godot_nativescript.cpp 12 KB

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  1. /**************************************************************************/
  2. /* godot_nativescript.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "nativescript/godot_nativescript.h"
  31. #include "core/class_db.h"
  32. #include "core/error_macros.h"
  33. #include "core/global_constants.h"
  34. #include "core/project_settings.h"
  35. #include "core/variant.h"
  36. #include "gdnative/gdnative.h"
  37. #include "nativescript.h"
  38. #ifdef __cplusplus
  39. extern "C" {
  40. #endif
  41. extern "C" void _native_script_hook() {
  42. }
  43. #define NSL NativeScriptLanguage::get_singleton()
  44. // Script API
  45. 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) {
  46. String *s = (String *)p_gdnative_handle;
  47. Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
  48. NativeScriptDesc desc;
  49. desc.create_func = p_create_func;
  50. desc.destroy_func = p_destroy_func;
  51. desc.is_tool = false;
  52. desc.base = p_base;
  53. if (classes->has(p_base)) {
  54. desc.base_data = &(*classes)[p_base];
  55. desc.base_native_type = desc.base_data->base_native_type;
  56. } else {
  57. desc.base_data = nullptr;
  58. desc.base_native_type = p_base;
  59. }
  60. classes->insert(p_name, desc);
  61. }
  62. 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) {
  63. String *s = (String *)p_gdnative_handle;
  64. Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
  65. NativeScriptDesc desc;
  66. desc.create_func = p_create_func;
  67. desc.destroy_func = p_destroy_func;
  68. desc.is_tool = true;
  69. desc.base = p_base;
  70. if (classes->has(p_base)) {
  71. desc.base_data = &(*classes)[p_base];
  72. desc.base_native_type = desc.base_data->base_native_type;
  73. } else {
  74. desc.base_data = nullptr;
  75. desc.base_native_type = p_base;
  76. }
  77. classes->insert(p_name, desc);
  78. }
  79. 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) {
  80. String *s = (String *)p_gdnative_handle;
  81. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  82. ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
  83. NativeScriptDesc::Method method;
  84. method.method = p_method;
  85. method.rpc_mode = p_attr.rpc_type;
  86. method.info = MethodInfo(p_function_name);
  87. E->get().methods.insert(p_function_name, method);
  88. }
  89. 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) {
  90. String *s = (String *)p_gdnative_handle;
  91. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  92. ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
  93. NativeScriptDesc::Property property;
  94. property.default_value = *(Variant *)&p_attr->default_value;
  95. property.getter = p_get_func;
  96. property.rset_mode = p_attr->rset_type;
  97. property.setter = p_set_func;
  98. property.info = PropertyInfo((Variant::Type)p_attr->type,
  99. p_path,
  100. (PropertyHint)p_attr->hint,
  101. *(String *)&p_attr->hint_string,
  102. (PropertyUsageFlags)p_attr->usage);
  103. E->get().properties.insert(p_path, property);
  104. }
  105. void GDAPI godot_nativescript_register_signal(void *p_gdnative_handle, const char *p_name, const godot_signal *p_signal) {
  106. String *s = (String *)p_gdnative_handle;
  107. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  108. ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
  109. List<PropertyInfo> args;
  110. Vector<Variant> default_args;
  111. for (int i = 0; i < p_signal->num_args; i++) {
  112. PropertyInfo info;
  113. godot_signal_argument arg = p_signal->args[i];
  114. info.hint = (PropertyHint)arg.hint;
  115. info.hint_string = *(String *)&arg.hint_string;
  116. info.name = *(String *)&arg.name;
  117. info.type = (Variant::Type)arg.type;
  118. info.usage = (PropertyUsageFlags)arg.usage;
  119. args.push_back(info);
  120. }
  121. for (int i = 0; i < p_signal->num_default_args; i++) {
  122. Variant *v;
  123. godot_signal_argument attrib = p_signal->args[i];
  124. v = (Variant *)&attrib.default_value;
  125. default_args.push_back(*v);
  126. }
  127. MethodInfo method_info;
  128. method_info.name = *(String *)&p_signal->name;
  129. method_info.arguments = args;
  130. method_info.default_arguments = default_args;
  131. NativeScriptDesc::Signal signal;
  132. signal.signal = method_info;
  133. E->get().signals_.insert(*(String *)&p_signal->name, signal);
  134. }
  135. void GDAPI *godot_nativescript_get_userdata(godot_object *p_instance) {
  136. Object *instance = (Object *)p_instance;
  137. if (!instance) {
  138. return nullptr;
  139. }
  140. if (instance->get_script_instance() && instance->get_script_instance()->get_language() == NativeScriptLanguage::get_singleton()) {
  141. return ((NativeScriptInstance *)instance->get_script_instance())->userdata;
  142. }
  143. return nullptr;
  144. }
  145. /*
  146. *
  147. *
  148. * NativeScript 1.1
  149. *
  150. *
  151. */
  152. void GDAPI godot_nativescript_set_method_argument_information(void *p_gdnative_handle, const char *p_name, const char *p_function_name, int p_num_args, const godot_method_arg *p_args) {
  153. String *s = (String *)p_gdnative_handle;
  154. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  155. ERR_FAIL_COND_MSG(!E, "Attempted to add argument information for a method on a non-existent class.");
