCRIPT_NODE_PATH_H +#define GODOT_DLSCRIPT_NODE_PATH_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED +typedef struct godot_node_path { + uint8_t _dont_touch_that[8]; +} godot_node_path; +#endif + +#include "../godot.h" + +void GDAPI godot_node_path_new(godot_node_path *p_np, const godot_string *p_from); + +godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_np, const godot_int p_idx); +godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_np); + +godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_np); +godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_np, const godot_int p_idx); +godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_np); + +godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_np); +godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_np); + +godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_np); + +void GDAPI godot_node_path_destroy(godot_node_path *p_np); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_NODE_PATH_H diff --git a/modules/dlscript/godot/godot_plane.cpp b/modules/dlscript/godot/godot_plane.cpp new file mode 100644 index 0000000000..883aeb6282 --- /dev/null +++ b/modules/dlscript/godot/godot_plane.cpp @@ -0,0 +1,48 @@ +#include "godot_plane.h" + +#include "math/plane.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _plane_api_anchor() { +} + +void GDAPI godot_plane_new(godot_plane *p_pl) { + Plane *pl = (Plane *)p_pl; + *pl = Plane(); +} + +void GDAPI godot_plane_new_with_normal(godot_plane *p_pl, const godot_vector3 *p_normal, const godot_real p_d) { + Plane *pl = (Plane *)p_pl; + const Vector3 *normal = (const Vector3 *)p_normal; + *pl = Plane(*normal, p_d); +} + +void GDAPI godot_plane_set_normal(godot_plane *p_pl, const godot_vector3 *p_normal) { + Plane *pl = (Plane *)p_pl; + const Vector3 *normal = (const Vector3 *)p_normal; + pl->set_normal(*normal); +} + +godot_vector3 godot_plane_get_normal(const godot_plane *p_pl) { + const Plane *pl = (const Plane *)p_pl; + const Vector3 normal = pl->get_normal(); + godot_vector3 *v3 = (godot_vector3 *)&normal; + return *v3; +} + +void GDAPI godot_plane_set_d(godot_plane *p_pl, const godot_real p_d) { + Plane *pl = (Plane *)p_pl; + pl->d = p_d; +} + +godot_real GDAPI godot_plane_get_d(const godot_plane *p_pl) { + const Plane *pl = (const Plane *)p_pl; + return pl->d; +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_plane.h b/modules/dlscript/godot/godot_plane.h new file mode 100644 index 0000000000..1323ef4075 --- /dev/null +++ b/modules/dlscript/godot/godot_plane.h @@ -0,0 +1,37 @@ +#ifndef GODOT_DLSCRIPT_PLANE_H +#define GODOT_DLSCRIPT_PLANE_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_PLANE_TYPE_DEFINED +typedef struct godot_plane { + uint8_t _dont_touch_that[16]; +} godot_plane; +#endif + +#include "godot_vector3.h" + +void GDAPI godot_plane_new(godot_plane *p_pl); +void GDAPI godot_plane_new_with_normal(godot_plane *p_pl, const godot_vector3 *p_normal, const godot_real p_d); + +// @Incomplete +// These are additional valid constructors +// _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d); +// _FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3& p_normal); +// _FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE); + +void GDAPI godot_plane_set_normal(godot_plane *p_pl, const godot_vector3 *p_normal); +godot_vector3 GDAPI godot_plane_get_normal(const godot_plane *p_pl); + +godot_real GDAPI godot_plane_get_d(const godot_plane *p_pl); +void GDAPI godot_plane_set_d(godot_plane *p_pl, const godot_real p_d); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_PLANE_H diff --git a/modules/dlscript/godot/godot_pool_arrays.cpp b/modules/dlscript/godot/godot_pool_arrays.cpp new file mode 100644 index 0000000000..3fb030f835 --- /dev/null +++ b/modules/dlscript/godot/godot_pool_arrays.cpp @@ -0,0 +1,558 @@ +#include "godot_pool_arrays.h" + +#include "array.h" +#include "dvector.h" +#include "variant.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _pool_arrays_api_anchor() { +} + +#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr) + +// byte + +void GDAPI godot_pool_byte_array_new(godot_pool_byte_array *p_pba) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + memnew_placement(pba, PoolVector<uint8_t>); +} + +void GDAPI godot_pool_byte_array_new_with_array(godot_pool_byte_array *p_pba, const godot_array *p_a) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + Array *a = (Array *)p_a; + memnew_placement(pba, PoolVector<uint8_t>); + + pba->resize(a->size()); + for (size_t i = 0; i < a->size(); i++) { + pba->set(i, (*a)[i]); + } +} + +void GDAPI godot_pool_byte_array_append(godot_pool_byte_array *p_pba, const uint8_t p_data) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + pba->append(p_data); +} + +void GDAPI godot_pool_byte_array_append_array(godot_pool_byte_array *p_pba, const godot_pool_byte_array *p_array) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + PoolVector<uint8_t> *array = (PoolVector<uint8_t> *)p_array; + pba->append_array(*array); +} + +int GDAPI godot_pool_byte_array_insert(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + return pba->insert(p_idx, p_data); +} + +void GDAPI godot_pool_byte_array_invert(godot_pool_byte_array *p_pba) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + pba->invert(); +} + +void GDAPI godot_pool_byte_array_push_back(godot_pool_byte_array *p_pba, const uint8_t p_data) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + pba->push_back(p_data); +} + +void GDAPI godot_pool_byte_array_remove(godot_pool_byte_array *p_pba, const godot_int p_idx) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + pba->remove(p_idx); +} + +void GDAPI godot_pool_byte_array_resize(godot_pool_byte_array *p_pba, const godot_int p_size) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + pba->resize(p_size); +} + +void GDAPI godot_pool_byte_array_set(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + pba->set(p_idx, p_data); +} + +uint8_t GDAPI godot_pool_byte_array_get(godot_pool_byte_array *p_pba, const godot_int p_idx) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + return pba->get(p_idx); +} + +godot_int GDAPI godot_pool_byte_array_size(godot_pool_byte_array *p_pba) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + return pba->size(); +} + +void GDAPI godot_pool_byte_array_destroy(godot_pool_byte_array *p_pba) { + ((PoolVector<uint8_t> *)p_pba)->~PoolVector(); +} + +// int + +void GDAPI godot_pool_int_array_new(godot_pool_int_array *p_pba) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + memnew_placement(pba, PoolVector<uint8_t>); +} + +void GDAPI godot_pool_int_array_new_with_array(godot_pool_int_array *p_pba, const godot_array *p_a) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + Array *a = (Array *)p_a; + memnew_placement(pba, PoolVector<uint8_t>); + + pba->resize(a->size()); + for (size_t i = 0; i < a->size(); i++) { + pba->set(i, (*a)[i]); + } +} + +void GDAPI godot_pool_int_array_append(godot_pool_int_array *p_pba, const godot_int p_data) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + pba->append(p_data); +} + +void GDAPI godot_pool_int_array_append_array(godot_pool_int_array *p_pba, const godot_pool_int_array *p_array) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + PoolVector<godot_int> *array = (PoolVector<godot_int> *)p_array; + pba->append_array(*array); +} + +int GDAPI godot_pool_int_array_insert(godot_pool_int_array *p_pba, const godot_int p_idx, const godot_int p_data) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + return pba->insert(p_idx, p_data); +} + +void GDAPI godot_pool_int_array_invert(godot_pool_int_array *p_pba) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + pba->invert(); +} + +void GDAPI godot_pool_int_array_push_back(godot_pool_int_array *p_pba, const godot_int p_data) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + pba->push_back(p_data); +} + +void GDAPI godot_pool_int_array_remove(godot_pool_int_array *p_pba, const godot_int p_idx) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + pba->remove(p_idx); +} + +void GDAPI godot_pool_int_array_resize(godot_pool_int_array *p_pba, const godot_int p_size) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + pba->resize(p_size); +} + +void GDAPI godot_pool_int_array_set(godot_pool_int_array *p_pba, const godot_int p_idx, const godot_int p_data) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + pba->set(p_idx, p_data); +} + +godot_int GDAPI godot_pool_int_array_get(godot_pool_int_array *p_pba, const godot_int p_idx) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + return pba->get(p_idx); +} + +godot_int GDAPI godot_pool_int_array_size(godot_pool_int_array *p_pba) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + return pba->size(); +} + +void GDAPI godot_pool_int_array_destroy(godot_pool_int_array *p_pba) { + ((PoolVector<godot_int> *)p_pba)->~PoolVector(); +} + +// real + +void GDAPI godot_pool_real_array_new(godot_pool_real_array *p_pba) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + memnew_placement(pba, PoolVector<uint8_t>); +} + +void GDAPI godot_pool_real_array_new_with_array(godot_pool_real_array *p_pba, const godot_array *p_a) { + PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba; + Array *a = (Array *)p_a; + memnew_placement(pba, PoolVector<uint8_t>); + + pba->resize(a->size()); + for (size_t i = 0; i < a->size(); i++) { + pba->set(i, (*a)[i]); + } +} + +void GDAPI godot_pool_real_array_append(godot_pool_real_array *p_pba, const godot_real p_data) { + PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba; + pba->append(p_data); +} + +void GDAPI godot_pool_real_array_append_array(godot_pool_real_array *p_pba, const godot_pool_real_array *p_array) { + PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba; + PoolVector<godot_real> *array = (PoolVector<godot_real> *)p_array; + pba->append_array(*array); +} + +int GDAPI godot_pool_real_array_insert(godot_pool_real_array *p_pba, const godot_int p_idx, const godot_real p_data) { + PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba; + return pba->insert(p_idx, p_data); +} + +void GDAPI godot_pool_real_array_invert(godot_pool_real_array *p_pba) { + PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba; + pba->invert(); +} + +void GDAPI godot_pool_real_array_push_back(godot_pool_real_array *p_pba, const godot_real p_data) { + PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba; + pba->push_back(p_data); +} + +void GDAPI godot_pool_real_array_remove(godot_pool_real_array *p_pba, const godot_int p_idx) { + PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba; + pba->remove(p_idx); +} + +void GDAPI godot_pool_real_array_resize(godot_pool_real_array *p_pba, const godot_int p_size) { + PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba; + pba->resize(p_size); +} + +void GDAPI godot_pool_real_array_set(godot_pool_real_array *p_pba, const godot_int p_idx, const godot_real