nativescript.h 16 KB

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  1. /*************************************************************************/
  2. /* nativescript.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  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. #ifndef NATIVE_SCRIPT_H
  31. #define NATIVE_SCRIPT_H
  32. #include "core/io/resource_loader.h"
  33. #include "core/io/resource_saver.h"
  34. #include "core/oa_hash_map.h"
  35. #include "core/ordered_hash_map.h"
  36. #include "core/os/mutex.h"
  37. #include "core/os/thread_safe.h"
  38. #include "core/resource.h"
  39. #include "core/script_language.h"
  40. #include "core/self_list.h"
  41. #include "scene/main/node.h"
  42. #include "modules/gdnative/gdnative.h"
  43. #include <nativescript/godot_nativescript.h>
  44. struct NativeScriptDesc {
  45. struct Method {
  46. godot_nativescript_instance_method method;
  47. MethodInfo info;
  48. int rpc_mode;
  49. uint16_t rpc_method_id;
  50. String documentation;
  51. };
  52. struct Property {
  53. godot_nativescript_property_set_func setter;
  54. godot_nativescript_property_get_func getter;
  55. PropertyInfo info;
  56. Variant default_value;
  57. int rset_mode;
  58. uint16_t rset_property_id;
  59. String documentation;
  60. };
  61. struct Signal {
  62. MethodInfo signal;
  63. String documentation;
  64. };
  65. uint16_t rpc_count = 0;
  66. Map<StringName, Method> methods;
  67. uint16_t rset_count = 0;
  68. OrderedHashMap<StringName, Property> properties;
  69. Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
  70. StringName base;
  71. StringName base_native_type;
  72. NativeScriptDesc *base_data;
  73. godot_nativescript_instance_create_func create_func;
  74. godot_nativescript_instance_destroy_func destroy_func;
  75. String documentation;
  76. const void *type_tag = nullptr;
  77. bool is_tool;
  78. inline NativeScriptDesc() {
  79. zeromem(&create_func, sizeof(godot_nativescript_instance_create_func));
  80. zeromem(&destroy_func, sizeof(godot_nativescript_instance_destroy_func));
  81. }
  82. };
  83. class NativeScript : public Script {
  84. GDCLASS(NativeScript, Script);
  85. #ifdef TOOLS_ENABLED
  86. Set<PlaceHolderScriptInstance *> placeholders;
  87. void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
  88. virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
  89. #endif
  90. friend class NativeScriptInstance;
  91. friend class NativeScriptLanguage;
  92. friend class NativeReloadNode;
  93. friend class GDNativeLibrary;
  94. Ref<GDNativeLibrary> library;
  95. String lib_path;
  96. String class_name;
  97. String script_class_name;
  98. String script_class_icon_path;
  99. Mutex owners_lock;
  100. Set<Object *> instance_owners;
  101. protected:
  102. static void _bind_methods();
  103. public:
  104. inline NativeScriptDesc *get_script_desc() const;
  105. bool inherits_script(const Ref<Script> &p_script) const;
  106. void set_class_name(String p_class_name);
  107. String get_class_name() const;
  108. void set_library(Ref<GDNativeLibrary> p_library);
  109. Ref<GDNativeLibrary> get_library() const;
  110. void set_script_class_name(String p_type);
  111. String get_script_class_name() const;
  112. void set_script_class_icon_path(String p_icon_path);
  113. String get_script_class_icon_path() const;
  114. virtual bool can_instance() const;
  115. virtual Ref<Script> get_base_script() const; //for script inheritance
  116. virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
  117. virtual ScriptInstance *instance_create(Object *p_this);
  118. virtual PlaceHolderScriptInstance *placeholder_instance_create(Object *p_this);
  119. virtual bool instance_has(const Object *p_this) const;
  120. virtual bool has_source_code() const;
  121. virtual String get_source_code() const;
  122. virtual void set_source_code(const String &p_code);
  123. virtual Error reload(bool p_keep_state = false);
  124. virtual bool has_method(const StringName &p_method) const;
  125. virtual MethodInfo get_method_info(const StringName &p_method) const;
  126. virtual bool is_tool() const;
  127. virtual bool is_valid() const;
  128. virtual ScriptLanguage *get_language() const;
  129. virtual bool has_script_signal(const StringName &p_signal) const;
  130. virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
  131. virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
  132. virtual void update_exports(); //editor tool
