/*************************************************************************/ /* nativescript.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 NATIVE_SCRIPT_H #define NATIVE_SCRIPT_H #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "core/oa_hash_map.h" #include "core/ordered_hash_map.h" #include "core/os/thread_safe.h" #include "core/resource.h" #include "core/script_language.h" #include "core/self_list.h" #include "scene/main/node.h" #include "modules/gdnative/gdnative.h" #include <nativescript/godot_nativescript.h> #ifndef NO_THREADS #include "core/os/mutex.h" #endif struct NativeScriptDesc { struct Method { godot_instance_method method; MethodInfo info; int rpc_mode; String documentation; }; struct Property { godot_property_set_func setter; godot_property_get_func getter; PropertyInfo info; Variant default_value; int rset_mode; String documentation; }; struct Signal { MethodInfo signal; String documentation; }; Map<StringName, Method> methods; OrderedHashMap<StringName, Property> properties; Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals StringName base; StringName base_native_type; NativeScriptDesc *base_data; godot_instance_create_func create_func; godot_instance_destroy_func destroy_func; String documentation; const void *type_tag; bool is_tool; inline NativeScriptDesc() : methods(), properties(), signals_(), base(), base_native_type(), documentation(), type_tag(NULL) { zeromem(&create_func, sizeof(godot_instance_create_func)); zeromem(&destroy_func, sizeof(godot_instance_destroy_func)); } }; class NativeScript : public Script { GDCLASS(NativeScript, Script) #ifdef TOOLS_ENABLED Set<PlaceHolderScriptInstance *> placeholders; void _update_placeholder(PlaceHolderScriptInstance *p_placeholder); virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder); #endif friend class NativeScriptInstance; friend class NativeScriptLanguage; friend class NativeReloadNode; friend class GDNativeLibrary; Ref<GDNativeLibrary> library; String lib_path; String class_name; String script_class_name; String script_class_icon_path; #ifndef NO_THREADS Mutex *owners_lock; #endif Set<Object *> instance_owners; protected: static void _bind_methods(); public: inline NativeScriptDesc *get_script_desc() const; void set_class_name(String p_class_name); String get_class_name() const; void set_library(Ref<GDNativeLibrary> p_library); Ref<GDNativeLibrary> get_library() const; void set_script_class_name(String p_type); String get_script_class_name() const; void set_script_class_icon_path(String p_icon_path); String get_script_class_icon_path() const; 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 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; String get_class_documentation() const; String get_method_documentation(const StringName &p_method) const; String get_signal_documentation(const StringName &p_signal_name) const; String get_property_documentation(const StringName &p_path) const; Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error); NativeScript(); ~NativeScript(); }; class NativeScriptInstance : public ScriptInstance { friend class NativeScript; Object *owner; Ref<NativeScript> script; #ifdef DEBUG_ENABLED StringName current_method_call; #endif void _ml_call_reversed(NativeScriptDesc *script_data, const StringName &p_method, const Variant **p_args, int p_argcount); public: void *userdata; 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) 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 notification(int p_notification); virtual Ref<Script> get_script() const; virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const; virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const; virtual ScriptLanguage *get_language(); 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); virtual void refcount_incremented(); virtual bool refcount_decremented(); ~NativeScriptInstance(); }; class NativeReloadNode; class NativeScriptLanguage : public ScriptLanguage { friend class NativeScript; friend class NativeScriptInstance; friend class NativeReloadNode; private: static NativeScriptLanguage *singleton; int lang_idx; void _unload_stuff(bool p_reload = false); #ifndef NO_THREADS Mutex *mutex; Set<Ref<GDNativeLibrary> > libs_to_init; Set<NativeScript *> scripts_to_register; volatile bool has_objects_to_register; // so that we don't lock mutex every frame - it's rarely needed void defer_init_library(Ref<GDNativeLibrary> lib, NativeScript *script); #endif void init_library(const Ref<GDNativeLibrary> &lib); void register_script(NativeScript *script); void unregister_script(NativeScript *script); void call_libraries_cb(const StringName &name); Vector<Pair<bool, godot_instance_binding_functions> > binding_functions; Set<Vector<void *> *> binding_instances; Map<int, HashMap<StringName, const void *> > global_type_tags; struct ProfileData { StringName signature; uint64_t call_count; uint64_t self_time; uint64_t total_time; uint64_t frame_call_count; uint64_t frame_self_time; uint64_t frame_total_time; uint64_t last_frame_call_count; uint64_t last_frame_self_time; uint64_t last_frame_total_time; }; Map<StringName, ProfileData> profile_data; bool profiling; public: // These two maps must only be touched on the main thread Map<String, Map<StringName, NativeScriptDesc> > library_classes; Map<String, Ref<GDNative> > library_gdnatives; Map<String, Set<NativeScript *> > library_script_users; StringName _init_call_type; StringName _init_call_name; StringName _terminate_call_name; StringName _noarg_call_type; StringName _frame_call_name; #ifndef NO_THREADS StringName _thread_enter_call_name; StringName _thread_exit_call_name; #endif NativeScriptLanguage(); ~NativeScriptLanguage(); inline static NativeScriptLanguage *get_singleton() { return singleton; } void _hacky_api_anchor(); _FORCE_INLINE_ void set_language_index(int p_idx) { lang_idx = p_idx; } #ifndef NO_THREADS virtual void thread_enter(); virtual void thread_exit(); #endif virtual void frame(); virtual String get_name() const; virtual void init(); virtual String get_type() const; virtual String get_extension() const; virtual Error execute_file(const String &p_path); virtual void finish(); 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, List<ScriptLanguage::Warning> *r_warnings = NULL, Set<int> *r_safe_lines = NULL) const; virtual Script *create_script() const; virtual bool has_named_classes() const; virtual bool supports_builtin_mode() 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 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); 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, int p_max_depth); virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth); virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth); virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth); virtual void reload_all_scripts(); virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload); 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; 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); int register_binding_functions(godot_instance_binding_functions p_binding_functions); void unregister_binding_functions(int p_idx); void *get_instance_binding_data(int p_idx, Object *p_object); virtual void *alloc_instance_binding_data(Object *p_object); virtual void free_instance_binding_data(void *p_data); virtual void refcount_incremented_instance_binding(Object *p_object); virtual bool refcount_decremented_instance_binding(Object *p_object); void set_global_type_tag(int p_idx, StringName p_class_name, const void *p_type_tag); const void *get_global_type_tag(int p_idx, StringName p_class_name) const; virtual bool handles_global_class_type(const String &p_type) const; virtual String get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const; void profiling_add_data(StringName p_signature, uint64_t p_time); }; inline NativeScriptDesc *NativeScript::get_script_desc() const { Map<StringName, NativeScriptDesc>::Element *E = NativeScriptLanguage::singleton->library_classes[lib_path].find(class_name); return E ? &E->get() : NULL; } class NativeReloadNode : public Node { GDCLASS(NativeReloadNode, Node) bool unloaded; public: static void _bind_methods(); void _notification(int p_what); NativeReloadNode() : unloaded(false) {} }; class ResourceFormatLoaderNativeScript : 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 ResourceFormatSaverNativeScript : 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; }; #endif // GDNATIVE_H