p_data) { + PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba; + pba->set(p_idx, p_data); +} + +godot_real GDAPI godot_pool_real_array_get(godot_pool_real_array *p_pba, const godot_int p_idx) { + PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba; + return pba->get(p_idx); +} + +godot_int GDAPI godot_pool_real_array_size(godot_pool_real_array *p_pba) { + PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba; + return pba->size(); +} + +void GDAPI godot_pool_real_array_destroy(godot_pool_real_array *p_pba) { + ((PoolVector<godot_real> *)p_pba)->~PoolVector(); +} + +// string + +void GDAPI godot_pool_string_array_new(godot_pool_string_array *p_pba) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + memnew_placement(pba, PoolVector<String>); +} + +void GDAPI godot_pool_string_array_new_with_array(godot_pool_string_array *p_pba, const godot_array *p_a) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + Array *a = (Array *)p_a; + memnew_placement(pba, PoolVector<String>); + + pba->resize(a->size()); + for (size_t i = 0; i < a->size(); i++) { + pba->set(i, (*a)[i]); + } +} + +void GDAPI godot_pool_string_array_append(godot_pool_string_array *p_pba, const godot_string *p_data) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + String &s = *(String *)p_data; + pba->append(s); +} + +void GDAPI godot_pool_string_array_append_array(godot_pool_string_array *p_pba, const godot_pool_string_array *p_array) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + PoolVector<String> *array = (PoolVector<String> *)p_array; + pba->append_array(*array); +} + +int GDAPI godot_pool_string_array_insert(godot_pool_string_array *p_pba, const godot_int p_idx, const godot_string *p_data) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + String &s = *(String *)p_data; + return pba->insert(p_idx, s); +} + +void GDAPI godot_pool_string_array_invert(godot_pool_string_array *p_pba) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + pba->invert(); +} + +void GDAPI godot_pool_string_array_push_back(godot_pool_string_array *p_pba, const godot_string *p_data) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + String &s = *(String *)p_data; + pba->push_back(s); +} + +void GDAPI godot_pool_string_array_remove(godot_pool_string_array *p_pba, const godot_int p_idx) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + pba->remove(p_idx); +} + +void GDAPI godot_pool_string_array_resize(godot_pool_string_array *p_pba, const godot_int p_size) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + pba->resize(p_size); +} + +void GDAPI godot_pool_string_array_set(godot_pool_string_array *p_pba, const godot_int p_idx, const godot_string *p_data) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + String &s = *(String *)p_data; + pba->set(p_idx, s); +} + +godot_string GDAPI godot_pool_string_array_get(godot_pool_string_array *p_pba, const godot_int p_idx) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + godot_string str; + String *s = (String *)&str; + memnew_placement(s, String); + *s = pba->get(p_idx); + return str; +} + +godot_int GDAPI godot_pool_string_array_size(godot_pool_string_array *p_pba) { + PoolVector<String> *pba = (PoolVector<String> *)p_pba; + return pba->size(); +} + +void GDAPI godot_pool_string_array_destroy(godot_pool_string_array *p_pba) { + ((PoolVector<String> *)p_pba)->~PoolVector(); +} + +// vector2 + +void GDAPI godot_pool_vector2_array_new(godot_pool_vector2_array *p_pba) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + memnew_placement(pba, PoolVector<Vector2>); +} + +void GDAPI godot_pool_vector2_array_new_with_array(godot_pool_vector2_array *p_pba, const godot_array *p_a) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + Array *a = (Array *)p_a; + memnew_placement(pba, PoolVector<Vector2>); + + pba->resize(a->size()); + for (size_t i = 0; i < a->size(); i++) { + pba->set(i, (*a)[i]); + } +} + +void GDAPI godot_pool_vector2_array_append(godot_pool_vector2_array *p_pba, const godot_vector2 *p_data) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + Vector2 &s = *(Vector2 *)p_data; + pba->append(s); +} + +void GDAPI godot_pool_vector2_array_append_array(godot_pool_vector2_array *p_pba, const godot_pool_vector2_array *p_array) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + PoolVector<Vector2> *array = (PoolVector<Vector2> *)p_array; + pba->append_array(*array); +} + +int GDAPI godot_pool_vector2_array_insert(godot_pool_vector2_array *p_pba, const godot_int p_idx, const godot_vector2 *p_data) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + Vector2 &s = *(Vector2 *)p_data; + return pba->insert(p_idx, s); +} + +void GDAPI godot_pool_vector2_array_invert(godot_pool_vector2_array *p_pba) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + pba->invert(); +} + +void GDAPI godot_pool_vector2_array_push_back(godot_pool_vector2_array *p_pba, const godot_vector2 *p_data) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + Vector2 &s = *(Vector2 *)p_data; + pba->push_back(s); +} + +void GDAPI godot_pool_vector2_array_remove(godot_pool_vector2_array *p_pba, const godot_int p_idx) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + pba->remove(p_idx); +} + +void GDAPI godot_pool_vector2_array_resize(godot_pool_vector2_array *p_pba, const godot_int p_size) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + pba->resize(p_size); +} + +void GDAPI godot_pool_vector2_array_set(godot_pool_vector2_array *p_pba, const godot_int p_idx, const godot_vector2 *p_data) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + Vector2 &s = *(Vector2 *)p_data; + pba->set(p_idx, s); +} + +godot_vector2 GDAPI godot_pool_vector2_array_get(godot_pool_vector2_array *p_pba, const godot_int p_idx) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + godot_vector2 v; + Vector2 *s = (Vector2 *)&v; + *s = pba->get(p_idx); + return v; +} + +godot_int GDAPI godot_pool_vector2_array_size(godot_pool_vector2_array *p_pba) { + PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba; + return pba->size(); +} + +void GDAPI godot_pool_vector2_array_destroy(godot_pool_vector2_array *p_pba) { + ((PoolVector<Vector2> *)p_pba)->~PoolVector(); +} + +// vector3 + +void GDAPI godot_pool_vector3_array_new(godot_pool_vector3_array *p_pba) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + memnew_placement(pba, PoolVector<Vector3>); +} + +void GDAPI godot_pool_vector3_array_new_with_array(godot_pool_vector3_array *p_pba, const godot_array *p_a) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + Array *a = (Array *)p_a; + memnew_placement(pba, PoolVector<Vector3>); + + pba->resize(a->size()); + for (size_t i = 0; i < a->size(); i++) { + pba->set(i, (*a)[i]); + } +} + +void GDAPI godot_pool_vector3_array_append(godot_pool_vector3_array *p_pba, const godot_vector3 *p_data) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + Vector3 &s = *(Vector3 *)p_data; + pba->append(s); +} + +void GDAPI godot_pool_vector3_array_append_array(godot_pool_vector3_array *p_pba, const godot_pool_vector3_array *p_array) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + PoolVector<Vector3> *array = (PoolVector<Vector3> *)p_array; + pba->append_array(*array); +} + +int GDAPI godot_pool_vector3_array_insert(godot_pool_vector3_array *p_pba, const godot_int p_idx, const godot_vector3 *p_data) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + Vector3 &s = *(Vector3 *)p_data; + return pba->insert(p_idx, s); +} + +void GDAPI godot_pool_vector3_array_invert(godot_pool_vector3_array *p_pba) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + pba->invert(); +} + +void GDAPI godot_pool_vector3_array_push_back(godot_pool_vector3_array *p_pba, const godot_vector3 *p_data) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + Vector3 &s = *(Vector3 *)p_data; + pba->push_back(s); +} + +void GDAPI godot_pool_vector3_array_remove(godot_pool_vector3_array *p_pba, const godot_int p_idx) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + pba->remove(p_idx); +} + +void GDAPI godot_pool_vector3_array_resize(godot_pool_vector3_array *p_pba, const godot_int p_size) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + pba->resize(p_size); +} + +void GDAPI godot_pool_vector3_array_set(godot_pool_vector3_array *p_pba, const godot_int p_idx, const godot_vector3 *p_data) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + Vector3 &s = *(Vector3 *)p_data; + pba->set(p_idx, s); +} + +godot_vector3 GDAPI godot_pool_vector3_array_get(godot_pool_vector3_array *p_pba, const godot_int p_idx) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + godot_vector3 v; + Vector3 *s = (Vector3 *)&v; + *s = pba->get(p_idx); + return v; +} + +godot_int GDAPI godot_pool_vector3_array_size(godot_pool_vector3_array *p_pba) { + PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba; + return pba->size(); +} + +void GDAPI godot_pool_vector3_array_destroy(godot_pool_vector3_array *p_pba) { + ((PoolVector<Vector3> *)p_pba)->~PoolVector(); +} + +// color + +void GDAPI godot_pool_color_array_new(godot_pool_color_array *p_pba) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + memnew_placement(pba, PoolVector<Color>); +} + +void GDAPI godot_pool_color_array_new_with_array(godot_pool_color_array *p_pba, const godot_array *p_a) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + Array *a = (Array *)p_a; + memnew_placement(pba, PoolVector<Color>); + + pba->resize(a->size()); + for (size_t i = 0; i < a->size(); i++) { + pba->set(i, (*a)[i]); + } +} + +void GDAPI godot_pool_color_array_append(godot_pool_color_array *p_pba, const godot_color *p_data) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + Color &s = *(Color *)p_data; + pba->append(s); +} + +void GDAPI godot_pool_color_array_append_array(godot_pool_color_array *p_pba, const godot_pool_color_array *p_array) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + PoolVector<Color> *array = (PoolVector<Color> *)p_array; + pba->append_array(*array); +} + +int GDAPI godot_pool_color_array_insert(godot_pool_color_array *p_pba, const godot_int p_idx, const godot_color *p_data) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + Color &s = *(Color *)p_data; + return pba->insert(p_idx, s); +} + +void GDAPI godot_pool_color_array_invert(godot_pool_color_array *p_pba) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + pba->invert(); +} + +void GDAPI godot_pool_color_array_push_back(godot_pool_color_array *p_pba, const godot_color *p_data) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + Color &s = *(Color *)p_data; + pba->push_back(s); +} + +void GDAPI godot_pool_color_array_remove(godot_pool_color_array *p_pba, const godot_int p_idx) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + pba->remove(p_idx); +} + +void GDAPI godot_pool_color_array_resize(godot_pool_color_array *p_pba, const godot_int p_size) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + pba->resize(p_size); +} + +void GDAPI godot_pool_color_array_set(godot_pool_color_array *p_pba, const godot_int