Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
207 lines
7 KiB
C++
207 lines
7 KiB
C++
/*************************************************************************/
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/* godot_nativescript.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 "nativescript/godot_nativescript.h"
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#include "class_db.h"
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#include "error_macros.h"
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#include "gdnative/gdnative.h"
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#include "global_constants.h"
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#include "project_settings.h"
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#include "variant.h"
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#include "nativescript.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern "C" void _native_script_hook() {
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}
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#define NSL NativeScriptLanguage::get_singleton()
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// Script API
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void GDAPI godot_nativescript_register_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
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NativeScriptDesc desc;
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desc.create_func = p_create_func;
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desc.destroy_func = p_destroy_func;
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desc.is_tool = false;
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desc.base = p_base;
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if (classes->has(p_base)) {
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desc.base_data = &(*classes)[p_base];
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desc.base_native_type = desc.base_data->base_native_type;
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} else {
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desc.base_data = NULL;
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desc.base_native_type = p_base;
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}
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classes->insert(p_name, desc);
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}
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void GDAPI godot_nativescript_register_tool_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
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NativeScriptDesc desc;
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desc.create_func = p_create_func;
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desc.destroy_func = p_destroy_func;
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desc.is_tool = true;
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desc.base = p_base;
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if (classes->has(p_base)) {
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desc.base_data = &(*classes)[p_base];
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desc.base_native_type = desc.base_data->base_native_type;
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} else {
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desc.base_data = NULL;
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desc.base_native_type = p_base;
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}
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classes->insert(p_name, desc);
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}
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void GDAPI godot_nativescript_register_method(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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if (!E) {
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ERR_EXPLAIN("Attempt to register method on non-existant class!");
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ERR_FAIL();
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}
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NativeScriptDesc::Method method;
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method.method = p_method;
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method.rpc_mode = p_attr.rpc_type;
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method.info = MethodInfo(p_function_name);
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E->get().methods.insert(p_function_name, method);
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}
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void GDAPI godot_nativescript_register_property(void *p_gdnative_handle, 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) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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if (!E) {
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ERR_EXPLAIN("Attempt to register method on non-existant class!");
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ERR_FAIL();
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}
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NativeScriptDesc::Property property;
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property.default_value = *(Variant *)&p_attr->default_value;
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property.getter = p_get_func;
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property.rset_mode = p_attr->rset_type;
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property.setter = p_set_func;
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property.info = PropertyInfo((Variant::Type)p_attr->type,
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p_path,
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(PropertyHint)p_attr->hint,
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*(String *)&p_attr->hint_string,
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(PropertyUsageFlags)p_attr->usage);
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E->get().properties.insert(p_path, property);
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}
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void GDAPI godot_nativescript_register_signal(void *p_gdnative_handle, const char *p_name, const godot_signal *p_signal) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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if (!E) {
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ERR_EXPLAIN("Attempt to register method on non-existant class!");
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ERR_FAIL();
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}
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List<PropertyInfo> args;
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Vector<Variant> default_args;
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for (int i = 0; i < p_signal->num_args; i++) {
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PropertyInfo info;
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godot_signal_argument arg = p_signal->args[i];
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info.hint = (PropertyHint)arg.hint;
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info.hint_string = *(String *)&arg.hint_string;
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info.name = *(String *)&arg.name;
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info.type = (Variant::Type)arg.type;
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info.usage = (PropertyUsageFlags)arg.usage;
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args.push_back(info);
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}
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for (int i = 0; i < p_signal->num_default_args; i++) {
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Variant *v;
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godot_signal_argument attrib = p_signal->args[i];
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v = (Variant *)&attrib.default_value;
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default_args.push_back(*v);
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}
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MethodInfo method_info;
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method_info.name = *(String *)&p_signal->name;
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method_info.arguments = args;
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method_info.default_arguments = default_args;
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NativeScriptDesc::Signal signal;
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signal.signal = method_info;
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E->get().signals_.insert(*(String *)&p_signal->name, signal);
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}
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void GDAPI *godot_nativescript_get_userdata(godot_object *p_instance) {
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Object *instance = (Object *)p_instance;
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if (!instance)
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return NULL;
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if (instance->get_script_instance() && instance->get_script_instance()->get_language() == NativeScriptLanguage::get_singleton()) {
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return ((NativeScriptInstance *)instance->get_script_instance())->userdata;
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}
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return NULL;
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}
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#ifdef __cplusplus
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}
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#endif
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