godot/modules/gdnative/gdnative.cpp
2017-10-14 15:50:55 +02:00

358 lines
11 KiB
C++

/*************************************************************************/
/* gdnative.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 "gdnative.h"
#include "global_constants.h"
#include "io/file_access_encrypted.h"
#include "os/file_access.h"
#include "os/os.h"
#include "project_settings.h"
#include "scene/main/scene_tree.h"
const String init_symbol = "godot_gdnative_init";
const String terminate_symbol = "godot_gdnative_terminate";
// Defined in gdnative_api_struct.gen.cpp
extern const godot_gdnative_api_struct api_struct;
String GDNativeLibrary::platform_names[NUM_PLATFORMS + 1] = {
"X11_32bit",
"X11_64bit",
"Windows_32bit",
"Windows_64bit",
"OSX",
"Android",
"iOS_32bit",
"iOS_64bit",
"WebAssembly",
""
};
String GDNativeLibrary::platform_lib_ext[NUM_PLATFORMS + 1] = {
"so",
"so",
"dll",
"dll",
"dylib",
"so",
"dylib",
"dylib",
"wasm",
""
};
GDNativeLibrary::Platform GDNativeLibrary::current_platform =
#if defined(X11_ENABLED)
(sizeof(void *) == 8 ? X11_64BIT : X11_32BIT);
#elif defined(WINDOWS_ENABLED)
(sizeof(void *) == 8 ? WINDOWS_64BIT : WINDOWS_32BIT);
#elif defined(OSX_ENABLED)
OSX;
#elif defined(IPHONE_ENABLED)
(sizeof(void *) == 8 ? IOS_64BIT : IOS_32BIT);
#elif defined(ANDROID_ENABLED)
ANDROID;
#elif defined(JAVASCRIPT_ENABLED)
WASM;
#else
NUM_PLATFORMS;
#endif
GDNativeLibrary::GDNativeLibrary()
: library_paths(), singleton_gdnative(false) {
}
GDNativeLibrary::~GDNativeLibrary() {
}
void GDNativeLibrary::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_library_path", "platform", "path"), &GDNativeLibrary::set_library_path);
ClassDB::bind_method(D_METHOD("get_library_path", "platform"), &GDNativeLibrary::get_library_path);
ClassDB::bind_method(D_METHOD("get_active_library_path"), &GDNativeLibrary::get_active_library_path);
ClassDB::bind_method(D_METHOD("is_singleton_gdnative"), &GDNativeLibrary::is_singleton_gdnative);
ClassDB::bind_method(D_METHOD("set_singleton_gdnative", "singleton"), &GDNativeLibrary::set_singleton_gdnative);
ADD_PROPERTYNZ(PropertyInfo(Variant::BOOL, "singleton_gdnative"), "set_singleton_gdnative", "is_singleton_gdnative");
}
bool GDNativeLibrary::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
if (name.begins_with("platform/")) {
set_library_path(name.get_slice("/", 1), p_value);
return true;
}
return false;
}
bool GDNativeLibrary::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
if (name.begins_with("platform/")) {
r_ret = get_library_path(name.get_slice("/", 1));
return true;
}
return false;
}
void GDNativeLibrary::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < NUM_PLATFORMS; i++) {
p_list->push_back(PropertyInfo(Variant::STRING,
"platform/" + platform_names[i],
PROPERTY_HINT_FILE,
"*." + platform_lib_ext[i]));
}
}
void GDNativeLibrary::set_library_path(StringName p_platform, String p_path) {
int i;
for (i = 0; i <= NUM_PLATFORMS; i++) {
if (i == NUM_PLATFORMS) break;
if (platform_names[i] == p_platform) {
break;
}
}
if (i == NUM_PLATFORMS) {
ERR_EXPLAIN(String("No such platform: ") + p_platform);
ERR_FAIL();
}
library_paths[i] = p_path;
}
String GDNativeLibrary::get_library_path(StringName p_platform) const {
int i;
for (i = 0; i <= NUM_PLATFORMS; i++) {
if (i == NUM_PLATFORMS) break;
if (platform_names[i] == p_platform) {
break;
}
}
if (i == NUM_PLATFORMS) {
ERR_EXPLAIN(String("No such platform: ") + p_platform);
ERR_FAIL_V("");
}
return library_paths[i];
}
String GDNativeLibrary::get_active_library_path() const {
if (GDNativeLibrary::current_platform != NUM_PLATFORMS) {
return library_paths[GDNativeLibrary::current_platform];
}
return "";
}
GDNative::GDNative() {
native_handle = NULL;
}
GDNative::~GDNative() {
}
extern "C" void _api_anchor();
void GDNative::_compile_dummy_for_api() {
_api_anchor();
}
void GDNative::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_library", "library"), &GDNative::set_library);
ClassDB::bind_method(D_METHOD("get_library"), &GDNative::get_library);
ClassDB::bind_method(D_METHOD("initialize"), &GDNative::initialize);
ClassDB::bind_method(D_METHOD("terminate"), &GDNative::terminate);
ClassDB::bind_method(D_METHOD("call_native", "calling_type", "procedure_name", "arguments"), &GDNative::call_native);
ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "GDNativeLibrary"), "set_library", "get_library");
}
void GDNative::set_library(Ref<GDNativeLibrary> p_library) {
ERR_EXPLAIN("Tried to change library of GDNative when it is already set");
ERR_FAIL_COND(library.is_valid());
library = p_library;
}
Ref<GDNativeLibrary> GDNative::get_library() {
return library;
}
bool GDNative::initialize() {
if (library.is_null()) {
ERR_PRINT("No library set, can't initialize GDNative object");
return false;
}
String lib_path = library->get_active_library_path();
if (lib_path.empty()) {
ERR_PRINT("No library set for this platform");
return false;
}
#ifdef IPHONE_ENABLED
String path = lib_path.replace("res://", "dylibs/");
#else
String path = ProjectSettings::get_singleton()->globalize_path(lib_path);
#endif
Error err = OS::get_singleton()->open_dynamic_library(path, native_handle);
if (err != OK) {
return false;
}
void *library_init;
err = get_symbol(init_symbol, library_init);
if (err || !library_init) {
OS::get_singleton()->close_dynamic_library(native_handle);
native_handle = NULL;
ERR_PRINT("Failed to obtain godot_gdnative_init symbol");
return false;
}
godot_gdnative_init_fn library_init_fpointer;
library_init_fpointer = (godot_gdnative_init_fn)library_init;
godot_gdnative_init_options options;
options.api_struct = &api_struct;
options.in_editor = Engine::get_singleton()->is_editor_hint();
options.core_api_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
options.editor_api_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
options.no_api_hash = ClassDB::get_api_hash(ClassDB::API_NONE);
options.gd_native_library = (godot_object *)(get_library().ptr());
options.active_library_path = (godot_string *)&path;
library_init_fpointer(&options);
return true;
}
bool GDNative::terminate() {
if (native_handle == NULL) {
ERR_PRINT("No valid library handle, can't terminate GDNative object");
return false;
}
void *library_terminate;
Error error = get_symbol(terminate_symbol, library_terminate);
if (error || !library_terminate) {
OS::get_singleton()->close_dynamic_library(native_handle);
native_handle = NULL;
return true;
}
godot_gdnative_terminate_fn library_terminate_pointer;
library_terminate_pointer = (godot_gdnative_terminate_fn)library_terminate;
// TODO(karroffel): remove this? Should be part of NativeScript, not
// GDNative IMO
godot_gdnative_terminate_options options;
options.in_editor = Engine::get_singleton()->is_editor_hint();
library_terminate_pointer(&options);
// GDNativeScriptLanguage::get_singleton()->initialized_libraries.erase(p_native_lib->path);
OS::get_singleton()->close_dynamic_library(native_handle);
native_handle = NULL;
return true;
}
bool GDNative::is_initialized() {
return (native_handle != NULL);
}
void GDNativeCallRegistry::register_native_call_type(StringName p_call_type, native_call_cb p_callback) {
native_calls.insert(p_call_type, p_callback);
}
Vector<StringName> GDNativeCallRegistry::get_native_call_types() {
Vector<StringName> call_types;
call_types.resize(native_calls.size());
size_t idx = 0;
for (Map<StringName, native_call_cb>::Element *E = native_calls.front(); E; E = E->next(), idx++) {
call_types[idx] = E->key();
}
return call_types;
}
Variant GDNative::call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments) {
Map<StringName, native_call_cb>::Element *E = GDNativeCallRegistry::singleton->native_calls.find(p_native_call_type);
if (!E) {
ERR_PRINT((String("No handler for native call type \"" + p_native_call_type) + "\" found").utf8().get_data());
return Variant();
}
void *procedure_handle;
Error err = OS::get_singleton()->get_dynamic_library_symbol_handle(
native_handle,
p_procedure_name,
procedure_handle);
if (err != OK || procedure_handle == NULL) {
return Variant();
}
godot_variant result = E->get()(procedure_handle, (godot_array *)&p_arguments);
return *(Variant *)&result;
}
Error GDNative::get_symbol(StringName p_procedure_name, void *&r_handle) {
if (native_handle == NULL) {
ERR_PRINT("No valid library handle, can't get symbol from GDNative object");
return ERR_CANT_OPEN;
}
Error result = OS::get_singleton()->get_dynamic_library_symbol_handle(
native_handle,
p_procedure_name,
r_handle,
true);
return result;
}