  133. virtual void get_script_method_list(List<MethodInfo> *p_list) const;
  134. virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
  135. virtual Vector<ScriptNetData> get_rpc_methods() const;
  136. virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
  137. virtual StringName get_rpc_method(uint16_t p_id) const;
  138. virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(uint16_t p_id) const;
  139. virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
  140. virtual Vector<ScriptNetData> get_rset_properties() const;
  141. virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
  142. virtual StringName get_rset_property(uint16_t p_id) const;
  143. virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(uint16_t p_id) const;
  144. virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
  145. String get_class_documentation() const;
  146. String get_method_documentation(const StringName &p_method) const;
  147. String get_signal_documentation(const StringName &p_signal_name) const;
  148. String get_property_documentation(const StringName &p_path) const;
  149. Variant _new(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
  150. NativeScript();
  151. ~NativeScript();
  152. };
  153. class NativeScriptInstance : public ScriptInstance {
  154. friend class NativeScript;
  155. Object *owner;
  156. Ref<NativeScript> script;
  157. #ifdef DEBUG_ENABLED
  158. StringName current_method_call;
  159. #endif
  160. void _ml_call_reversed(NativeScriptDesc *script_data, const StringName &p_method, const Variant **p_args, int p_argcount);
  161. public:
  162. void *userdata;
  163. virtual bool set(const StringName &p_name, const Variant &p_value);
  164. virtual bool get(const StringName &p_name, Variant &r_ret) const;
  165. virtual void get_property_list(List<PropertyInfo> *p_properties) const;
  166. virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const;
  167. virtual void get_method_list(List<MethodInfo> *p_list) const;
  168. virtual bool has_method(const StringName &p_method) const;
  169. virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
  170. virtual void notification(int p_notification);
  171. String to_string(bool *r_valid);
  172. virtual Ref<Script> get_script() const;
  173. virtual Vector<ScriptNetData> get_rpc_methods() const;
  174. virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
  175. virtual StringName get_rpc_method(uint16_t p_id) const;
  176. virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(uint16_t p_id) const;
  177. virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
  178. virtual Vector<ScriptNetData> get_rset_properties() const;
  179. virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
  180. virtual StringName get_rset_property(uint16_t p_id) const;
  181. virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(uint16_t p_id) const;
  182. virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
  183. virtual ScriptLanguage *get_language();
  184. virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
  185. virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
  186. virtual void refcount_incremented();
  187. virtual bool refcount_decremented();
  188. ~NativeScriptInstance();
  189. };
  190. class NativeReloadNode;
  191. class NativeScriptLanguage : public ScriptLanguage {
  192. friend class NativeScript;
  193. friend class NativeScriptInstance;
  194. friend class NativeReloadNode;
  195. private:
  196. static NativeScriptLanguage *singleton;
  197. int lang_idx;
  198. void _unload_stuff(bool p_reload = false);
  199. Mutex mutex;
  200. #ifndef NO_THREADS
  201. Set<Ref<GDNativeLibrary>> libs_to_init;
  202. Set<NativeScript *> scripts_to_register;
  203. volatile bool has_objects_to_register; // so that we don't lock mutex every frame - it's rarely needed
  204. void defer_init_library(Ref<GDNativeLibrary> lib, NativeScript *script);
  205. #endif
  206. void init_library(const Ref<GDNativeLibrary> &lib);
  207. void register_script(NativeScript *script);
  208. void unregister_script(NativeScript *script);
  209. void call_libraries_cb(const StringName &name);
  210. Vector<Pair<bool, godot_nativescript_instance_binding_functions>> binding_functions;
  211. Set<Vector<void *> *> binding_instances;
  212. Map<int, HashMap<StringName, const void *>> global_type_tags;
  213. struct ProfileData {
  214. StringName signature;
  215. uint64_t call_count;
  216. uint64_t self_time;
  217. uint64_t total_time;
  218. uint64_t frame_call_count;