p_idx, const godot_color *p_data) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + Color &s = *(Color *)p_data; + pba->set(p_idx, s); +} + +godot_color GDAPI godot_pool_color_array_get(godot_pool_color_array *p_pba, const godot_int p_idx) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + godot_color v; + Color *s = (Color *)&v; + *s = pba->get(p_idx); + return v; +} + +godot_int GDAPI godot_pool_color_array_size(godot_pool_color_array *p_pba) { + PoolVector<Color> *pba = (PoolVector<Color> *)p_pba; + return pba->size(); +} + +void GDAPI godot_pool_color_array_destroy(godot_pool_color_array *p_pba) { + ((PoolVector<Color> *)p_pba)->~PoolVector(); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_pool_arrays.h b/modules/dlscript/godot/godot_pool_arrays.h new file mode 100644 index 0000000000..77b6c3dde0 --- /dev/null +++ b/modules/dlscript/godot/godot_pool_arrays.h @@ -0,0 +1,256 @@ +#ifndef GODOT_DLSCRIPT_POOL_ARRAYS_H +#define GODOT_DLSCRIPT_POOL_ARRAYS_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +/////// PoolByteArray + +#ifndef GODOT_CORE_API_GODOT_POOL_BYTE_ARRAY_TYPE_DEFINED +typedef struct godot_pool_byte_array { + uint8_t _dont_touch_that[8]; +} godot_pool_byte_array; +#endif + +/////// PoolIntArray + +#ifndef GODOT_CORE_API_GODOT_POOL_INT_ARRAY_TYPE_DEFINED +typedef struct godot_pool_int_array { + uint8_t _dont_touch_that[8]; +} godot_pool_int_array; +#endif + +/////// PoolRealArray + +#ifndef GODOT_CORE_API_GODOT_POOL_REAL_ARRAY_TYPE_DEFINED +typedef struct godot_pool_real_array { + uint8_t _dont_touch_that[8]; +} godot_pool_real_array; +#endif + +/////// PoolStringArray + +#ifndef GODOT_CORE_API_GODOT_POOL_STRING_ARRAY_TYPE_DEFINED +typedef struct godot_pool_string_array { + uint8_t _dont_touch_that[8]; +} godot_pool_string_array; +#endif + +/////// PoolVector2Array + +#ifndef GODOT_CORE_API_GODOT_POOL_VECTOR2_ARRAY_TYPE_DEFINED +typedef struct godot_pool_vector2_array { + uint8_t _dont_touch_that[8]; +} godot_pool_vector2_array; +#endif + +/////// PoolVector3Array + +#ifndef GODOT_CORE_API_GODOT_POOL_VECTOR3_ARRAY_TYPE_DEFINED +typedef struct godot_pool_vector3_array { + uint8_t _dont_touch_that[8]; +} godot_pool_vector3_array; +#endif + +/////// PoolColorArray + +#ifndef GODOT_CORE_API_GODOT_POOL_COLOR_ARRAY_TYPE_DEFINED +typedef struct godot_pool_color_array { + uint8_t _dont_touch_that[8]; +} godot_pool_color_array; +#endif + +#include "../godot.h" + +#include "godot_array.h" + +// byte + +void GDAPI godot_pool_byte_array_new(godot_pool_byte_array *p_pba); +void GDAPI godot_pool_byte_array_new_with_array(godot_pool_byte_array *p_pba, const godot_array *p_a); + +void GDAPI godot_pool_byte_array_append(godot_pool_byte_array *p_pba, const uint8_t p_data); + +void GDAPI godot_pool_byte_array_append_array(godot_pool_byte_array *p_pba, const godot_pool_byte_array *p_array); + +int GDAPI godot_pool_byte_array_insert(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data); + +void GDAPI godot_pool_byte_array_invert(godot_pool_byte_array *p_pba); + +void GDAPI godot_pool_byte_array_push_back(godot_pool_byte_array *p_pba, const uint8_t p_data); + +void GDAPI godot_pool_byte_array_remove(godot_pool_byte_array *p_pba, const godot_int p_idx); + +void GDAPI godot_pool_byte_array_resize(godot_pool_byte_array *p_pba, const godot_int p_size); + +void GDAPI godot_pool_byte_array_set(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data); +uint8_t GDAPI godot_pool_byte_array_get(godot_pool_byte_array *p_pba, const godot_int p_idx); + +godot_int GDAPI godot_pool_byte_array_size(godot_pool_byte_array *p_pba); + +void GDAPI godot_pool_byte_array_destroy(godot_pool_byte_array *p_pba); + +// int + +void GDAPI godot_pool_int_array_new(godot_pool_int_array *p_pia); +void GDAPI godot_pool_int_array_new_with_array(godot_pool_int_array *p_pia, const godot_array *p_a); + +void GDAPI godot_pool_int_array_append(godot_pool_int_array *p_pia, const godot_int p_data); + +void GDAPI godot_pool_int_array_append_array(godot_pool_int_array *p_pia, const godot_pool_int_array *p_array); + +int GDAPI godot_pool_int_array_insert(godot_pool_int_array *p_pia, const godot_int p_idx, const godot_int p_data); + +void GDAPI godot_pool_int_array_invert(godot_pool_int_array *p_pia); + +void GDAPI godot_pool_int_array_push_back(godot_pool_int_array *p_pia, const godot_int p_data); + +void GDAPI godot_pool_int_array_remove(godot_pool_int_array *p_pia, const godot_int p_idx); + +void GDAPI godot_pool_int_array_resize(godot_pool_int_array *p_pia, const godot_int p_size); + +void GDAPI godot_pool_int_array_set(godot_pool_int_array *p_pia, const godot_int p_idx, const godot_int p_data); +godot_int GDAPI godot_pool_int_array_get(godot_pool_int_array *p_pia, const godot_int p_idx); + +godot_int GDAPI godot_pool_int_array_size(godot_pool_int_array *p_pia); + +void GDAPI godot_pool_int_array_destroy(godot_pool_int_array *p_pia); + +// real + +void GDAPI godot_pool_real_array_new(godot_pool_real_array *p_pra); +void GDAPI godot_pool_real_array_new_with_array(godot_pool_real_array *p_pra, const godot_array *p_a); + +void GDAPI godot_pool_real_array_append(godot_pool_real_array *p_pra, const godot_real p_data); + +void GDAPI godot_pool_real_array_append_array(godot_pool_real_array *p_pra, const godot_pool_real_array *p_array); + +int GDAPI godot_pool_real_array_insert(godot_pool_real_array *p_pra, const godot_int p_idx, const godot_real p_data); + +void GDAPI godot_pool_real_array_invert(godot_pool_real_array *p_pra); + +void GDAPI godot_pool_real_array_push_back(godot_pool_real_array *p_pra, const godot_real p_data); + +void GDAPI godot_pool_real_array_remove(godot_pool_real_array *p_pra, const godot_int p_idx); + +void GDAPI godot_pool_real_array_resize(godot_pool_real_array *p_pra, const godot_int p_size); + +void GDAPI godot_pool_real_array_set(godot_pool_real_array *p_pra, const godot_int p_idx, const godot_real p_data); +godot_real GDAPI godot_pool_real_array_get(godot_pool_real_array *p_pra, const godot_int p_idx); + +godot_int GDAPI godot_pool_real_array_size(godot_pool_real_array *p_pra); + +void GDAPI godot_pool_real_array_destroy(godot_pool_real_array *p_pra); + +// string + +void GDAPI godot_pool_string_array_new(godot_pool_string_array *p_psa); +void GDAPI godot_pool_string_array_new_with_array(godot_pool_string_array *p_psa, const godot_array *p_a); + +void GDAPI godot_pool_string_array_append(godot_pool_string_array *p_psa, const godot_string *p_data); + +void GDAPI godot_pool_string_array_append_array(godot_pool_string_array *p_psa, const godot_pool_string_array *p_array); + +int GDAPI godot_pool_string_array_insert(godot_pool_string_array *p_psa, const godot_int p_idx, const godot_string *p_data); + +void GDAPI godot_pool_string_array_invert(godot_pool_string_array *p_psa); + +void GDAPI godot_pool_string_array_push_back(godot_pool_string_array *p_psa, const godot_string *p_data); + +void GDAPI godot_pool_string_array_remove(godot_pool_string_array *p_psa, const godot_int p_idx); + +void GDAPI godot_pool_string_array_resize(godot_pool_string_array *p_psa, const godot_int p_size); + +void GDAPI godot_pool_string_array_set(godot_pool_string_array *p_psa, const godot_int p_idx, const godot_string *p_data); +godot_string GDAPI godot_pool_string_array_get(godot_pool_string_array *p_psa, const godot_int p_idx); + +godot_int GDAPI godot_pool_string_array_size(godot_pool_string_array *p_psa); + +void GDAPI godot_pool_string_array_destroy(godot_pool_string_array *p_psa); + +// vector2 + +void GDAPI godot_pool_vector2_array_new(godot_pool_vector2_array *p_pv2a); +void GDAPI godot_pool_vector2_array_new_with_array(godot_pool_vector2_array *p_pv2a, const godot_array *p_a); + +void GDAPI godot_pool_vector2_array_append(godot_pool_vector2_array *p_pv2a, const godot_vector2 *p_data); + +void GDAPI godot_pool_vector2_array_append_array(godot_pool_vector2_array *p_pv2a, const godot_pool_vector2_array *p_array); + +int GDAPI godot_pool_vector2_array_insert(godot_pool_vector2_array *p_pv2a, const godot_int p_idx, const godot_vector2 *p_data); + +void GDAPI godot_pool_vector2_array_invert(godot_pool_vector2_array *p_pv2a); + +void GDAPI godot_pool_vector2_array_push_back(godot_pool_vector2_array *p_pv2a, const godot_vector2 *p_data); + +void GDAPI godot_pool_vector2_array_remove(godot_pool_vector2_array *p_pv2a, const godot_int p_idx); + +void GDAPI godot_pool_vector2_array_resize(godot_pool_vector2_array *p_pv2a, const godot_int p_size); + +void GDAPI godot_pool_vector2_array_set(godot_pool_vector2_array *p_pv2a, const godot_int p_idx, const godot_vector2 *p_data); +godot_vector2 GDAPI godot_pool_vector2_array_get(godot_pool_vector2_array *p_pv2a, const godot_int p_idx); + +godot_int GDAPI godot_pool_vector2_array_size(godot_pool_vector2_array *p_pv2a); + +void GDAPI godot_pool_vector2_array_destroy(godot_pool_vector2_array *p_pv2a); + +// vector3 + +void GDAPI godot_pool_vector3_array_new(godot_pool_vector3_array *p_pv3a); +void GDAPI godot_pool_vector3_array_new_with_array(godot_pool_vector3_array *p_pv3a, const godot_array *p_a); + +void GDAPI godot_pool_vector3_array_append(godot_pool_vector3_array *p_pv3a, const godot_vector3 *p_data); + +void GDAPI godot_pool_vector3_array_append_array(godot_pool_vector3_array *p_pv3a, const godot_pool_vector3_array *p_array); + +int GDAPI godot_pool_vector3_array_insert(godot_pool_vector3_array *p_pv3a, const godot_int p_idx, const godot_vector3 *p_data); + +void GDAPI godot_pool_vector3_array_invert(godot_pool_vector3_array *p_pv3a); + +void GDAPI godot_pool_vector3_array_push_back(godot_pool_vector3_array *p_pv3a, const godot_vector3 *p_data); + +void GDAPI godot_pool_vector3_array_remove(godot_pool_vector3_array *p_pv3a, const godot_int p_idx); + +void GDAPI godot_pool_vector3_array_resize(godot_pool_vector3_array *p_pv3a, const godot_int p_size); + +void GDAPI godot_pool_vector3_array_set(godot_pool_vector3_array *p_pv3a, const godot_int p_idx, const godot_vector3 *p_data); +godot_vector3 GDAPI godot_pool_vector3_array_get(godot_pool_vector3_array *p_pv3a, const godot_int p_idx); + +godot_int GDAPI godot_pool_vector3_array_size(godot_pool_vector3_array *p_pv3a); + +void GDAPI godot_pool_vector3_array_destroy(godot_pool_vector3_array *p_pv3a); + +// color + +void GDAPI godot_pool_color_array_new(godot_pool_color_array *p_pca); +void GDAPI godot_pool_color_array_new_with_array(godot_pool_color_array *p_pca, const godot_array *p_a); + +void GDAPI godot_pool_color_array_append(godot_pool_color_array *p_pca, const godot_color *p_data); + +void GDAPI godot_pool_color_array_append_array(godot_pool_color_array *p_pca, const godot_pool_color_array *p_array); + +int GDAPI godot_pool_color_array_insert(godot_pool_color_array *p_pca, const godot_int p_idx, const godot_color *p_data); + +void GDAPI godot_pool_color_array_invert(godot_pool_color_array *p_pca); + +void GDAPI godot_pool_color_array_push_back(godot_pool_color_array *p_pca, const