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- /*************************************************************************/
- /* nativescript.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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. */
- /*************************************************************************/
- #ifndef NATIVE_SCRIPT_H
- #define NATIVE_SCRIPT_H
- #include "core/io/resource_loader.h"
- #include "core/io/resource_saver.h"
- #include "core/oa_hash_map.h"
- #include "core/ordered_hash_map.h"
- #include "core/os/thread_safe.h"
- #include "core/resource.h"
- #include "core/script_language.h"
- #include "core/self_list.h"
- #include "scene/main/node.h"
- #include "modules/gdnative/gdnative.h"
- #include <nativescript/godot_nativescript.h>
- #ifndef NO_THREADS
- #include "core/os/mutex.h"
- #endif
- struct NativeScriptDesc {
- struct Method {
- godot_instance_method method;
- MethodInfo info;
- int rpc_mode;
- String documentation;
- };
- struct Property {
- godot_property_set_func setter;
- godot_property_get_func getter;
- PropertyInfo info;
- Variant default_value;
- int rset_mode;
- String documentation;
- };
- struct Signal {
- MethodInfo signal;
- String documentation;
- };
- Map<StringName, Method> methods;
- OrderedHashMap<StringName, Property> properties;
- Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
- StringName base;
- StringName base_native_type;
- NativeScriptDesc *base_data;
- godot_instance_create_func create_func;
- godot_instance_destroy_func destroy_func;
- String documentation;
- const void *type_tag;
- bool is_tool;
- inline NativeScriptDesc() :
- methods(),
- properties(),
- signals_(),
- base(),
- base_native_type(),
- documentation(),
- type_tag(NULL) {
- zeromem(&create_func, sizeof(godot_instance_create_func));
- zeromem(&destroy_func, sizeof(godot_instance_destroy_func));
- }
- };
- class NativeScript : public Script {
- GDCLASS(NativeScript, Script)
- #ifdef TOOLS_ENABLED
- Set<PlaceHolderScriptInstance *> placeholders;
- void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
- virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
- #endif
- friend class NativeScriptInstance;
- friend class NativeScriptLanguage;
- friend class NativeReloadNode;
- friend class GDNativeLibrary;
- Ref<GDNativeLibrary> library;
- String lib_path;
- String class_name;
- String script_class_name;
- String script_class_icon_path;
- #ifndef NO_THREADS
- Mutex *owners_lock;
- #endif
- Set<Object *> instance_owners;
- protected:
- static void _bind_methods();
- public:
- inline NativeScriptDesc *get_script_desc() const;
- void set_class_name(String p_class_name);
- String get_class_name() const;
- void set_library(Ref<GDNativeLibrary> p_library);
- Ref<GDNativeLibrary> get_library() const;
- void set_script_class_name(String p_type);
- String get_script_class_name() const;
- void set_script_class_icon_path(String p_icon_path);
- String get_script_class_icon_path() const;
- virtual bool can_instance() const;
- virtual Ref<Script> get_base_script() const; //for script inheritance
- virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
- virtual ScriptInstance *instance_create(Object *p_this);
- virtual bool instance_has(const Object *p_this) const;
- virtual bool has_source_code() const;
- virtual String get_source_code() const;
- virtual void set_source_code(const String &p_code);
- virtual Error reload(bool p_keep_state = false);
- virtual bool has_method(const StringName &p_method) const;
- virtual MethodInfo get_method_info(const StringName &p_method) const;
- virtual bool is_tool() const;
- virtual bool is_valid() const;
- virtual ScriptLanguage *get_language() const;
- virtual bool has_script_signal(const StringName &p_signal) const;
- virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
- virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
- virtual void update_exports(); //editor tool
- virtual void get_script_method_list(List<MethodInfo> *p_list) const;
- virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
- String get_class_documentation() const;
- String get_method_documentation(const StringName &p_method) const;
- String get_signal_documentation(const StringName &p_signal_name) const;
- String get_property_documentation(const StringName &p_path) const;
- Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
- NativeScript();
- ~NativeScript();
- };
- class NativeScriptInstance : public ScriptInstance {
- friend class NativeScript;
- Object *owner;
- Ref<NativeScript> script;
- #ifdef DEBUG_ENABLED
- StringName current_method_call;
- #endif
- void _ml_call_reversed(NativeScriptDesc *script_data, const StringName &p_method, const Variant **p_args, int p_argcount);
- public:
- void *userdata;
- virtual bool set(const StringName &p_name, const Variant &p_value);
- virtual bool get(const StringName &p_name, Variant &r_ret) const;
- virtual void get_property_list(List<PropertyInfo> *p_properties) const;
- virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const;
- virtual void get_method_list(List<MethodInfo> *p_list) const;
- virtual bool has_method(const StringName &p_method) const;
- virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
- virtual void notification(int p_notification);
- virtual Ref<Script> get_script() const;
- virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
- virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
- virtual ScriptLanguage *get_language();
- virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
- virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
- virtual void refcount_incremented();
- virtual bool refcount_decremented();
- ~NativeScriptInstance();
- };
- class NativeReloadNode;
- class NativeScriptLanguage : public ScriptLanguage {
- friend class NativeScript;
- friend class NativeScriptInstance;
- friend class NativeReloadNode;
- private:
- static NativeScriptLanguage *singleton;
- int lang_idx;
- void _unload_stuff(bool p_reload = false);
- #ifndef NO_THREADS
- Mutex *mutex;
