godot/modules/gdnative/gdnative.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

183 lines
6.1 KiB
C++

/*************************************************************************/
/* gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/os/thread_safe.h"
#include "core/resource.h"
#include "gdnative/gdnative.h"
#include "gdnative_api_struct.gen.h"
#include "core/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;
bool reloadable;
public:
GDNativeLibrary();
~GDNativeLibrary();
virtual bool _set(const StringName &p_name, const Variant &p_property);
virtual bool _get(const StringName &p_name, Variant &r_property) const;
virtual void _get_property_list(List<PropertyInfo> *p_list) const;
_FORCE_INLINE_ Ref<ConfigFile> get_config_file() { return config_file; }
void set_config_file(Ref<ConfigFile> p_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_ bool is_reloadable() const {
return reloadable;
}
_FORCE_INLINE_ void set_load_once(bool p_load_once) {
config_file->set_value("general", "load_once", p_load_once);
load_once = p_load_once;
}
_FORCE_INLINE_ void set_singleton(bool p_singleton) {
config_file->set_value("general", "singleton", p_singleton);
singleton = p_singleton;
}
_FORCE_INLINE_ void set_symbol_prefix(String p_symbol_prefix) {
config_file->set_value("general", "symbol_prefix", p_symbol_prefix);
symbol_prefix = p_symbol_prefix;
}
_FORCE_INLINE_ void set_reloadable(bool p_reloadable) {
config_file->set_value("general", "reloadable", p_reloadable);
reloadable = p_reloadable;
}
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() const;
bool is_initialized() const;
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) const;
};
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