godot_color *p_data); + +void GDAPI godot_pool_color_array_remove(godot_pool_color_array *p_pca, const godot_int p_idx); + +void GDAPI godot_pool_color_array_resize(godot_pool_color_array *p_pca, const godot_int p_size); + +void GDAPI godot_pool_color_array_set(godot_pool_color_array *p_pca, const godot_int p_idx, const godot_color *p_data); +godot_color GDAPI godot_pool_color_array_get(godot_pool_color_array *p_pca, const godot_int p_idx); + +godot_int GDAPI godot_pool_color_array_size(godot_pool_color_array *p_pca); + +void GDAPI godot_pool_color_array_destroy(godot_pool_color_array *p_pca); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_POOL_ARRAYS_H diff --git a/modules/dlscript/godot/godot_quat.cpp b/modules/dlscript/godot/godot_quat.cpp new file mode 100644 index 0000000000..5571614e07 --- /dev/null +++ b/modules/dlscript/godot/godot_quat.cpp @@ -0,0 +1,79 @@ +#include "godot_quat.h" + +#include "math/quat.h" + +#include <memory.h> // why is there no <cmemory> btw? + +#ifdef __cplusplus +extern "C" { +#endif + +void _quat_api_anchor() { +} + +void GDAPI godot_quat_new(godot_quat *p_quat) { + Quat *quat = (Quat *)p_quat; + *quat = Quat(); +} + +void GDAPI godot_quat_new_with_elements(godot_quat *p_quat, const godot_real x, const godot_real y, const godot_real z, const godot_real w) { + Quat *quat = (Quat *)p_quat; + *quat = Quat(x, y, z, w); +} + +void GDAPI godot_quat_new_with_rotation(godot_quat *p_quat, const godot_vector3 *p_axis, const godot_real p_angle) { + Quat *quat = (Quat *)p_quat; + const Vector3 *axis = (const Vector3 *)p_axis; + *quat = Quat(*axis, p_angle); +} + +void GDAPI godot_quat_new_with_shortest_arc(godot_quat *p_quat, const godot_vector3 *p_v0, const godot_vector3 *p_v1) { + Quat *quat = (Quat *)p_quat; + const Vector3 *v0 = (const Vector3 *)p_v0; + const Vector3 *v1 = (const Vector3 *)p_v1; + *quat = Quat(*v0, *v1); +} + +godot_vector3 GDAPI godot_quat_get_euler(const godot_quat *p_quat) { + Quat *quat = (Quat *)p_quat; + Vector3 euler = quat->get_euler(); + return *(godot_vector3 *)&euler; +} + +void GDAPI godot_quat_set_euler(godot_quat *p_quat, const godot_vector3 *p_euler) { + Quat *quat = (Quat *)p_quat; + const Vector3 *euler = (const Vector3 *)p_euler; + quat->set_euler(*euler); +} + +godot_real GDAPI *godot_quat_index(godot_quat *p_quat, const godot_int p_idx) { + Quat *quat = (Quat *)p_quat; + switch (p_idx) { + case 0: + return &quat->x; + case 1: + return &quat->y; + case 2: + return &quat->z; + default: + return &quat->y; + } +} + +godot_real GDAPI godot_quat_const_index(const godot_quat *p_quat, const godot_int p_idx) { + const Quat *quat = (const Quat *)p_quat; + switch (p_idx) { + case 0: + return quat->x; + case 1: + return quat->y; + case 2: + return quat->z; + default: + return quat->y; + } +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_quat.h b/modules/dlscript/godot/godot_quat.h new file mode 100644 index 0000000000..4e3253c4e5 --- /dev/null +++ b/modules/dlscript/godot/godot_quat.h @@ -0,0 +1,33 @@ +#ifndef GODOT_DLSCRIPT_QUAT_H +#define GODOT_DLSCRIPT_QUAT_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_QUAT_TYPE_DEFINED +typedef struct godot_quat { + uint8_t _dont_touch_that[16]; +} godot_quat; +#endif + +#include "../godot.h" + +void GDAPI godot_quat_new(godot_quat *p_quat); +void GDAPI godot_quat_new_with_elements(godot_quat *p_quat, const godot_real x, const godot_real y, const godot_real z, const godot_real w); +void GDAPI godot_quat_new_with_rotation(godot_quat *p_quat, const godot_vector3 *p_axis, const godot_real p_angle); +void GDAPI godot_quat_new_with_shortest_arc(godot_quat *p_quat, const godot_vector3 *p_v0, const godot_vector3 *p_v1); + +godot_vector3 GDAPI godot_quat_get_euler(const godot_quat *p_quat); +void GDAPI godot_quat_set_euler(godot_quat *p_quat, const godot_vector3 *p_euler); + +godot_real GDAPI *godot_quat_index(godot_quat *p_quat, const godot_int p_idx); +godot_real GDAPI godot_quat_const_index(const godot_quat *p_quat, const godot_int p_idx); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_QUAT_H diff --git a/modules/dlscript/godot/godot_rect2.cpp b/modules/dlscript/godot/godot_rect2.cpp new file mode 100644 index 0000000000..8e60811114 --- /dev/null +++ b/modules/dlscript/godot/godot_rect2.cpp @@ -0,0 +1,48 @@ +#include "godot_rect2.h" + +#include "math/math_2d.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _rect2_api_anchor() { +} + +void GDAPI godot_rect2_new(godot_rect2 *p_rect) { + Rect2 *rect = (Rect2 *)p_rect; + *rect = Rect2(); +} + +void GDAPI godot_rect2_new_with_pos_and_size(godot_rect2 *p_rect, const godot_vector2 *p_pos, const godot_vector2 *p_size) { + Rect2 *rect = (Rect2 *)p_rect; + const Vector2 *pos = (const Vector2 *)p_pos; + const Vector2 *size = (const Vector2 *)p_size; + *rect = Rect2(*pos, *size); +} + +godot_vector2 GDAPI *godot_rect2_get_pos(godot_rect2 *p_rect) { + Rect2 *rect = (Rect2 *)p_rect; + return (godot_vector2 *)&rect->pos; +} + +void GDAPI godot_rect2_set_pos(godot_rect2 *p_rect, const godot_vector2 *p_pos) { + Rect2 *rect = (Rect2 *)p_rect; + const Vector2 *pos = (const Vector2 *)p_pos; + rect->pos = *pos; +} + +godot_vector2 GDAPI *godot_rect2_get_size(godot_rect2 *p_rect) { + Rect2 *rect = (Rect2 *)p_rect; + return (godot_vector2 *)&rect->size; +} + +void GDAPI godot_rect2_set_size(godot_rect2 *p_rect, const godot_vector2 *p_size) { + Rect2 *rect = (Rect2 *)p_rect; + const Vector2 *size = (const Vector2 *)p_size; + rect->size = *size; +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_rect2.h b/modules/dlscript/godot/godot_rect2.h new file mode 100644 index 0000000000..a3b19bdb7e --- /dev/null +++ b/modules/dlscript/godot/godot_rect2.h @@ -0,0 +1,31 @@ +#ifndef GODOT_DLSCRIPT_RECT2_H +#define GODOT_DLSCRIPT_RECT2_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_RECT2_TYPE_DEFINED +typedef struct godot_rect2 { + uint8_t _dont_touch_that[16]; +} godot_rect2; +#endif + +#include "../godot.h" + +void GDAPI godot_rect2_new(godot_rect2 *p_rect); +void GDAPI godot_rect2_new_with_pos_and_size(godot_rect2 *p_rect, const godot_vector2 *p_pos, const godot_vector2 *p_size); + +godot_vector2 GDAPI *godot_rect2_get_pos(godot_rect2 *p_rect); +void GDAPI godot_rect2_set_pos(godot_rect2 *p_rect, const godot_vector2 *p_pos); + +godot_vector2 GDAPI *godot_rect2_get_size(godot_rect2 *p_rect); +void GDAPI godot_rect2_set_size(godot_rect2 *p_rect, const godot_vector2 *p_size); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_RECT3_H diff --git a/modules/dlscript/godot/godot_rect3.cpp b/modules/dlscript/godot/godot_rect3.cpp new file mode 100644 index 0000000000..3c442a278b --- /dev/null +++ b/modules/dlscript/godot/godot_rect3.cpp @@ -0,0 +1,48 @@ +#include "godot_rect3.h" + +#include "math/rect3.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _rect3_api_anchor() { +} + +void GDAPI godot_rect3_new(godot_rect3 *p_rect) { + Rect3 *rect = (Rect3 *)p_rect; + *rect = Rect3(); +} + +void GDAPI godot_rect3_new_with_pos_and_size(godot_rect3 *p_rect, const godot_vector3 *p_pos, const godot_vector3 *p_size) { + Rect3 *rect = (Rect3 *)p_rect; + const Vector3 *pos = (const Vector3 *)p_pos; + const Vector3 *size = (const Vector3 *)p_size; + *rect = Rect3(*pos, *size); +} + +godot_vector3 GDAPI *godot_rect3_get_pos(godot_rect3 *p_rect) { + Rect3 *rect = (Rect3 *)p_rect; + return (godot_vector3 *)&rect->pos; +} + +void GDAPI godot_rect3_set_pos(godot_rect3 *p_rect, const godot_vector3 *p_pos) { + Rect3 *rect = (Rect3 *)p_rect; + const Vector3 *pos = (const Vector3 *)p_pos; + rect->pos = *pos; +} + +godot_vector3 GDAPI *godot_rect3_get_size(godot_rect3 *p_rect) { + Rect3 *rect = (Rect3 *)p_rect; + return (godot_vector3 *)&rect->size; +} + +void GDAPI godot_rect3_set_size(godot_rect3 *p_rect, const godot_vector3 *p_size) { + Rect3 *rect = (Rect3 *)p_rect; + const Vector3 *size = (const Vector3 *)p_size; + rect->size = *size; +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_rect3.h b/modules/dlscript/godot/godot_rect3.h new file mode 100644 index 0000000000..b9279616d1 --- /dev/null +++ b/modules/dlscript/godot/godot_rect3.h @@ -0,0 +1,31 @@ +#ifndef GODOT_DLSCRIPT_RECT3_H +#define GODOT_DLSCRIPT_RECT3_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_RECT3_TYPE_DEFINED +typedef struct godot_rect3 { + uint8_t _dont_touch_that[24]; +} godot_rect3; +#endif + +#include "../godot.h" + +void GDAPI godot_rect3_new(godot_rect3 *p_rect); +void GDAPI godot_rect3_new_with_pos_and_size(godot_rect3 *p_rect, const godot_vector3 *p_pos, const godot_vector3 *p_size); + +godot_vector3 GDAPI *godot_rect3_get_pos(godot_rect3 *p_rect); +void GDAPI godot_rect3_set_pos(godot_rect3 *p_rect, const godot_vector3 *p_pos); + +godot_vector3 GDAPI *godot_rect3_get_size(godot_rect3 *p_rect); +void GDAPI godot_rect3_set_size(godot_rect3 *p_rect, const godot_vector3 *p_size); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_RECT3_H diff --git a/modules/dlscript/godot/godot_rid.cpp b/modules/dlscript/godot/godot_rid.cpp new file mode 100644 index 0000000000..a36a2e64a3 --- /dev/null +++ b/modules/dlscript/godot/godot_rid.cpp @@ -0,0 +1,36 @@ +#include "godot_rid.h" + +#include "object.h" +#include "resource.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _rid_api_anchor() { +} + +void GDAPI godot_rid_new(godot_rid *p_rid, godot_object *p_from) { + + Resource *res_from = ((Object *)p_from)->cast_to<Resource>(); + + RID *rid = (RID *)p_rid; + memnew_placement(rid, RID); + + if (res_from) { + *rid = RID(res_from->get_rid()); + } +} + +uint32_t GDAPI godot_rid_get_rid(const godot_rid *p_rid) { + RID *rid = (RID *)p_rid; + return rid->get_id(); +} + +void GDAPI godot_rid_destroy(godot_rid *p_rid) { + ((RID *)p_rid)->~RID(); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_rid.h b/modules/dlscript/godot/godot_rid.h new file mode 100644 index 0000000000..f20c0d4dae --- /dev/null +++ b/modules/dlscript/godot/godot_rid.h @@ -0,0 +1,28 @@ +#ifndef GODOT_DLSCRIPT_RID_H +#define GODOT_DLSCRIPT_RID_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_RID_TYPE_DEFINED +typedef struct godot_rid { + uint8_t _dont_touch_that[8]; +} godot_rid; +#endif + +#include "../godot.h" + +void GDAPI godot_rid_new(godot_rid *p_rid, godot_object *p_from); + +uint32_t GDAPI godot_rid_get_rid(const godot_rid *p_rid); + +void GDAPI godot_rid_destroy(godot_rid *p_rid); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_RID_H diff --git a/modules/dlscript/godot/godot_string.cpp b/modules/dlscript/godot/godot_string.cpp new file mode 100644 index 0000000000..1501743e02 --- /dev/null +++ b/modules/dlscript/godot/godot_string.cpp @@ -0,0 +1,83 @@ +#include "godot_string.h" + +#include "string_db.h" +#include "ustring.h" + +#include <memory.h> // why is there no <cmemory> btw? + +#ifdef __cplusplus +extern "C" { +#endif + +void _string_api_anchor() { +} + +void GDAPI godot_string_new(godot_string *p_str) { + String *p = (String *)p_str; + memnew_placement(p, String); + // *p = String(); // useless here +} + +void GDAPI godot_string_new_data(godot_string *p_str, const char *p_contents, const int p_size) { + String *p = (String *)p_str; + memnew_placement(p, String); + *p = String::utf8(p_contents, p_size); +} + +void GDAPI godot_string_get_data(const godot_string *p_str, wchar_t *p_dest, int *p_size) { + String *p = (String *)p_str; + if (p_size != NULL) { + *p_size = p->length(); + } + if (p_dest != NULL) { + memcpy(p_dest, p->ptr(), *p_size * sizeof(CharType)); + } +} + +void GDAPI godot_string_copy_string(const godot_string *p_dest, const godot_string *p_src) { + String *dest = (String *)p_dest; + String *src = (String *)p_src; + + *dest = *src; +} + +wchar_t GDAPI *godot_string_operator_index(godot_string *p_str, const godot_int p_idx) { + String *s = (String *)p_str; + return &(s->operator[](p_idx)); +} + +const wchar_t GDAPI *godot_string_c_str(const godot_string *p_str) { + const String *s = (const String *)p_str; + return s->c_str(); +} + +godot_bool GDAPI godot_string_operator_equal(const godot_string *p_a, const godot_string *p_b) { + String *a = (String *)p_a; + String *b = (String *)p_b; + return *a == *b; +} + +godot_bool GDAPI godot_string_operator_less(const godot_string *p_a, const godot_string *p_b) { + String *a = (String *)p_a; + String *b = (String *)p_b; + return *a < *b; +} + +void GDAPI godot_string_operator_plus(godot_string *p_dest, const godot_string *p_a, const godot_string *p_b) { + String *dest = (String *)p_dest; + const String *a = (String *)p_a; + const String *b = (String *)p_b; + + String tmp = *a + *b; + godot_string_new(p_dest); + *dest = tmp; +} + +void GDAPI godot_string_destroy(godot_string *p_str) { + String *p = (String *)p_str; + p->~String(); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_string.h b/modules/dlscript/godot/godot_string.h new file mode 100644 index 0000000000..73b366d9cd --- /dev/null +++ b/modules/dlscript/godot/godot_string.h @@ -0,0 +1,42 @@ +#ifndef GODOT_DLSCRIPT_STRING_H +#define GODOT_DLSCRIPT_STRING_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_STRING_TYPE_DEFINED +typedef struct godot_string { + uint8_t _dont_touch_that[8]; +} godot_string; +#endif + +#include "../godot.h" + +void GDAPI godot_string_new(godot_string *p_str); +void GDAPI godot_string_new_data(godot_string *p_str, const char *p_contents, const int p_size); + +void GDAPI godot_string_get_data(const godot_string *p_str, wchar_t *p_dest, int *p_size); + +void GDAPI godot_string_copy_string(const godot_string *p_dest, const godot_string *p_src); + +wchar_t GDAPI *godot_string_operator_index(godot_string *p_str, const godot_int p_idx); +const wchar_t GDAPI *godot_string_c_str(const godot_string *p_str); + +godot_bool GDAPI godot_string_operator_equal(const godot_string *p_a, const godot_string *p_b); +godot_bool GDAPI godot_string_operator_less(const godot_string *p_a, const godot_string *p_b); +void GDAPI godot_string_operator_plus(godot_string *p_dest, const godot_string *p_a, const godot_string *p_b); + +// @Incomplete +// hmm, I guess exposing the whole API doesn't make much sense +// since the language used in the library has its own string funcs + +void GDAPI godot_string_destroy(godot_string *p_str); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_STRING_H diff --git a/modules/dlscript/godot/godot_transform.cpp b/modules/dlscript/godot/godot_transform.cpp new file mode 100644 index 0000000000..18d218e6c4 --- /dev/null +++ b/modules/dlscript/godot/godot_transform.cpp @@ -0,0 +1,44 @@ +#include "godot_transform.h" + +#include "math/transform.h" + +#include <memory.h> // why is there no <cmemory> btw? + +#ifdef __cplusplus +extern "C" { +#endif + +void _transform_api_anchor() { +} + +void GDAPI godot_transform_new(godot_transform *p_trans) { + Transform *trans = (Transform *)p_trans; + *trans = Transform(); +} + +void GDAPI godot_transform_new_with_basis(godot_transform *p_trans, const godot_basis *p_basis) { + Transform *trans = (Transform *)p_trans; + const Basis *basis = (const Basis *)p_basis; + *trans = Transform(*basis); +} + +void GDAPI godot_transform_new_with_basis_origin(godot_transform *p_trans, const godot_basis *p_basis, const godot_vector3 *p_origin) { + Transform *trans = (Transform *)p_trans; + const Basis *basis = (const Basis *)p_basis; + const Vector3 *origin = (const Vector3 *)p_origin; + *trans = Transform(*basis, *origin); +} + +godot_basis GDAPI *godot_transform_get_basis(godot_transform *p_trans) { + Transform *trans = (Transform *)p_trans; + return (godot_basis *)&trans->basis; +} + +godot_vector3 GDAPI *godot_transform_get_origin(godot_transform *p_trans) { + Transform *trans = (Transform *)p_trans; + return (godot_vector3 *)&trans->origin; +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_transform.h b/modules/dlscript/godot/godot_transform.h new file mode 100644 index 0000000000..54af78d5b9 --- /dev/null +++ b/modules/dlscript/godot/godot_transform.h @@ -0,0 +1,29 @@ +#ifndef GODOT_DLSCRIPT_TRANSFORM_H +#define GODOT_DLSCRIPT_TRANSFORM_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED +typedef struct godot_transform { + uint8_t _dont_touch_that[48]; +} godot_transform; +#endif + +#include "../godot.h" + +void GDAPI godot_transform_new(godot_transform *p_trans); +void GDAPI godot_transform_new_with_basis(godot_transform *p_trans, const godot_basis *p_basis); +void GDAPI godot_transform_new_with_basis_origin(godot_transform *p_trans, const godot_basis *p_basis, const godot_vector3 *p_origin); + +godot_basis GDAPI *godot_transform_get_basis(godot_transform *p_trans); +godot_vector3 GDAPI *godot_transform_get_origin(godot_transform *p_trans); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_DLSCRIPT_TRANSFORM_H diff --git a/modules/dlscript/godot/godot_transform2d.cpp b/modules/dlscript/godot/godot_transform2d.cpp new file mode 100644 index 0000000000..39fa0e7363 --- /dev/null +++ b/modules/dlscript/godot/godot_transform2d.cpp @@ -0,0 +1,59 @@ +#include "godot_transform2d.h" + +#include "../godot.h" + +#include "math/math_2d.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _transform2d_api_anchor() { +} + +void GDAPI godot_transform2d_new_identity(godot_transform2d *p_t) { + Transform2D *t = (Transform2D *)p_t; + *t = Transform2D(); +} + +void GDAPI godot_transform2d_new_elements(godot_transform2d *p_t, const godot_vector2 *p_a, const godot_vector2 *p_b, const godot_vector2 *p_c) { + Transform2D *t = (Transform2D *)p_t; + Vector2 *a = (Vector2 *)p_a; + Vector2 *b = (Vector2 *)p_b; + Vector2 *c = (Vector2 *)p_c; + *t = Transform2D(a->x, a->y, b->x, b->y, c->x, c->y); +} + +void GDAPI godot_transform2d_new(godot_transform2d *p_t, const godot_real p_rot, const godot_vector2 *p_pos) { + Transform2D *t = (Transform2D *)p_t; + Vector2 *pos = (Vector2 *)p_pos; + *t = Transform2D(p_rot, *pos); +} + +godot_vector2 const GDAPI *godot_transform2d_const_index(const godot_transform2d *p_t, const godot_int p_idx) { + const Transform2D *t = (const Transform2D *)p_t; + const Vector2 *e = &t->operator[](p_idx); + return (godot_vector2 const *)e; +} + +godot_vector2 GDAPI *godot_transform2d_index(godot_transform2d *p_t, const godot_int p_idx) { + Transform2D *t = (Transform2D *)p_t; + Vector2 *e = &t->operator[](p_idx); + return (godot_vector2 *)e; +} + +godot_vector2 GDAPI godot_transform2d_get_axis(const godot_transform2d *p_t, const godot_int p_axis) { + return *godot_transform2d_const_index(p_t, p_axis); +} + +void GDAPI godot_transform2d_set_axis(godot_transform2d *p_t, const godot_int p_axis, const godot_vector2 *p_vec) { + godot_vector2 *origin_v = godot_transform2d_index(p_t, p_axis); + *origin_v = *p_vec; +} + +// @Incomplete +// See header file + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_transform2d.h b/modules/dlscript/godot/godot_transform2d.h new file mode 100644 index 0000000000..7403954527 --- /dev/null +++ b/modules/dlscript/godot/godot_transform2d.h @@ -0,0 +1,48 @@ +#ifndef GODOT_TRANSFORM2D_H +#define GODOT_TRANSFORM2D_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED +#define GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED +typedef struct godot_transform2d { + uint8_t _dont_touch_that[24]; +} godot_transform2d; +#endif + +#include "../godot.h" + +#include "godot_vector2.h" + +void GDAPI godot_transform2d_new_identity(godot_transform2d *p_t); +void GDAPI godot_transform2d_new_elements(godot_transform2d *p_t, const godot_vector2 *p_a, const godot_vector2 *p_b, const godot_vector2 *p_c); +void GDAPI godot_transform2d_new(godot_transform2d *p_t, const godot_real p_rot, const godot_vector2 *p_pos); + +/* +godot_real GDAPI godot_transform2d_tdotx(const godot_transform2d *p_t, const godot_vector2 *p_v); +godot_real GDAPI godot_transform2d_tdoty(const godot_transform2d *p_t, const godot_vector2 *p_v); +*/ + +godot_vector2 const GDAPI *godot_transform2d_const_index(const godot_transform2d *p_t, const godot_int p_idx); +godot_vector2 GDAPI *godot_transform2d_index(godot_transform2d *p_t, const godot_int p_idx); + +godot_vector2 GDAPI godot_transform2d_get_axis(const godot_transform2d *p_t, const godot_int p_axis); +void GDAPI godot_transform2d_set_axis(godot_transform2d *p_t, const godot_int p_axis, const godot_vector2 *p_vec); + +/* +void GDAPI godot_transform2d_invert(godot_transform2d *p_t); +godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_t); +*/ + +// @Incomplete +// I feel like it should be enough to expose get and set, the whole logic can be done in the bindings. + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_TRANSFORM2D_H diff --git a/modules/dlscript/godot/godot_variant.cpp b/modules/dlscript/godot/godot_variant.cpp new file mode 100644 index 0000000000..e7c47ff9ff --- /dev/null +++ b/modules/dlscript/godot/godot_variant.cpp @@ -0,0 +1,466 @@ +#include "godot_variant.h" + +#include "../godot.h" + +#include "variant.