/*************************************************************************/ /* gdnative.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include #include "class_db.h" #include "error_macros.h" #include "gdnative.h" #include "global_constants.h" #include "os/os.h" #include "project_settings.h" #include "variant.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 _node_path_api_anchor(); extern "C" void _rid_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(); _node_path_api_anchor(); _rid_api_anchor(); _dictionary_api_anchor(); _array_api_anchor(); _pool_arrays_api_anchor(); _variant_api_anchor(); } 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 *)ProjectSettings::get_singleton()->get_singleton_object(String(p_name)); } // result shouldn't be freed void GDAPI *godot_get_stack_bottom() { return OS::get_singleton()->get_stack_bottom(); } // 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); } godot_variant GDAPI godot_method_bind_call(godot_method_bind *p_method_bind, godot_object *p_instance, const godot_variant **p_args, const int p_arg_count, godot_variant_call_error *p_call_error) { MethodBind *mb = (MethodBind *)p_method_bind; Object *o = (Object *)p_instance; const Variant **args = (const Variant **)p_args; godot_variant ret; godot_variant_new_nil(&ret); Variant *ret_val = (Variant *)&ret; Variant::CallError r_error; *ret_val = mb->call(o, args, p_arg_count, r_error); if (p_call_error) { p_call_error->error = (godot_variant_call_error_error)r_error.error; p_call_error->argument = r_error.argument; p_call_error->expected = (godot_variant_type)r_error.expected; } return ret; } // @Todo /* void GDAPI godot_method_bind_varcall(godot_method_bind *p_method_bind) { } */ godot_class_constructor GDAPI godot_get_class_constructor(const char *p_classname) { ClassDB::ClassInfo *class_info = ClassDB::classes.getptr(StringName(p_classname)); if (class_info) return (godot_class_constructor)class_info->creation_func; return NULL; } godot_dictionary GDAPI godot_get_global_constants() { godot_dictionary constants; godot_dictionary_new(&constants); Dictionary *p_constants = (Dictionary *)&constants; const int constants_count = GlobalConstants::get_global_constant_count(); for (int i = 0; i < constants_count; ++i) { const char *name = GlobalConstants::get_global_constant_name(i); int value = GlobalConstants::get_global_constant_value(i); (*p_constants)[name] = value; } return constants; } // 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); } void GDAPI godot_print_error(const char *p_description, const char *p_function, const char *p_file, int p_line) { _err_print_error(p_function, p_file, p_line, p_description, ERR_HANDLER_ERROR); } void GDAPI godot_print_warning(const char *p_description, const char *p_function, const char *p_file, int p_line) { _err_print_error(p_function, p_file, p_line, p_description, ERR_HANDLER_WARNING); } void GDAPI godot_print(const godot_string *p_message) { print_line(*(String *)p_message); } #ifdef __cplusplus } #endif