2d4f6ef0bf
Also add missing copyright headers. [ci skip]
283 lines
8.8 KiB
C++
283 lines
8.8 KiB
C++
/*************************************************************************/
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/* register_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "register_types.h"
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#include "gdnative/gdnative.h"
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#include "gdnative.h"
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#include "io/resource_loader.h"
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#include "io/resource_saver.h"
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#include "nativescript/register_types.h"
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#include "core/engine.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_node.h"
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#include "gd_native_library_editor.h"
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// Class used to discover singleton gdnative files
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void actual_discoverer_handler();
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class GDNativeSingletonDiscover : public Object {
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// GDCLASS(GDNativeSingletonDiscover, Object)
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virtual String get_class() const {
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// okay, this is a really dirty hack.
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// We're overriding get_class so we can connect it to a signal
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// This works because get_class is a virtual method, so we don't
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// need to register a new class to ClassDB just for this one
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// little signal.
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actual_discoverer_handler();
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return "Object";
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}
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};
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Set<String> get_gdnative_singletons(EditorFileSystemDirectory *p_dir) {
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Set<String> file_paths;
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// check children
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for (int i = 0; i < p_dir->get_file_count(); i++) {
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String file_name = p_dir->get_file(i);
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String file_type = p_dir->get_file_type(i);
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if (file_type != "GDNativeLibrary") {
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continue;
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}
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Ref<GDNativeLibrary> lib = ResourceLoader::load(p_dir->get_file_path(i));
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if (lib.is_valid() && lib->is_singleton_gdnative()) {
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file_paths.insert(p_dir->get_file_path(i));
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}
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}
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// check subdirectories
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for (int i = 0; i < p_dir->get_subdir_count(); i++) {
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Set<String> paths = get_gdnative_singletons(p_dir->get_subdir(i));
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for (Set<String>::Element *E = paths.front(); E; E = E->next()) {
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file_paths.insert(E->get());
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}
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}
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return file_paths;
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}
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void actual_discoverer_handler() {
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EditorFileSystemDirectory *dir = EditorFileSystem::get_singleton()->get_filesystem();
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Set<String> file_paths = get_gdnative_singletons(dir);
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Array files;
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files.resize(file_paths.size());
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int i = 0;
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for (Set<String>::Element *E = file_paths.front(); E; i++, E = E->next()) {
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files.set(i, E->get());
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}
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ProjectSettings::get_singleton()->set("gdnative/singletons", files);
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ProjectSettings::get_singleton()->save();
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}
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GDNativeSingletonDiscover *discoverer = NULL;
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static void editor_init_callback() {
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GDNativeLibraryEditor *library_editor = memnew(GDNativeLibraryEditor);
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library_editor->set_name(TTR("GDNative"));
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ProjectSettingsEditor::get_singleton()->get_tabs()->add_child(library_editor);
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discoverer = memnew(GDNativeSingletonDiscover);
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EditorFileSystem::get_singleton()->connect("filesystem_changed", discoverer, "get_class");
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}
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#endif
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godot_variant cb_standard_varcall(void *handle, godot_string *p_procedure, godot_array *p_args) {
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if (handle == NULL) {
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ERR_PRINT("No valid library handle, can't call standard varcall procedure");
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godot_variant ret;
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godot_variant_new_nil(&ret);
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return ret;
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}
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void *library_proc;
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Error err = OS::get_singleton()->get_dynamic_library_symbol_handle(
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handle,
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*(String *)p_procedure,
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library_proc,
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true); // we roll our own message
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if (err != OK) {
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ERR_PRINT((String("GDNative procedure \"" + *(String *)p_procedure) + "\" does not exists and can't be called").utf8().get_data());
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godot_variant ret;
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godot_variant_new_nil(&ret);
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return ret;
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}
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godot_gdnative_procedure_fn proc;
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proc = (godot_gdnative_procedure_fn)library_proc;
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return proc(NULL, p_args);
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}
