/*************************************************************************/ /* godot_nativescript.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "nativescript/godot_nativescript.h" #include "core/config/project_settings.h" #include "core/core_constants.h" #include "core/error/error_macros.h" #include "core/object/class_db.h" #include "core/variant/variant.h" #include "gdnative/gdnative.h" #include <stdint.h> #include "nativescript.h" #ifdef __cplusplus extern "C" { #endif extern "C" void _native_script_hook() { } #define NSL NativeScriptLanguage::get_singleton() // Script API void GDAPI godot_nativescript_register_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_nativescript_instance_create_func p_create_func, godot_nativescript_instance_destroy_func p_destroy_func) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s]; NativeScriptDesc desc; desc.create_func = p_create_func; desc.destroy_func = p_destroy_func; desc.is_tool = false; desc.base = p_base; if (classes->has(p_base)) { desc.base_data = &(*classes)[p_base]; desc.base_native_type = desc.base_data->base_native_type; const NativeScriptDesc *b = desc.base_data; while (b) { desc.rpc_count += b->rpc_count; desc.rset_count += b->rset_count; b = b->base_data; } } else { desc.base_data = nullptr; desc.base_native_type = p_base; } classes->insert(p_name, desc); } void GDAPI godot_nativescript_register_tool_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_nativescript_instance_create_func p_create_func, godot_nativescript_instance_destroy_func p_destroy_func) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s]; NativeScriptDesc desc; desc.create_func = p_create_func; desc.destroy_func = p_destroy_func; desc.is_tool = true; desc.base = p_base; desc.rpc_count = 0; desc.rset_count = 0; if (classes->has(p_base)) { desc.base_data = &(*classes)[p_base]; desc.base_native_type = desc.base_data->base_native_type; const NativeScriptDesc *b = desc.base_data; while (b) { desc.rpc_count += b->rpc_count; desc.rset_count += b->rset_count; b = b->base_data; } } else { desc.base_data = nullptr; desc.base_native_type = p_base; } classes->insert(p_name, desc); } void GDAPI godot_nativescript_register_method(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_nativescript_method_attributes p_attr, godot_nativescript_instance_method p_method) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name); ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class."); NativeScriptDesc::Method method; method.method = p_method; method.rpc_mode = p_attr.rpc_type; method.rpc_method_id = UINT16_MAX; if (p_attr.rpc_type != GODOT_METHOD_RPC_MODE_DISABLED) { method.rpc_method_id = E->get().rpc_count; E->get().rpc_count += 1; } method.info = MethodInfo(p_function_name); E->get().methods.insert(p_function_name, method); } void GDAPI godot_nativescript_register_property(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_nativescript_property_attributes *p_attr, godot_nativescript_property_set_func p_set_func, godot_nativescript_property_get_func p_get_func) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name); ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class."); NativeScriptDesc::Property property; property.default_value = *(Variant *)&p_attr->default_value; property.getter = p_get_func; property.rset_mode = p_attr->rset_type; if (p_attr->rset_type != GODOT_METHOD_RPC_MODE_DISABLED) { property.rset_property_id = E->get().rset_count; E->get().rset_count += 1; } property.setter = p_set_func; property.info = PropertyInfo((Variant::Type)p_attr->type, p_path, (PropertyHint)p_attr->hint, *(String *)&p_attr->hint_string, (PropertyUsageFlags)p_attr->usage); E->get().properties.insert(p_path, property); } void GDAPI godot_nativescript_register_signal(void *p_gdnative_handle, const char *p_name, const godot_nativescript_signal *p_signal) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name); ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class."); List<PropertyInfo> args; Vector<Variant> default_args; for (int i = 0; i < p_signal->num_args; i++) { PropertyInfo info; godot_nativescript_signal_argument arg = p_signal->args[i]; info.hint = (PropertyHint)arg.hint; info.hint_string = *(String *)&arg.hint_string; info.name = *(String *)&arg.name; info.type = (Variant::Type)arg.type; info.usage = (PropertyUsageFlags)arg.usage; args.push_back(info); } for (int i = 0; i < p_signal->num_default_args; i++) { Variant *v; godot_nativescript_signal_argument attrib = p_signal->args[i]; v = (Variant *)&attrib.default_value; default_args.push_back(*v); } MethodInfo method_info; method_info.name = *(String *)&p_signal->name; method_info.arguments = args; method_info.default_arguments = default_args; NativeScriptDesc::Signal signal; signal.signal = method_info; E->get().signals_.insert(*(String *)&p_signal->name, signal); } void GDAPI *godot_nativescript_get_userdata(godot_object *p_instance) { Object *instance = (Object *)p_instance; if (!instance) { return nullptr; } if (instance->get_script_instance() && instance->get_script_instance()->get_language() == NativeScriptLanguage::get_singleton()) { return ((NativeScriptInstance *)instance->get_script_instance())->userdata; } return nullptr; } /* * * * NativeScript 1.1 * * */ void GDAPI godot_nativescript_set_method_argument_information(void *p_gdnative_handle, const char *p_name, const char *p_function_name, int p_num_args, const godot_nativescript_method_argument *p_args) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name); ERR_FAIL_COND_MSG(!E, "Attempted to add argument information for a method on a non-existent class."); Map<StringName, NativeScriptDesc::Method>::Element *method = E->get().methods.find(p_function_name); ERR_FAIL_COND_MSG(!method, "Attempted to add argument information to non-existent method."); MethodInfo *method_information = &method->get().info; List<PropertyInfo> args; for (int i = 0; i < p_num_args; i++) { godot_nativescript_method_argument arg = p_args[i]; String name = *(String *)&arg.name; String hint_string = *(String *)&arg.hint_string; Variant::Type type = (Variant::Type)arg.type; PropertyHint hint = (PropertyHint)arg.hint; args.push_back(PropertyInfo(type, p_name, hint, hint_string)); } method_information->arguments = args; } void GDAPI godot_nativescript_set_class_documentation(void *p_gdnative_handle, const char *p_name, godot_string p_documentation) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name); ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a non-existent class."); E->get().documentation = *(String *)&p_documentation; } void GDAPI godot_nativescript_set_method_documentation(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_string p_documentation) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name); ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a method on a non-existent class."); Map<StringName, NativeScriptDesc::Method>::Element *method = E->get().methods.find(p_function_name); ERR_FAIL_COND_MSG(!method, "Attempted to add documentation to non-existent method."); method->get().documentation = *(String *)&p_documentation; } void GDAPI godot_nativescript_set_property_documentation(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_string p_documentation) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name); ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a property on a non-existent class."); OrderedHashMap<StringName, NativeScriptDesc::Property>::Element property = E->get().properties.find(p_path); ERR_FAIL_COND_MSG(!property, "Attempted to add documentation to non-existent property."); property.get().documentation = *(String *)&p_documentation; } void GDAPI godot_nativescript_set_signal_documentation(void *p_gdnative_handle, const char *p_name, const char *p_signal_name, godot_string p_documentation) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name); ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a signal on a non-existent class."); Map<StringName, NativeScriptDesc::Signal>::Element *signal = E->get().signals_.find(p_signal_name); ERR_FAIL_COND_MSG(!signal, "Attempted to add documentation to non-existent signal."); signal->get().documentation = *(String *)&p_documentation; } void GDAPI godot_nativescript_set_global_type_tag(int p_idx, const char *p_name, const void *p_type_tag) { NativeScriptLanguage::get_singleton()->set_global_type_tag(p_idx, StringName(p_name), p_type_tag); } const void GDAPI *godot_nativescript_get_global_type_tag(int p_idx, const char *p_name) { return NativeScriptLanguage::get_singleton()->get_global_type_tag(p_idx, StringName(p_name)); } void GDAPI godot_nativescript_set_type_tag(void *p_gdnative_handle, const char *p_name, const void *p_type_tag) { String *s = (String *)p_gdnative_handle; Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name); ERR_FAIL_COND_MSG(!E, "Attempted to set type tag on a non-existent class."); E->get().type_tag = p_type_tag; } const void GDAPI *godot_nativescript_get_type_tag(const godot_object *p_object) { const Object *o = (Object *)p_object; if (!o->get_script_instance()) { return nullptr; } else { NativeScript *script = Object::cast_to<NativeScript>(o->get_script_instance()->get_script().ptr()); if (!script) { return nullptr; } if (script->get_script_desc()) { return script->get_script_desc()->type_tag; } } return nullptr; } int GDAPI godot_nativescript_register_instance_binding_data_functions(godot_nativescript_instance_binding_functions p_binding_functions) { return NativeScriptLanguage::get_singleton()->register_binding_functions(p_binding_functions); } void GDAPI godot_nativescript_unregister_instance_binding_data_functions(int p_idx) { NativeScriptLanguage::get_singleton()->unregister_binding_functions(p_idx); } void GDAPI *godot_nativescript_get_instance_binding_data(int p_idx, godot_object *p_object) { return NativeScriptLanguage::get_singleton()->get_instance_binding_data(p_idx, (Object *)p_object); } void GDAPI godot_nativescript_profiling_add_data(const char *p_signature, uint64_t p_time) { NativeScriptLanguage::get_singleton()->profiling_add_data(StringName(p_signature), p_time); } #ifdef __cplusplus } #endif