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _variant_api_anchor() { +} + +#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr) + +godot_variant_type GDAPI godot_variant_get_type(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + return (godot_variant_type)v->get_type(); +} + +void GDAPI godot_variant_copy(godot_variant *p_dest, const godot_variant *p_src) { + Variant *dest = (Variant *)p_dest; + Variant *src = (Variant *)p_src; + *dest = *src; +} + +void GDAPI godot_variant_new_nil(godot_variant *p_v) { + Variant *v = (Variant *)p_v; + memnew_placement(v, Variant); +} + +void GDAPI godot_variant_new_bool(godot_variant *p_v, const godot_bool p_b) { + Variant *v = (Variant *)p_v; + memnew_placement_custom(v, Variant, Variant(p_b)); +} + +void GDAPI godot_variant_new_int(godot_variant *p_v, const uint64_t p_i) { + Variant *v = (Variant *)p_v; + memnew_placement_custom(v, Variant, Variant(p_i)); +} + +void GDAPI godot_variant_new_real(godot_variant *p_v, const double p_r) { + Variant *v = (Variant *)p_v; + memnew_placement_custom(v, Variant, Variant(p_r)); +} + +void GDAPI godot_variant_new_string(godot_variant *p_v, const godot_string *p_s) { + Variant *v = (Variant *)p_v; + String *s = (String *)p_s; + memnew_placement_custom(v, Variant, Variant(*s)); +} + +void GDAPI godot_variant_new_vector2(godot_variant *p_v, const godot_vector2 *p_v2) { + Variant *v = (Variant *)p_v; + Vector2 *v2 = (Vector2 *)p_v2; + memnew_placement_custom(v, Variant, Variant(*v2)); +} + +void GDAPI godot_variant_new_rect2(godot_variant *p_v, const godot_rect2 *p_rect2) { + Variant *v = (Variant *)p_v; + Rect2 *rect2 = (Rect2 *)p_rect2; + memnew_placement_custom(v, Variant, Variant(*rect2)); +} + +void GDAPI godot_variant_new_vector3(godot_variant *p_v, const godot_vector3 *p_v3) { + Variant *v = (Variant *)p_v; + Vector3 *v3 = (Vector3 *)p_v3; + memnew_placement_custom(v, Variant, Variant(*v3)); +} + +void GDAPI godot_variant_new_transform2d(godot_variant *p_v, const godot_transform2d *p_t2d) { + Variant *v = (Variant *)p_v; + Transform2D *t2d = (Transform2D *)p_t2d; + memnew_placement_custom(v, Variant, Variant(*t2d)); +} + +void GDAPI godot_variant_new_plane(godot_variant *p_v, const godot_plane *p_plane) { + Variant *v = (Variant *)p_v; + Plane *plane = (Plane *)p_plane; + memnew_placement_custom(v, Variant, Variant(*plane)); +} + +void GDAPI godot_variant_new_quat(godot_variant *p_v, const godot_quat *p_quat) { + Variant *v = (Variant *)p_v; + Quat *quat = (Quat *)p_quat; + memnew_placement_custom(v, Variant, Variant(*quat)); +} + +void GDAPI godot_variant_new_rect3(godot_variant *p_v, const godot_rect3 *p_rect3) { + Variant *v = (Variant *)p_v; + Rect3 *rect3 = (Rect3 *)p_rect3; + memnew_placement_custom(v, Variant, Variant(*rect3)); +} + +void GDAPI godot_variant_new_basis(godot_variant *p_v, const godot_basis *p_basis) { + Variant *v = (Variant *)p_v; + Basis *basis = (Basis *)p_basis; + memnew_placement_custom(v, Variant, Variant(*basis)); +} + +void GDAPI godot_variant_new_transform(godot_variant *p_v, const godot_transform *p_trans) { + Variant *v = (Variant *)p_v; + Transform *trans = (Transform *)p_trans; + memnew_placement_custom(v, Variant, Variant(*trans)); +} + +void GDAPI godot_variant_new_color(godot_variant *p_v, const godot_color *p_color) { + Variant *v = (Variant *)p_v; + Color *color = (Color *)p_color; + memnew_placement_custom(v, Variant, Variant(*color)); +} + +void GDAPI godot_variant_new_image(godot_variant *p_v, const godot_image *p_img) { + Variant *v = (Variant *)p_v; + Image *img = (Image *)p_img; + memnew_placement_custom(v, Variant, Variant(*img)); +} + +void GDAPI godot_variant_new_node_path(godot_variant *p_v, const godot_node_path *p_np) { + Variant *v = (Variant *)p_v; + NodePath *np = (NodePath *)p_np; + memnew_placement_custom(v, Variant, Variant(*np)); +} + +void GDAPI godot_variant_new_rid(godot_variant *p_v, const godot_rid *p_rid) { + Variant *v = (Variant *)p_v; + RID *rid = (RID *)p_rid; + memnew_placement_custom(v, Variant, Variant(*rid)); +} + +void GDAPI godot_variant_new_object(godot_variant *p_v, const godot_object *p_obj) { + Variant *v = (Variant *)p_v; + Object *obj = (Object *)p_obj; + memnew_placement_custom(v, Variant, Variant(obj)); +} + +void GDAPI godot_variant_new_input_event(godot_variant *p_v, const godot_input_event *p_event) { + Variant *v = (Variant *)p_v; + InputEvent *event = (InputEvent *)p_event; + memnew_placement_custom(v, Variant, Variant(*event)); +} + +void GDAPI godot_variant_new_dictionary(godot_variant *p_v, const godot_dictionary *p_dict) { + Variant *v = (Variant *)p_v; + Dictionary *dict = (Dictionary *)p_dict; + memnew_placement_custom(v, Variant, Variant(*dict)); +} + +void GDAPI godot_variant_new_array(godot_variant *p_v, const godot_array *p_arr) { + Variant *v = (Variant *)p_v; + Array *arr = (Array *)p_arr; + memnew_placement_custom(v, Variant, Variant(*arr)); +} + +void GDAPI godot_variant_new_pool_byte_array(godot_variant *p_v, const godot_pool_byte_array *p_pba) { + Variant *v = (Variant *)p_v; + PoolByteArray *pba = (PoolByteArray *)p_pba; + memnew_placement_custom(v, Variant, Variant(*pba)); +} + +void GDAPI godot_variant_new_pool_int_array(godot_variant *p_v, const godot_pool_int_array *p_pia) { + Variant *v = (Variant *)p_v; + PoolIntArray *pia = (PoolIntArray *)p_pia; + memnew_placement_custom(v, Variant, Variant(*pia)); +} + +void GDAPI godot_variant_new_pool_real_array(godot_variant *p_v, const godot_pool_real_array *p_pra) { + Variant *v = (Variant *)p_v; + PoolRealArray *pra = (PoolRealArray *)p_pra; + memnew_placement_custom(v, Variant, Variant(*pra)); +} + +void GDAPI godot_variant_new_pool_string_array(godot_variant *p_v, const godot_pool_string_array *p_psa) { + Variant *v = (Variant *)p_v; + PoolStringArray *psa = (PoolStringArray *)p_psa; + memnew_placement_custom(v, Variant, Variant(*psa)); +} + +void GDAPI godot_variant_new_pool_vector2_array(godot_variant *p_v, const godot_pool_vector2_array *p_pv2a) { + Variant *v = (Variant *)p_v; + PoolVector2Array *pv2a = (PoolVector2Array *)p_pv2a; + memnew_placement_custom(v, Variant, Variant(*pv2a)); +} + +void GDAPI godot_variant_new_pool_vector3_array(godot_variant *p_v, const godot_pool_vector3_array *p_pv3a) { + Variant *v = (Variant *)p_v; + PoolVector3Array *pv3a = (PoolVector3Array *)p_pv3a; + memnew_placement_custom(v, Variant, Variant(*pv3a)); +} + +void GDAPI godot_variant_new_pool_color_array(godot_variant *p_v, const godot_pool_color_array *p_pca) { + Variant *v = (Variant *)p_v; + PoolColorArray *pca = (PoolColorArray *)p_pca; + memnew_placement_custom(v, Variant, Variant(*pca)); +} + +godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + return v->operator bool(); +} + +uint64_t GDAPI godot_variant_as_int(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + return v->operator godot_int(); +} + +godot_real GDAPI godot_variant_as_real(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + return v->operator godot_real(); +} + +godot_string GDAPI godot_variant_as_string(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_string s; + godot_string_new(&s); + String *str = (String *)&s; + *str = v->operator String(); + return s; +} + +godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_vector2 v2; + Vector2 *vec2 = (Vector2 *)&v2; + *vec2 = *v; + return v2; +} + +godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_rect2 r2; + Rect2 *rect2 = (Rect2 *)&r2; + *rect2 = *v; + return r2; +} + +godot_vector3 GDAPI godot_variant_as_vector3(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_vector3 v3; + Vector3 *vec3 = (Vector3 *)&v3; + *vec3 = *v; + return v3; +} + +godot_transform2d GDAPI godot_variant_as_transform2d(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_transform2d t2; + Transform2D *t = (Transform2D *)&t2; + *t = *v; + return t2; +} + +godot_plane GDAPI godot_variant_as_plane(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_plane p; + Plane *pl = (Plane *)&p; + *pl = *v; + return p; +} + +godot_quat GDAPI godot_variant_as_quat(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_quat q; + Quat *qt = (Quat *)&q; + *qt = *v; + return q; +} + +godot_rect3 GDAPI godot_variant_as_rect3(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_rect3 r; + Rect3 *r3 = (Rect3 *)&r; + *r3 = *v; + return r; +} + +godot_basis GDAPI godot_variant_as_basis(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_basis b; + Basis *bs = (Basis *)&b; + *bs = *v; + return b; +} + +godot_transform GDAPI godot_variant_as_transform(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_transform t; + Transform *tr = (Transform *)&t; + *tr = *v; + return t; +} + +godot_color GDAPI godot_variant_as_color(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_color c; + Color *col = (Color *)&c; + *col = *v; + return c; +} + +godot_image GDAPI godot_variant_as_image(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_image img; + godot_image_new(&img); + Image *i = (Image *)&img; + *i = *v; + return img; +} + +godot_node_path GDAPI godot_variant_as_node_path(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_node_path np; + memnew_placement_custom((NodePath *)&np, NodePath, NodePath((String)*v)); + return np; +} + +godot_rid GDAPI godot_variant_as_rid(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_rid rid; + memnew_placement_custom((RID *)&rid, RID, RID(*v)); + return rid; +} + +godot_object GDAPI *godot_variant_as_object(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_object *p = NULL; + Object **op = (Object **)&p; + *op = *v; + return p; +} + +godot_input_event GDAPI godot_variant_as_input_event(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_input_event ev; + InputEvent *event = (InputEvent *)&ev; + *event = *v; + return ev; +} + +godot_dictionary GDAPI godot_variant_as_dictionary(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_dictionary dict; + godot_dictionary_new(&dict); + Dictionary *d = (Dictionary *)&dict; + *d = *v; + return dict; +} + +godot_array GDAPI godot_variant_as_array(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_array array; + godot_array_new(&array); + Array *a = (Array *)&array; + *a = *v; + return array; +} + +godot_pool_byte_array GDAPI godot_variant_as_pool_byte_array(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_pool_byte_array pba; + godot_pool_byte_array_new(&pba); + PoolByteArray *p = (PoolByteArray *)&pba; + *p = *v; + return pba; +} + +godot_pool_int_array GDAPI godot_variant_as_pool_int_array(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_pool_int_array pba; + godot_pool_int_array_new(&pba); + PoolIntArray *p = (PoolIntArray *)&pba; + *p = *v; + return pba; +} + +godot_pool_real_array GDAPI godot_variant_as_pool_real_array(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_pool_real_array pba; + godot_pool_real_array_new(&pba); + PoolRealArray *p = (PoolRealArray *)&pba; + *p = *v; + return pba; +} + +godot_pool_string_array GDAPI godot_variant_as_pool_string_array(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_pool_string_array pba; + godot_pool_string_array_new(&pba); + PoolStringArray *p = (PoolStringArray *)&pba; + *p = *v; + return pba; +} + +godot_pool_vector2_array GDAPI godot_variant_as_pool_vector2_array(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_pool_vector2_array pba; + godot_pool_vector2_array_new(&pba); + PoolVector2Array *p = (PoolVector2Array *)&pba; + *p = *v; + return pba; +} + +godot_pool_vector3_array GDAPI godot_variant_as_pool_vector3_array(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_pool_vector3_array pba; + godot_pool_vector3_array_new(&pba); + PoolVector3Array *p = (PoolVector3Array *)&pba; + *p = *v; + return pba; +} + +godot_pool_color_array GDAPI godot_variant_as_pool_color_array(const godot_variant *p_v) { + const Variant *v = (const Variant *)p_v; + godot_pool_color_array pba; + godot_pool_color_array_new(&pba); + PoolColorArray *p = (PoolColorArray *)&pba; + *p = *v; + return