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void cb_singleton_call(
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void *p_handle,
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godot_string *p_proc_name,
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void *p_data,
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int p_num_args,
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void **p_args,
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void *r_return) {
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if (p_handle == NULL) {
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ERR_PRINT("No valid library handle, can't call singleton procedure");
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return;
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}
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void *singleton_proc;
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Error err = OS::get_singleton()->get_dynamic_library_symbol_handle(
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p_handle,
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*(String *)p_proc_name,
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singleton_proc);
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if (err != OK) {
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return;
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}
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void (*singleton_procedure_ptr)() = (void (*)())singleton_proc;
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singleton_procedure_ptr();
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}
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GDNativeCallRegistry *GDNativeCallRegistry::singleton;
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Vector<Ref<GDNative> > singleton_gdnatives;
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void register_gdnative_types() {
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint()) {
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EditorNode::add_init_callback(editor_init_callback);
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}
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#endif
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ClassDB::register_class<GDNativeLibrary>();
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ClassDB::register_class<GDNative>();
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GDNativeCallRegistry::singleton = memnew(GDNativeCallRegistry);
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GDNativeCallRegistry::singleton->register_native_call_type("standard_varcall", cb_standard_varcall);
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GDNativeCallRegistry::singleton->register_native_raw_call_type("gdnative_singleton_call", cb_singleton_call);
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register_nativescript_types();
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// run singletons
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Array singletons = ProjectSettings::get_singleton()->get("gdnative/singletons");
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singleton_gdnatives.resize(singletons.size());
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for (int i = 0; i < singletons.size(); i++) {
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String path = singletons[i];
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Ref<GDNativeLibrary> lib = ResourceLoader::load(path);
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singleton_gdnatives[i].instance();
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singleton_gdnatives[i]->set_library(lib);
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if (!singleton_gdnatives[i]->initialize()) {
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// Can't initialize. Don't make a native_call then
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continue;
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}
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singleton_gdnatives[i]->call_native_raw(
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"gdnative_singleton_call",
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"godot_gdnative_singleton",
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NULL,
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0,
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NULL,
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NULL);
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}
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}
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void unregister_gdnative_types() {
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for (int i = 0; i < singleton_gdnatives.size(); i++) {
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if (singleton_gdnatives[i].is_null()) {
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continue;
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}
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if (!singleton_gdnatives[i]->is_initialized()) {
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continue;
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}
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singleton_gdnatives[i]->terminate();
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}
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unregister_nativescript_types();
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memdelete(GDNativeCallRegistry::singleton);
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#ifdef TOOLS_ENABLED
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if (Engine::get_singleton()->is_editor_hint() && discoverer != NULL) {
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memdelete(discoverer);
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}
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#endif
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// This is for printing out the sizes of the core types
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/*
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print_line(String("array:\t") + itos(sizeof(Array)));
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print_line(String("basis:\t") + itos(sizeof(Basis)));
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print_line(String("color:\t") + itos(sizeof(Color)));
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print_line(String("dict:\t" ) + itos(sizeof(Dictionary)));
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print_line(String("node_path:\t") + itos(sizeof(NodePath)));
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print_line(String("plane:\t") + itos(sizeof(Plane)));
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print_line(String("poolarray:\t") + itos(sizeof(PoolByteArray)));
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print_line(String("quat:\t") + itos(sizeof(Quat)));
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print_line(String("rect2:\t") + itos(sizeof(Rect2)));
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print_line(String("rect3:\t") + itos(sizeof(Rect3)));
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print_line(String("rid:\t") + itos(sizeof(RID)));
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print_line(String("string:\t") + itos(sizeof(String)));
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print_line(String("transform:\t") + itos(sizeof(Transform)));
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print_line(String("transfo2D:\t") + itos(sizeof(Transform2D)));
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print_line(String("variant:\t") + itos(sizeof(Variant)));
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print_line(String("vector2:\t") + itos(sizeof(Vector2)));
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print_line(String("vector3:\t") + itos(sizeof(Vector3)));
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*/
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}
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