godot/modules/gdnative/godot.cpp
2017-04-10 19:56:12 +02:00

221 lines
8 KiB
C++

/*************************************************************************/
/* godot.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "godot.h"
#include "class_db.h"
#include "gdnative.h"
#include "global_config.h"
#include "global_constants.h"
#include "variant.h"
#ifdef __cplusplus
extern "C" {
#endif
extern "C" void _string_api_anchor();
extern "C" void _vector2_api_anchor();
extern "C" void _rect2_api_anchor();
extern "C" void _vector3_api_anchor();
extern "C" void _transform2d_api_anchor();
extern "C" void _plane_api_anchor();
extern "C" void _quat_api_anchor();
extern "C" void _basis_api_anchor();
extern "C" void _rect3_api_anchor();
extern "C" void _transform_api_anchor();
extern "C" void _color_api_anchor();
extern "C" void _image_api_anchor();
extern "C" void _node_path_api_anchor();
extern "C" void _rid_api_anchor();
extern "C" void _input_event_api_anchor();
extern "C" void _dictionary_api_anchor();
extern "C" void _array_api_anchor();
extern "C" void _pool_arrays_api_anchor();
extern "C" void _variant_api_anchor();
void _api_anchor() {
_string_api_anchor();
_vector2_api_anchor();
_rect2_api_anchor();
_vector3_api_anchor();
_transform2d_api_anchor();
_plane_api_anchor();
_quat_api_anchor();
_rect3_api_anchor();
_basis_api_anchor();
_transform_api_anchor();
_color_api_anchor();
_image_api_anchor();
_node_path_api_anchor();
_rid_api_anchor();
_input_event_api_anchor();
_dictionary_api_anchor();
_array_api_anchor();
_pool_arrays_api_anchor();
_variant_api_anchor();
}
extern "C++" {
template <class a, class b>
_FORCE_INLINE_ a memcast(b v) {
return *((a *)&v);
}
}
void GDAPI godot_object_destroy(godot_object *p_o) {
memdelete((Object *)p_o);
}
// Singleton API
godot_object GDAPI *godot_global_get_singleton(char *p_name) {
return (godot_object *)GlobalConfig::get_singleton()->get_singleton_object(String(p_name));
} // result shouldn't be freed
// MethodBind API
godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname) {
MethodBind *mb = ClassDB::get_method(StringName(p_classname), StringName(p_methodname));
// MethodBind *mb = ClassDB::get_method("Node", "get_name");
return (godot_method_bind *)mb;
}
void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret) {
MethodBind *mb = (MethodBind *)p_method_bind;
Object *o = (Object *)p_instance;
mb->ptrcall(o, p_args, p_ret);
}
// @Todo
/*
void GDAPI godot_method_bind_varcall(godot_method_bind *p_method_bind)
{
}
*/
// Script API
void GDAPI godot_script_register_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
GDNativeLibrary *library = GDNativeLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_script(p_name, p_base, p_create_func, p_destroy_func);
}
void GDAPI godot_script_register_tool_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
GDNativeLibrary *library = GDNativeLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_tool_script(p_name, p_base, p_create_func, p_destroy_func);
}
void GDAPI godot_script_register_method(const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method) {
GDNativeLibrary *library = GDNativeLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_script_method(p_name, p_function_name, p_attr, p_method, MethodInfo());
}
void GDAPI godot_script_register_property(const char *p_name, const char *p_path, godot_property_attributes *p_attr, godot_property_set_func p_set_func, godot_property_get_func p_get_func) {
GDNativeLibrary *library = GDNativeLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_script_property(p_name, p_path, p_attr, p_set_func, p_get_func);
}
void GDAPI godot_script_register_signal(const char *p_name, const godot_signal *p_signal) {
GDNativeLibrary *library = GDNativeLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_script_signal(p_name, p_signal);
}
void GDAPI *godot_native_get_userdata(godot_object *p_instance) {
Object *instance = (Object *)p_instance;
if (!instance)
return NULL;
if (instance->get_script_instance() && instance->get_script_instance()->get_language() == GDNativeScriptLanguage::get_singleton()) {
return ((GDNativeInstance *)instance->get_script_instance())->get_userdata();
}
return NULL;
}
godot_class_constructor GDAPI godot_get_class_constructor(const char *p_classname) {
ClassDB::ClassInfo *class_info = ClassDB::classes.getptr(StringName(p_classname));
if (class_info)
return (godot_class_constructor)class_info->creation_func;
return NULL;
}
godot_dictionary GDAPI godot_get_global_constants() {
godot_dictionary constants;
godot_dictionary_new(&constants);
Dictionary *p_constants = (Dictionary *)&constants;
const int constants_count = GlobalConstants::get_global_constant_count();
for (int i = 0; i < constants_count; ++i) {
const char *name = GlobalConstants::get_global_constant_name(i);
int value = GlobalConstants::get_global_constant_value(i);
(*p_constants)[name] = value;
}
return constants;
}
// System functions
void GDAPI *godot_alloc(int p_bytes) {
return memalloc(p_bytes);
}
void GDAPI *godot_realloc(void *p_ptr, int p_bytes) {
return memrealloc(p_ptr, p_bytes);
}
void GDAPI godot_free(void *p_ptr) {
memfree(p_ptr);
}
#ifdef __cplusplus
}
#endif