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/*************************************************************************/
/*  gdnative.h                                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://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 "gdnative/gdnative.h"
#include "gdnative_api_struct.gen.h"

#include "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;

public:
	GDNativeLibrary();
	~GDNativeLibrary();

	_FORCE_INLINE_ Ref<ConfigFile> get_config_file() { return 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_ void set_load_once(bool p_load_once) {
		load_once = p_load_once;
	}
	_FORCE_INLINE_ void set_singleton(bool p_singleton) {
		singleton = p_singleton;
	}
	_FORCE_INLINE_ void set_symbol_prefix(String p_symbol_prefix) {
		symbol_prefix = p_symbol_prefix;
	}

	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();

	bool is_initialized();

	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);
};

class GDNativeLibraryResourceLoader : public ResourceFormatLoader {
public:
	virtual RES load(const String &p_path, const String &p_original_path, Error *r_error);
	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