pba; +} + +godot_variant GDAPI godot_variant_call(godot_variant *p_v, const godot_string *p_method, const godot_variant **p_args, const godot_int p_argcount /*, godot_variant_call_error *r_error */) { + Variant *v = (Variant *)p_v; + String *method = (String *)p_method; + Variant **args = (Variant **)p_args; + godot_variant res; + memnew_placement_custom((Variant *)&res, Variant, Variant(v->call(*method, args, p_argcount))); + return res; +} + +godot_bool GDAPI godot_variant_has_method(godot_variant *p_v, const godot_string *p_method) { + Variant *v = (Variant *)p_v; + String *method = (String *)p_method; + return v->has_method(*method); +} + +godot_bool GDAPI godot_variant_operator_equal(const godot_variant *p_a, const godot_variant *p_b) { + const Variant *a = (const Variant *)p_a; + const Variant *b = (const Variant *)p_b; + return a->operator==(*b); +} + +godot_bool GDAPI godot_variant_operator_less(const godot_variant *p_a, const godot_variant *p_b) { + const Variant *a = (const Variant *)p_a; + const Variant *b = (const Variant *)p_b; + return a->operator<(*b); +} + +godot_bool GDAPI godot_variant_hash_compare(const godot_variant *p_a, const godot_variant *p_b) { + const Variant *a = (const Variant *)p_a; + const Variant *b = (const Variant *)p_b; + return a->hash_compare(*b); +} + +godot_bool GDAPI godot_variant_booleanize(const godot_variant *p_v, godot_bool *p_valid) { + const Variant *v = (const Variant *)p_v; + bool &valid = *p_valid; + return v->booleanize(valid); +} + +void GDAPI godot_variant_destroy(godot_variant *p_v) { + ((Variant *)p_v)->~Variant(); +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_variant.h b/modules/dlscript/godot/godot_variant.h new file mode 100644 index 0000000000..0b91af863d --- /dev/null +++ b/modules/dlscript/godot/godot_variant.h @@ -0,0 +1,148 @@ +#ifndef GODOT_VARIANT_H +#define GODOT_VARIANT_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_VARIANT_TYPE_DEFINED +typedef struct godot_variant { + uint8_t _dont_touch_that[24]; +} godot_variant; +#endif + +struct godot_transform2d; +typedef struct godot_transform2d godot_transform2d; + +#include "godot_array.h" +#include "godot_dictionary.h" +#include "godot_input_event.h" +#include "godot_node_path.h" +#include "godot_rid.h" +#include "godot_transform2d.h" + +typedef enum godot_variant_type { + GODOT_VARIANT_TYPE_NIL, + + // atomic types + GODOT_VARIANT_TYPE_BOOL, + GODOT_VARIANT_TYPE_INT, + GODOT_VARIANT_TYPE_REAL, + GODOT_VARIANT_TYPE_STRING, + + // math types + + GODOT_VARIANT_TYPE_VECTOR2, // 5 + GODOT_VARIANT_TYPE_RECT2, + GODOT_VARIANT_TYPE_VECTOR3, + GODOT_VARIANT_TYPE_TRANSFORM2D, + GODOT_VARIANT_TYPE_PLANE, + GODOT_VARIANT_TYPE_QUAT, // 10 + GODOT_VARIANT_TYPE_RECT3, //sorry naming convention fail :( not like it's used often + GODOT_VARIANT_TYPE_BASIS, + GODOT_VARIANT_TYPE_TRANSFORM, + + // misc types + GODOT_VARIANT_TYPE_COLOR, + GODOT_VARIANT_TYPE_IMAGE, // 15 + GODOT_VARIANT_TYPE_NODE_PATH, + GODOT_VARIANT_TYPE_RID, + GODOT_VARIANT_TYPE_OBJECT, + GODOT_VARIANT_TYPE_INPUT_EVENT, + GODOT_VARIANT_TYPE_DICTIONARY, // 20 + GODOT_VARIANT_TYPE_ARRAY, + + // arrays + GODOT_VARIANT_TYPE_POOL_BYTE_ARRAY, + GODOT_VARIANT_TYPE_POOL_INT_ARRAY, + GODOT_VARIANT_TYPE_POOL_REAL_ARRAY, + GODOT_VARIANT_TYPE_POOL_STRING_ARRAY, // 25 + GODOT_VARIANT_TYPE_POOL_VECTOR2_ARRAY, + GODOT_VARIANT_TYPE_POOL_VECTOR3_ARRAY, + GODOT_VARIANT_TYPE_POOL_COLOR_ARRAY, +} godot_variant_type; + +godot_variant_type GDAPI godot_variant_get_type(const godot_variant *p_v); + +void GDAPI godot_variant_copy(godot_variant *p_dest, const godot_variant *p_src); + +void GDAPI godot_variant_new_nil(godot_variant *p_v); + +void GDAPI godot_variant_new_bool(godot_variant *p_v, const godot_bool p_b); +void GDAPI godot_variant_new_int(godot_variant *p_v, const uint64_t p_i); +void GDAPI godot_variant_new_real(godot_variant *p_v, const double p_r); +void GDAPI godot_variant_new_string(godot_variant *p_v, const godot_string *p_s); +void GDAPI godot_variant_new_vector2(godot_variant *p_v, const godot_vector2 *p_v2); +void GDAPI godot_variant_new_rect2(godot_variant *p_v, const godot_rect2 *p_rect2); +void GDAPI godot_variant_new_vector3(godot_variant *p_v, const godot_vector3 *p_v3); +void GDAPI godot_variant_new_transform2d(godot_variant *p_v, const godot_transform2d *p_t2d); +void GDAPI godot_variant_new_plane(godot_variant *p_v, const godot_plane *p_plane); +void GDAPI godot_variant_new_quat(godot_variant *p_v, const godot_quat *p_quat); +void GDAPI godot_variant_new_rect3(godot_variant *p_v, const godot_rect3 *p_rect3); +void GDAPI godot_variant_new_basis(godot_variant *p_v, const godot_basis *p_basis); +void GDAPI godot_variant_new_transform(godot_variant *p_v, const godot_transform *p_trans); +void GDAPI godot_variant_new_color(godot_variant *p_v, const godot_color *p_color); +void GDAPI godot_variant_new_image(godot_variant *p_v, const godot_image *p_img); +void GDAPI godot_variant_new_node_path(godot_variant *p_v, const godot_node_path *p_np); +void GDAPI godot_variant_new_rid(godot_variant *p_v, const godot_rid *p_rid); +void GDAPI godot_variant_new_object(godot_variant *p_v, const godot_object *p_obj); +void GDAPI godot_variant_new_input_event(godot_variant *p_v, const godot_input_event *p_event); +void GDAPI godot_variant_new_dictionary(godot_variant *p_v, const godot_dictionary *p_dict); +void GDAPI godot_variant_new_array(godot_variant *p_v, const godot_array *p_arr); +void GDAPI godot_variant_new_pool_byte_array(godot_variant *p_v, const godot_pool_byte_array *p_pba); +void GDAPI godot_variant_new_pool_int_array(godot_variant *p_v, const godot_pool_int_array *p_pia); +void GDAPI godot_variant_new_pool_real_array(godot_variant *p_v, const godot_pool_real_array *p_pra); +void GDAPI godot_variant_new_pool_string_array(godot_variant *p_v, const godot_pool_string_array *p_psa); +void GDAPI godot_variant_new_pool_vector2_array(godot_variant *p_v, const godot_pool_vector2_array *p_pv2a); +void GDAPI godot_variant_new_pool_vector3_array(godot_variant *p_v, const godot_pool_vector3_array *p_pv3a); +void GDAPI godot_variant_new_pool_color_array(godot_variant *p_v, const godot_pool_color_array *p_pca); + +godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_v); +uint64_t GDAPI godot_variant_as_int(const godot_variant *p_v); +godot_real GDAPI godot_variant_as_real(const godot_variant *p_v); +godot_string GDAPI godot_variant_as_string(const godot_variant *p_v); +godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_v); +godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_v); +godot_vector3 GDAPI godot_variant_as_vector3(const godot_variant *p_v); +godot_transform2d GDAPI godot_variant_as_transform2d(const godot_variant *p_v); +godot_plane GDAPI godot_variant_as_plane(const godot_variant *p_v); +godot_quat GDAPI godot_variant_as_quat(const godot_variant *p_v); +godot_rect3 GDAPI godot_variant_as_rect3(const godot_variant *p_v); +godot_basis GDAPI godot_variant_as_basis(const godot_variant *p_v); +godot_transform GDAPI godot_variant_as_transform(const godot_variant *p_v); +godot_color GDAPI godot_variant_as_color(const godot_variant *p_v); +godot_image GDAPI godot_variant_as_image(const godot_variant *p_v); +godot_node_path GDAPI godot_variant_as_node_path(const godot_variant *p_v); +godot_rid GDAPI godot_variant_as_rid(const godot_variant *p_v); +godot_object GDAPI *godot_variant_as_object(const godot_variant *p_v); +godot_input_event GDAPI godot_variant_as_input_event(const godot_variant *p_v); +godot_dictionary GDAPI godot_variant_as_dictionary(const godot_variant *p_v); +godot_array GDAPI godot_variant_as_array(const godot_variant *p_v); +godot_pool_byte_array GDAPI godot_variant_as_pool_byte_array(const godot_variant *p_v); +godot_pool_int_array GDAPI godot_variant_as_pool_int_array(const godot_variant *p_v); +godot_pool_real_array GDAPI godot_variant_as_pool_real_array(const godot_variant *p_v); +godot_pool_string_array GDAPI godot_variant_as_pool_string_array(const godot_variant *p_v); +godot_pool_vector2_array GDAPI godot_variant_as_pool_vector2_array(const godot_variant *p_v); +godot_pool_vector3_array GDAPI godot_variant_as_pool_vector3_array(const godot_variant *p_v); +godot_pool_color_array GDAPI godot_variant_as_pool_color_array(const godot_variant *p_v); + +godot_variant GDAPI godot_variant_call(godot_variant *p_v, const godot_string *p_method, const godot_variant **p_args, const godot_int p_argcount /*, godot_variant_call_error *r_error */); + +godot_bool GDAPI godot_variant_has_method(godot_variant *p_v, const godot_string *p_method); + +godot_bool GDAPI godot_variant_operator_equal(const godot_variant *p_a, const godot_variant *p_b); +godot_bool GDAPI godot_variant_operator_less(const godot_variant *p_a, const godot_variant *p_b); + +godot_bool GDAPI godot_variant_hash_compare(const godot_variant *p_a, const godot_variant *p_b); + +godot_bool GDAPI godot_variant_booleanize(const godot_variant *p_v, godot_bool *p_valid); + +void GDAPI godot_variant_destroy(godot_variant *p_v); + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/modules/dlscript/godot/godot_vector2.cpp b/modules/dlscript/godot/godot_vector2.cpp new file mode 100644 index 0000000000..0664da186e --- /dev/null +++ b/modules/dlscript/godot/godot_vector2.cpp @@ -0,0 +1,124 @@ +#include "godot_vector2.h" + +#include "math/math_2d.