- Set<Ref<GDNativeLibrary> > libs_to_init;
- Set<NativeScript *> scripts_to_register;
- volatile bool has_objects_to_register; // so that we don't lock mutex every frame - it's rarely needed
- void defer_init_library(Ref<GDNativeLibrary> lib, NativeScript *script);
- #endif
- void init_library(const Ref<GDNativeLibrary> &lib);
- void register_script(NativeScript *script);
- void unregister_script(NativeScript *script);
- void call_libraries_cb(const StringName &name);
- Vector<Pair<bool, godot_instance_binding_functions> > binding_functions;
- Set<Vector<void *> *> binding_instances;
- Map<int, HashMap<StringName, const void *> > global_type_tags;
- struct ProfileData {
- StringName signature;
- uint64_t call_count;
- uint64_t self_time;
- uint64_t total_time;
- uint64_t frame_call_count;
- uint64_t frame_self_time;
- uint64_t frame_total_time;
- uint64_t last_frame_call_count;
- uint64_t last_frame_self_time;
- uint64_t last_frame_total_time;
- };
- Map<StringName, ProfileData> profile_data;
- bool profiling;
- public:
- // These two maps must only be touched on the main thread
- Map<String, Map<StringName, NativeScriptDesc> > library_classes;
- Map<String, Ref<GDNative> > library_gdnatives;
- Map<String, Set<NativeScript *> > library_script_users;
- StringName _init_call_type;
- StringName _init_call_name;
- StringName _terminate_call_name;
- StringName _noarg_call_type;
- StringName _frame_call_name;
- #ifndef NO_THREADS
- StringName _thread_enter_call_name;
- StringName _thread_exit_call_name;
- #endif
- NativeScriptLanguage();
- ~NativeScriptLanguage();
- inline static NativeScriptLanguage *get_singleton() {
- return singleton;
- }
- void _hacky_api_anchor();
- _FORCE_INLINE_ void set_language_index(int p_idx) { lang_idx = p_idx; }
- #ifndef NO_THREADS
- virtual void thread_enter();
- virtual void thread_exit();
- #endif
- virtual void frame();
- virtual String get_name() const;
- virtual void init();
- virtual String get_type() const;
- virtual String get_extension() const;
- virtual Error execute_file(const String &p_path);
- virtual void finish();
- virtual void get_reserved_words(List<String> *p_words) const;
- virtual void get_comment_delimiters(List<String> *p_delimiters) const;
- virtual void get_string_delimiters(List<String> *p_delimiters) const;
- virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
- virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path, List<String> *r_functions, List<ScriptLanguage::Warning> *r_warnings = NULL, Set<int> *r_safe_lines = NULL) const;
- virtual Script *create_script() const;
- virtual bool has_named_classes() const;
- virtual bool supports_builtin_mode() const;
- virtual int find_function(const String &p_function, const String &p_code) const;
- virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
- virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
- virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
- virtual String debug_get_error() const;
- virtual int debug_get_stack_level_count() const;
- virtual int debug_get_stack_level_line(int p_level) const;
- virtual String debug_get_stack_level_function(int p_level) const;
- virtual String debug_get_stack_level_source(int p_level) const;
- virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
- virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
- virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
- virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth);
- virtual void reload_all_scripts();
- virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
- virtual void get_recognized_extensions(List<String> *p_extensions) const;
- virtual void get_public_functions(List<MethodInfo> *p_functions) const;
- virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const;
- virtual void profiling_start();
- virtual void profiling_stop();
- virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
- virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
- int register_binding_functions(godot_instance_binding_functions p_binding_functions);
- void unregister_binding_functions(int p_idx);
- void *get_instance_binding_data(int p_idx, Object *p_object);
- virtual void *alloc_instance_binding_data(Object *p_object);
- virtual void free_instance_binding_data(void *p_data);
- virtual void refcount_incremented_instance_binding(Object *p_object);
- virtual bool refcount_decremented_instance_binding(Object *p_object);
- void set_global_type_tag(int p_idx, StringName p_class_name, const void *p_type_tag);
- const void *get_global_type_tag(int p_idx, StringName p_class_name) const;
- virtual bool handles_global_class_type(const String &p_type) const;
- virtual String get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const;
- void profiling_add_data(StringName p_signature, uint64_t p_time);
- };
- inline NativeScriptDesc *NativeScript::get_script_desc() const {
- Map<StringName, NativeScriptDesc>::Element *E = NativeScriptLanguage::singleton->library_classes[lib_path].find(class_name);
- return E ? &E->get() : NULL;
- }
- class NativeReloadNode : public Node {
- GDCLASS(NativeReloadNode, Node)
- bool unloaded;
- public:
- static void _bind_methods();
- void _notification(int p_what);
- NativeReloadNode() :
- unloaded(false) {}
- };
- class ResourceFormatLoaderNativeScript : public ResourceFormatLoader {
- GDCLASS(ResourceFormatLoaderNativeScript, ResourceFormatLoader)
- public:
- virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
- virtual void get_recognized_extensions(List<String> *p_extensions) const;
- virtual bool handles_type(const String &p_type) const;
- virtual String get_resource_type(const String &p_path) const;
- };
- class ResourceFormatSaverNativeScript : public ResourceFormatSaver {
- GDCLASS(ResourceFormatSaverNativeScript, ResourceFormatSaver)
- virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
- virtual bool recognize(const RES &p_resource) const;
- virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
- };
- #endif // GDNATIVE_H
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