  156. Map<StringName, NativeScriptDesc::Method>::Element *method = E->get().methods.find(p_function_name);
  157. ERR_FAIL_COND_MSG(!method, "Attempted to add argument information to non-existent method.");
  158. MethodInfo *method_information = &method->get().info;
  159. List<PropertyInfo> args;
  160. for (int i = 0; i < p_num_args; i++) {
  161. godot_method_arg arg = p_args[i];
  162. String name = *(String *)&arg.name;
  163. String hint_string = *(String *)&arg.hint_string;
  164. Variant::Type type = (Variant::Type)arg.type;
  165. PropertyHint hint = (PropertyHint)arg.hint;
  166. args.push_back(PropertyInfo(type, p_name, hint, hint_string));
  167. }
  168. method_information->arguments = args;
  169. }
  170. void GDAPI godot_nativescript_set_class_documentation(void *p_gdnative_handle, const char *p_name, godot_string p_documentation) {
  171. String *s = (String *)p_gdnative_handle;
  172. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  173. ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a non-existent class.");
  174. E->get().documentation = *(String *)&p_documentation;
  175. }
  176. void GDAPI godot_nativescript_set_method_documentation(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_string p_documentation) {
  177. String *s = (String *)p_gdnative_handle;
  178. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  179. ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a method on a non-existent class.");
  180. Map<StringName, NativeScriptDesc::Method>::Element *method = E->get().methods.find(p_function_name);
  181. ERR_FAIL_COND_MSG(!method, "Attempted to add documentation to non-existent method.");
  182. method->get().documentation = *(String *)&p_documentation;
  183. }
  184. void GDAPI godot_nativescript_set_property_documentation(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_string p_documentation) {
  185. String *s = (String *)p_gdnative_handle;
  186. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  187. ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a property on a non-existent class.");
  188. OrderedHashMap<StringName, NativeScriptDesc::Property>::Element property = E->get().properties.find(p_path);
  189. ERR_FAIL_COND_MSG(!property, "Attempted to add documentation to non-existent property.");
  190. property.get().documentation = *(String *)&p_documentation;
  191. }
  192. void GDAPI godot_nativescript_set_signal_documentation(void *p_gdnative_handle, const char *p_name, const char *p_signal_name, godot_string p_documentation) {
  193. String *s = (String *)p_gdnative_handle;
  194. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  195. ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a signal on a non-existent class.");
  196. Map<StringName, NativeScriptDesc::Signal>::Element *signal = E->get().signals_.find(p_signal_name);
  197. ERR_FAIL_COND_MSG(!signal, "Attempted to add documentation to non-existent signal.");
  198. signal->get().documentation = *(String *)&p_documentation;
  199. }
  200. void GDAPI godot_nativescript_set_global_type_tag(int p_idx, const char *p_name, const void *p_type_tag) {
  201. NativeScriptLanguage::get_singleton()->set_global_type_tag(p_idx, StringName(p_name), p_type_tag);
  202. }
  203. const void GDAPI *godot_nativescript_get_global_type_tag(int p_idx, const char *p_name) {
  204. return NativeScriptLanguage::get_singleton()->get_global_type_tag(p_idx, StringName(p_name));
  205. }
  206. void GDAPI godot_nativescript_set_type_tag(void *p_gdnative_handle, const char *p_name, const void *p_type_tag) {
  207. String *s = (String *)p_gdnative_handle;
  208. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  209. ERR_FAIL_COND_MSG(!E, "Attempted to set type tag on a non-existent class.");
  210. E->get().type_tag = p_type_tag;
  211. }
  212. const void GDAPI *godot_nativescript_get_type_tag(const godot_object *p_object) {
  213. const Object *o = (Object *)p_object;
  214. if (!o->get_script_instance()) {
  215. return nullptr;
  216. } else {
  217. NativeScript *script = Object::cast_to<NativeScript>(o->get_script_instance()->get_script().ptr());
  218. if (!script) {
  219. return nullptr;
  220. }
  221. if (script->get_script_desc()) {
  222. return script->get_script_desc()->type_tag;
  223. }
  224. }
  225. return nullptr;
  226. }
  227. int GDAPI godot_nativescript_register_instance_binding_data_functions(godot_instance_binding_functions p_binding_functions) {
  228. return NativeScriptLanguage::get_singleton()->register_binding_functions(p_binding_functions);
  229. }
  230. void GDAPI godot_nativescript_unregister_instance_binding_data_functions(int p_idx) {
  231. NativeScriptLanguage::get_singleton()->unregister_binding_functions(p_idx);
  232. }
  233. void GDAPI *godot_nativescript_get_instance_binding_data(int p_idx, godot_object *p_object) {
  234. return NativeScriptLanguage::get_singleton()->get_instance_binding_data(p_idx, (Object *)p_object);
  235. }
  236. void GDAPI godot_nativescript_profiling_add_data(const char *p_signature, uint64_t p_time) {
  237. NativeScriptLanguage::get_singleton()->profiling_add_data(StringName(p_signature), p_time);
  238. }
  239. #ifdef __cplusplus
  240. }
  241. #endif