/*************************************************************************/ /* gdnative.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef GDNATIVE_H #define GDNATIVE_H #include "core/io/resource.h" #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "core/os/thread_safe.h" #include "gdnative/gdnative.h" #include "gdnative_api_struct.gen.h" #include "core/io/config_file.h" class GDNativeLibraryResourceLoader; class GDNative; class GDNativeLibrary : public Resource { GDCLASS(GDNativeLibrary, Resource); static Map<String, Vector<Ref<GDNative>>> loaded_libraries; friend class GDNativeLibraryResourceLoader; friend class GDNative; Ref<ConfigFile> config_file; String current_library_path; Vector<String> current_dependencies; bool singleton; bool load_once; String symbol_prefix; bool reloadable; public: virtual void reset_state() override; GDNativeLibrary(); ~GDNativeLibrary(); virtual bool _set(const StringName &p_name, const Variant &p_property); virtual bool _get(const StringName &p_name, Variant &r_property) const; virtual void _get_property_list(List<PropertyInfo> *p_list) const; _FORCE_INLINE_ Ref<ConfigFile> get_config_file() { return config_file; } void set_config_file(Ref<ConfigFile> p_config_file); // things that change per-platform // so there are no setters for this _FORCE_INLINE_ String get_current_library_path() const { return current_library_path; } _FORCE_INLINE_ Vector<String> get_current_dependencies() const { return current_dependencies; } // things that are a property of the library itself, not platform specific _FORCE_INLINE_ bool should_load_once() const { return load_once; } _FORCE_INLINE_ bool is_singleton() const { return singleton; } _FORCE_INLINE_ String get_symbol_prefix() const { return symbol_prefix; } _FORCE_INLINE_ bool is_reloadable() const { return reloadable; } _FORCE_INLINE_ void set_load_once(bool p_load_once) { config_file->set_value("general", "load_once", p_load_once); load_once = p_load_once; } _FORCE_INLINE_ void set_singleton(bool p_singleton) { config_file->set_value("general", "singleton", p_singleton); singleton = p_singleton; } _FORCE_INLINE_ void set_symbol_prefix(String p_symbol_prefix) { config_file->set_value("general", "symbol_prefix", p_symbol_prefix); symbol_prefix = p_symbol_prefix; } _FORCE_INLINE_ void set_reloadable(bool p_reloadable) { config_file->set_value("general", "reloadable", p_reloadable); reloadable = p_reloadable; } static void _bind_methods(); }; struct GDNativeCallRegistry { static GDNativeCallRegistry *singleton; inline static GDNativeCallRegistry *get_singleton() { return singleton; } inline GDNativeCallRegistry() : native_calls() {} Map<StringName, native_call_cb> native_calls; void register_native_call_type(StringName p_call_type, native_call_cb p_callback); Vector<StringName> get_native_call_types(); }; class GDNative : public Reference { GDCLASS(GDNative, Reference); Ref<GDNativeLibrary> library; void *native_handle; bool initialized; public: GDNative(); ~GDNative(); static void _bind_methods(); void set_library(Ref<GDNativeLibrary> p_library); Ref<GDNativeLibrary> get_library() const; bool is_initialized() const; bool initialize(); bool terminate(); Variant call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments = Array()); Error get_symbol(StringName p_procedure_name, void *&r_handle, bool p_optional = true) const; }; class GDNativeLibraryResourceLoader : public ResourceFormatLoader { public: virtual RES load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE); 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 GDNativeLibraryResourceSaver : public ResourceFormatSaver { public: virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags); virtual bool recognize(const RES &p_resource) const; virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const; }; #endif // GDNATIVE_H