summaryrefslogtreecommitdiff
path: root/modules/gdnative/gdnative.h
blob: 003ec46a2594340199771602486a03248557cfad (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
/*************************************************************************/
/*  gdnative.h                                                           */
/*************************************************************************/
/*                       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.                */
/*************************************************************************/
#ifndef GDNATIVE_H
#define GDNATIVE_H

#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/thread_safe.h"
#include "resource.h"

#include <godot/gdnative.h>

class GDNativeLibrary : public Resource {
	GDCLASS(GDNativeLibrary, Resource)

	enum Platform {
		X11_32BIT,
		X11_64BIT,
		WINDOWS_32BIT,
		WINDOWS_64BIT,
		// NOTE(karroffel): I heard OSX 32 bit is dead, so 64 only
		OSX,

		// TODO(karroffel): all different android versions and archs
		ANDROID,

		// TODO(karroffe): all different iOS versions and archs
		IOS,

		// TODO(karroffel): figure out how to deal with web stuff at all...
		WASM,

		// TODO(karroffel): does UWP have different libs??
		// UWP,

		NUM_PLATFORMS

	};

	static String platform_names[NUM_PLATFORMS];
	static String platform_lib_ext[NUM_PLATFORMS];

	// TODO(karroffel): make this actually do something lol.
	static Platform current_platform;

	String library_paths[NUM_PLATFORMS];

protected:
	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;

public:
	GDNativeLibrary();
	~GDNativeLibrary();

	static void _bind_methods();

	void set_library_path(StringName p_platform, String p_path);
	String get_library_path(StringName p_platform) const;

	String get_active_library_path() const;
};

typedef godot_variant (*native_call_cb)(void *, godot_string *, godot_array *);
typedef void (*native_raw_call_cb)(void *, godot_string *, void *, int, void **, void *);

struct GDNativeCallRegistry {
	static GDNativeCallRegistry *singleton;

	inline GDNativeCallRegistry *get_singleton() {
		return singleton;
	}

	inline GDNativeCallRegistry()
		: native_calls(),
		  native_raw_calls() {}

	Map<StringName, native_call_cb> native_calls;
	Map<StringName, native_raw_call_cb> native_raw_calls;

	void register_native_call_type(StringName p_call_type, native_call_cb p_callback);
	void register_native_raw_call_type(StringName p_raw_call_type, native_raw_call_cb p_callback);

	Vector<StringName> get_native_call_types();
	Vector<StringName> get_native_raw_call_types();
};

class GDNative : public Reference {
	GDCLASS(GDNative, Reference)

	Ref<GDNativeLibrary> library;

	// TODO(karroffel): different platforms? WASM????
	void *native_handle;

	void _compile_dummy_for_api();

public:
	GDNative();
	~GDNative();

	static void _bind_methods();

	void set_library(Ref<GDNativeLibrary> p_library);
	Ref<GDNativeLibrary> get_library();

	bool is_initialized();

	bool initialize();
	bool terminate();

	Variant call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments = Array());
	void call_native_raw(StringName p_raw_call_type, StringName p_procedure_name, void *data, int num_args, void **args, void *r_return);
};

#endif // GDNATIVE_H