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _vector2_api_anchor() { +} + +void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x, godot_real p_y) { + Vector2 *v = (Vector2 *)p_v; + v->x = p_x; + v->y = p_y; +} + +void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) { + Vector2 *v = (Vector2 *)p_v; + v->x = p_x; +} + +void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y) { + Vector2 *v = (Vector2 *)p_v; + v->y = p_y; +} + +godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v) { + Vector2 *v = (Vector2 *)p_v; + return v->x; +} +godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) { + Vector2 *v = (Vector2 *)p_v; + return v->y; +} + +void GDAPI godot_vector2_normalize(godot_vector2 *p_v) { + Vector2 *v = (Vector2 *)p_v; + v->normalize(); +} +void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src) { + Vector2 *v = (Vector2 *)p_src; + Vector2 *d = (Vector2 *)p_dest; + + *d = v->normalized(); +} + +godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) { + Vector2 *v = (Vector2 *)p_v; + return v->length(); +} + +godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) { + Vector2 *v = (Vector2 *)p_v; + return v->length_squared(); +} + +godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b) { + Vector2 *a = (Vector2 *)p_a; + Vector2 *b = (Vector2 *)p_b; + return a->distance_to(*b); +} + +godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b) { + Vector2 *a = (Vector2 *)p_a; + Vector2 *b = (Vector2 *)p_b; + return a->distance_squared_to(*b); +} + +void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) { + Vector2 *dest = (Vector2 *)p_dest; + const Vector2 *a = (Vector2 *)p_a; + const Vector2 *b = (Vector2 *)p_b; + *dest = *a + *b; +} + +void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) { + Vector2 *dest = (Vector2 *)p_dest; + const Vector2 *a = (Vector2 *)p_a; + const Vector2 *b = (Vector2 *)p_b; + *dest = *a - *b; +} + +void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) { + Vector2 *dest = (Vector2 *)p_dest; + const Vector2 *a = (Vector2 *)p_a; + const Vector2 *b = (Vector2 *)p_b; + *dest = *a * *b; +} + +void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) { + Vector2 *dest = (Vector2 *)p_dest; + const Vector2 *a = (Vector2 *)p_a; + *dest = *a * p_b; +} + +void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) { + Vector2 *dest = (Vector2 *)p_dest; + const Vector2 *a = (Vector2 *)p_a; + const Vector2 *b = (Vector2 *)p_b; + *dest = *a / *b; +} + +void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) { + Vector2 *dest = (Vector2 *)p_dest; + const Vector2 *a = (Vector2 *)p_a; + *dest = *a / p_b; +} + +godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b) { + const Vector2 *a = (Vector2 *)p_a; + const Vector2 *b = (Vector2 *)p_b; + return *a == *b; +} + +godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b) { + const Vector2 *a = (Vector2 *)p_a; + const Vector2 *b = (Vector2 *)p_b; + return *a < *b; +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_vector2.h b/modules/dlscript/godot/godot_vector2.h new file mode 100644 index 0000000000..63da367e4f --- /dev/null +++ b/modules/dlscript/godot/godot_vector2.h @@ -0,0 +1,78 @@ +#ifndef GODOT_VECTOR2_H +#define GODOT_VECTOR2_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED +#define GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED +typedef struct godot_vector2 { + uint8_t _dont_touch_that[8]; +} godot_vector2; +#endif + +#include "../godot.h" + +void GDAPI godot_vector2_new(godot_vector2 *p_v, const godot_real p_x, const godot_real p_y); + +void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x); +void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y); +godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v); +godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v); + +void GDAPI godot_vector2_normalize(godot_vector2 *p_v); +void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src); + +godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v); +godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v); + +godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b); +godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b); + +// @Incomplete +/* + * missing: + * + * angle_to + * angle_to_point + * dot + * cross_vector + * cross_scalar + * project + * plane_project + * clamped + * linear_interpolate + * cubic_interpolate + * cubic_interpolate_soft + * slide + * reflect + * angle + * abs + * rotated + * tangent + * floor + * snapped + * aspect + * + * + * to_string + */ + +void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); +void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); +void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); +void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b); +void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b); +void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b); + +godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b); +godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_VECTOR2_H diff --git a/modules/dlscript/godot/godot_vector3.cpp b/modules/dlscript/godot/godot_vector3.cpp new file mode 100644 index 0000000000..34005cbcb8 --- /dev/null +++ b/modules/dlscript/godot/godot_vector3.cpp @@ -0,0 +1,150 @@ +#include "godot_vector3.h" + +#include "math/vector3.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _vector3_api_anchor() { +} + +void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) { + Vector3 *v = (Vector3 *)p_v; + *v = Vector3(p_x, p_y, p_z); +} + +void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) { + Vector3 *v = (Vector3 *)p_v; + v->set_axis(p_axis, p_val); +} + +godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis) { + Vector3 *v = (Vector3 *)p_v; + return v->get_axis(p_axis); +} + +godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v) { + Vector3 *v = (Vector3 *)p_v; + return v->min_axis(); +} + +godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v) { + Vector3 *v = (Vector3 *)p_v; + return v->max_axis(); +} + +godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v) { + Vector3 *v = (Vector3 *)p_v; + return v->length(); +} + +godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v) { + Vector3 *v = (Vector3 *)p_v; + return v->length_squared(); +} + +void GDAPI godot_vector3_normalize(godot_vector3 *p_v) { + Vector3 *v = (Vector3 *)p_v; + v->normalize(); +} + +void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) { + Vector3 *src = (Vector3 *)p_src; + Vector3 *dest = (Vector3 *)p_dest; + *dest = src->normalized(); +} + +/* + * inverse + * zero + * snap + * snapped + * rotate + * rotated + * + * + * linear_interpolate + * cubic_interpolate + * cubic_interpolaten + * cross + * dot + * outer + * to_diagonal_matrix + * abs + * floor + * ceil + */ + +godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { + Vector3 *a = (Vector3 *)p_a; + Vector3 *b = (Vector3 *)p_b; + return a->distance_to(*b); +} + +godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) { + Vector3 *a = (Vector3 *)p_a; + Vector3 *b = (Vector3 *)p_b; + return a->distance_squared_to(*b); +} + +/* + * slide + * reflect + */ + +void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { + Vector3 *dest = (Vector3 *)p_dest; + Vector3 *a = (Vector3 *)p_a; + Vector3 *b = (Vector3 *)p_b; + *dest = *a + *b; +} + +void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { + Vector3 *dest = (Vector3 *)p_dest; + Vector3 *a = (Vector3 *)p_a; + Vector3 *b = (Vector3 *)p_b; + *dest = *a - *b; +} + +void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { + Vector3 *dest = (Vector3 *)p_dest; + Vector3 *a = (Vector3 *)p_a; + Vector3 *b = (Vector3 *)p_b; + *dest = *a * *b; +} + +void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) { + Vector3 *dest = (Vector3 *)p_dest; + Vector3 *a = (Vector3 *)p_a; + *dest = *a * p_b; +} + +void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) { + Vector3 *dest = (Vector3 *)p_dest; + Vector3 *a = (Vector3 *)p_a; + Vector3 *b = (Vector3 *)p_b; + *dest = *a / *b; +} + +void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) { + Vector3 *dest = (Vector3 *)p_dest; + Vector3 *a = (Vector3 *)p_a; + *dest = *a / p_b; +} + +godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) { + Vector3 *a = (Vector3 *)p_a; + Vector3 *b = (Vector3 *)p_b; + return *a == *b; +} + +godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) { + Vector3 *a = (Vector3 *)p_a; + Vector3 *b = (Vector3 *)p_b; + return *a < *b; +} + +#ifdef __cplusplus +} +#endif diff --git a/modules/dlscript/godot/godot_vector3.h b/modules/dlscript/godot/godot_vector3.h new file mode 100644 index 0000000000..7fe93e3fd5 --- /dev/null +++ b/modules/dlscript/godot/godot_vector3.h @@ -0,0 +1,82 @@ +#ifndef GODOT_VECTOR3_H +#define GODOT_VECTOR3_H + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +#ifndef GODOT_CORE_API_GODOT_VECTOR3_TYPE_DEFINED +typedef struct godot_vector3 { + uint8_t _dont_touch_that[12]; +} godot_vector3; +#endif + +#include "../godot.h" + +void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z); + +void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val); +godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis); + +godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v); +godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v); + +godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v); +godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v); + +void GDAPI godot_vector3_normalize(godot_vector3 *p_v); +void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src); + +// @Incomplete + +/* + * inverse + * zero + * snap + * snapped + * rotate + * rotated + * + * + * linear_interpolate + * cubic_interpolate + * cubic_interpolaten + * cross + * dot + * outer + * to_diagonal_matrix + * abs + * floor + * ceil + */ + +godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b); +godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b); + +// @Incomplete +/* + * slide + * reflect + */ + +void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); +void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); +void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); +void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b); +void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b); +void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b); + +godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b); +godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b); + +/* + * to_string + */ + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_VECTOR3_H diff --git a/modules/cscript/register_types.cpp b/modules/dlscript/register_types.cpp index 2477bc51e2..1da00701a0 100644 --- a/modules/cscript/register_types.cpp +++ b/modules/dlscript/register_types.cpp @@ -27,8 +27,43 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "register_types.h" +#include "dl_script.h" -void register_cscript_types() { +#include "io/resource_loader.h" +#include "io/resource_saver.h" + +DLScriptLanguage *script_language_dl = NULL; +ResourceFormatLoaderDLScript *resource_loader_dl = NULL; +ResourceFormatSaverDLScript *resource_saver_dl = NULL; +//ResourceFormatLoaderDLLibrary *resource_loader_dllib=NULL; + +void register_dlscript_types() { + + ClassDB::register_class<DLLibrary>(); + ClassDB::register_class<DLScript>(); + + script_language_dl = memnew(DLScriptLanguage); + //script_language_gd->init(); + ScriptServer::register_language(script_language_dl); + resource_loader_dl = memnew(ResourceFormatLoaderDLScript); + ResourceLoader::add_resource_format_loader(resource_loader_dl); + resource_saver_dl = memnew(ResourceFormatSaverDLScript); + ResourceSaver::add_resource_format_saver(resource_saver_dl); + + // resource_loader_dllib=memnew( ResourceFormatLoaderDLLibrary ); + // ResourceLoader::add_resource_format_loader(resource_loader_gd); } -void unregister_cscript_types() { + +void unregister_dlscript_types() { + + ScriptServer::unregister_language(script_language_dl); + + if (script_language_dl) + memdelete(script_language_dl); + + if (resource_loader_dl) + memdelete(resource_loader_dl); + + if (resource_saver_dl) + memdelete(resource_saver_dl); } diff --git a/modules/cscript/register_types.h b/modules/dlscript/register_types.h index 6614ee3a19..90aa1d87fc 100644 --- a/modules/cscript/register_types.h +++ b/modules/dlscript/register_types.h @@ -26,5 +26,5 @@ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -void register_cscript_types(); -void unregister_cscript_types(); +void register_dlscript_types(); +void unregister_dlscript_types(); |