/*************************************************************************/ /* register_types.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "register_types.h" #include "gdnative/gdnative.h" #include "gdnative.h" #include "io/resource_loader.h" #include "io/resource_saver.h" #include "nativescript/register_types.h" #include "core/engine.h" #include "core/os/os.h" #include "core/project_settings.h" #ifdef TOOLS_ENABLED #include "editor/editor_node.h" #include "gd_native_library_editor.h" // Class used to discover singleton gdnative files void actual_discoverer_handler(); class GDNativeSingletonDiscover : public Object { // GDCLASS(GDNativeSingletonDiscover, Object) virtual String get_class() const { // okay, this is a really dirty hack. // We're overriding get_class so we can connect it to a signal // This works because get_class is a virtual method, so we don't // need to register a new class to ClassDB just for this one // little signal. actual_discoverer_handler(); return "Object"; } }; Set get_gdnative_singletons(EditorFileSystemDirectory *p_dir) { Set file_paths; // check children for (int i = 0; i < p_dir->get_file_count(); i++) { String file_name = p_dir->get_file(i); String file_type = p_dir->get_file_type(i); if (file_type != "GDNativeLibrary") { continue; } Ref lib = ResourceLoader::load(p_dir->get_file_path(i)); if (lib.is_valid() && lib->is_singleton_gdnative()) { file_paths.insert(p_dir->get_file_path(i)); } } // check subdirectories for (int i = 0; i < p_dir->get_subdir_count(); i++) { Set paths = get_gdnative_singletons(p_dir->get_subdir(i)); for (Set::Element *E = paths.front(); E; E = E->next()) { file_paths.insert(E->get()); } } return file_paths; } void actual_discoverer_handler() { EditorFileSystemDirectory *dir = EditorFileSystem::get_singleton()->get_filesystem(); Set file_paths = get_gdnative_singletons(dir); Array files; files.resize(file_paths.size()); int i = 0; for (Set::Element *E = file_paths.front(); E; i++, E = E->next()) { files.set(i, E->get()); } ProjectSettings::get_singleton()->set("gdnative/singletons", files); ProjectSettings::get_singleton()->save(); } GDNativeSingletonDiscover *discoverer = NULL; static void editor_init_callback() { GDNativeLibraryEditor *library_editor = memnew(GDNativeLibraryEditor); library_editor->set_name(TTR("GDNative")); ProjectSettingsEditor::get_singleton()->get_tabs()->add_child(library_editor); discoverer = memnew(GDNativeSingletonDiscover); EditorFileSystem::get_singleton()->connect("filesystem_changed", discoverer, "get_class"); } #endif godot_variant cb_standard_varcall(void *handle, godot_string *p_procedure, godot_array *p_args) { if (handle == NULL) { ERR_PRINT("No valid library handle, can't call standard varcall procedure"); godot_variant ret; godot_variant_new_nil(&ret); return ret; } void *library_proc; Error err = OS::get_singleton()->get_dynamic_library_symbol_handle( handle, *(String *)p_procedure, library_proc, true); // we roll our own message if (err != OK) { ERR_PRINT((String("GDNative procedure \"" + *(String *)p_procedure) + "\" does not exists and can't be called").utf8().get_data()); godot_variant ret; godot_variant_new_nil(&ret); return ret; } godot_gdnative_procedure_fn proc; proc = (godot_gdnative_procedure_fn)library_proc; return proc(NULL, p_args); } void cb_singleton_call( void *p_handle, godot_string *p_proc_name, void *p_data, int p_num_args, void **p_args, void *r_return) { if (p_handle == NULL) { ERR_PRINT("No valid library handle, can't call singleton procedure"); return; } void *singleton_proc; Error err = OS::get_singleton()->get_dynamic_library_symbol_handle( p_handle, *(String *)p_proc_name, singleton_proc); if (err != OK) { return; } void (*singleton_procedure_ptr)() = (void (*)())singleton_proc; singleton_procedure_ptr(); } GDNativeCallRegistry *GDNativeCallRegistry::singleton; Vector > singleton_gdnatives; void register_gdnative_types() { #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint()) { EditorNode::add_init_callback(editor_init_callback); } #endif ClassDB::register_class(); ClassDB::register_class(); GDNativeCallRegistry::singleton = memnew(GDNativeCallRegistry); GDNativeCallRegistry::singleton->register_native_call_type("standard_varcall", cb_standard_varcall); GDNativeCallRegistry::singleton->register_native_raw_call_type("gdnative_singleton_call", cb_singleton_call); register_nativescript_types(); // run singletons Array singletons = ProjectSettings::get_singleton()->get("gdnative/singletons"); singleton_gdnatives.resize(singletons.size()); for (int i = 0; i < singletons.size(); i++) { String path = singletons[i]; Ref lib = ResourceLoader::load(path); singleton_gdnatives[i].instance(); singleton_gdnatives[i]->set_library(lib); if (!singleton_gdnatives[i]->initialize()) { // Can't initialize. Don't make a native_call then continue; } singleton_gdnatives[i]->call_native_raw( "gdnative_singleton_call", "godot_gdnative_singleton", NULL, 0, NULL, NULL); } } void unregister_gdnative_types() { for (int i = 0; i < singleton_gdnatives.size(); i++) { if (singleton_gdnatives[i].is_null()) { continue; } if (!singleton_gdnatives[i]->is_initialized()) { continue; } singleton_gdnatives[i]->terminate(); } singleton_gdnatives.clear(); unregister_nativescript_types(); memdelete(GDNativeCallRegistry::singleton); #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && discoverer != NULL) { memdelete(discoverer); } #endif // This is for printing out the sizes of the core types /* print_line(String("array:\t") + itos(sizeof(Array))); print_line(String("basis:\t") + itos(sizeof(Basis))); print_line(String("color:\t") + itos(sizeof(Color))); print_line(String("dict:\t" ) + itos(sizeof(Dictionary))); print_line(String("node_path:\t") + itos(sizeof(NodePath))); print_line(String("plane:\t") + itos(sizeof(Plane))); print_line(String("poolarray:\t") + itos(sizeof(PoolByteArray))); print_line(String("quat:\t") + itos(sizeof(Quat))); print_line(String("rect2:\t") + itos(sizeof(Rect2))); print_line(String("rect3:\t") + itos(sizeof(Rect3))); print_line(String("rid:\t") + itos(sizeof(RID))); print_line(String("string:\t") + itos(sizeof(String))); print_line(String("transform:\t") + itos(sizeof(Transform))); print_line(String("transfo2D:\t") + itos(sizeof(Transform2D))); print_line(String("variant:\t") + itos(sizeof(Variant))); print_line(String("vector2:\t") + itos(sizeof(Vector2))); print_line(String("vector3:\t") + itos(sizeof(Vector3))); */ }