  219. uint64_t frame_self_time;
  220. uint64_t frame_total_time;
  221. uint64_t last_frame_call_count;
  222. uint64_t last_frame_self_time;
  223. uint64_t last_frame_total_time;
  224. };
  225. Map<StringName, ProfileData> profile_data;
  226. bool profiling;
  227. public:
  228. // These two maps must only be touched on the main thread
  229. Map<String, Map<StringName, NativeScriptDesc>> library_classes;
  230. Map<String, Ref<GDNative>> library_gdnatives;
  231. Map<String, Set<NativeScript *>> library_script_users;
  232. StringName _init_call_type;
  233. StringName _init_call_name;
  234. StringName _terminate_call_name;
  235. StringName _noarg_call_type;
  236. StringName _frame_call_name;
  237. #ifndef NO_THREADS
  238. StringName _thread_enter_call_name;
  239. StringName _thread_exit_call_name;
  240. #endif
  241. NativeScriptLanguage();
  242. ~NativeScriptLanguage();
  243. inline static NativeScriptLanguage *get_singleton() {
  244. return singleton;
  245. }
  246. void _hacky_api_anchor();
  247. _FORCE_INLINE_ void set_language_index(int p_idx) { lang_idx = p_idx; }
  248. #ifndef NO_THREADS
  249. virtual void thread_enter();
  250. virtual void thread_exit();
  251. #endif
  252. virtual void frame();
  253. virtual String get_name() const;
  254. virtual void init();
  255. virtual String get_type() const;
  256. virtual String get_extension() const;
  257. virtual Error execute_file(const String &p_path);
  258. virtual void finish();
  259. virtual void get_reserved_words(List<String> *p_words) const;
  260. virtual void get_comment_delimiters(List<String> *p_delimiters) const;
  261. virtual void get_string_delimiters(List<String> *p_delimiters) const;
  262. virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
  263. 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 = nullptr, Set<int> *r_safe_lines = nullptr) const;
  264. virtual Script *create_script() const;
  265. virtual bool has_named_classes() const;
  266. virtual bool supports_builtin_mode() const;
  267. virtual int find_function(const String &p_function, const String &p_code) const;
  268. virtual String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const;
  269. virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
  270. virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
  271. virtual String debug_get_error() const;
  272. virtual int debug_get_stack_level_count() const;
  273. virtual int debug_get_stack_level_line(int p_level) const;
  274. virtual String debug_get_stack_level_function(int p_level) const;
  275. virtual String debug_get_stack_level_source(int p_level) const;
  276. 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);
  277. 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);
  278. virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
  279. virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth);
  280. virtual void reload_all_scripts();
  281. virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
  282. virtual void get_recognized_extensions(List<String> *p_extensions) const;
  283. virtual void get_public_functions(List<MethodInfo> *p_functions) const;
  284. virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const;
  285. virtual void profiling_start();
  286. virtual void profiling_stop();
  287. virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
  288. virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
  289. int register_binding_functions(godot_nativescript_instance_binding_functions p_binding_functions);
  290. void unregister_binding_functions(int p_idx);
  291. void *get_instance_binding_data(int p_idx, Object *p_object);
  292. virtual void *alloc_instance_binding_data(Object *p_object);
  293. virtual void free_instance_binding_data(void *p_data);
  294. virtual void refcount_incremented_instance_binding(Object *p_object);
  295. virtual bool refcount_decremented_instance_binding(Object *p_object);
  296. void set_global_type_tag(int p_idx, StringName p_class_name, const void *p_type_tag);
  297. const void *get_global_type_tag(int p_idx, StringName p_class_name) const;
  298. virtual bool handles_global_class_type(const String &p_type) const;
  299. virtual String get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const;
  300. void profiling_add_data(StringName p_signature, uint64_t p_time);
  301. };
  302. inline NativeScriptDesc *NativeScript::get_script_desc() const {
  303. Map<StringName, NativeScriptDesc>::Element *E = NativeScriptLanguage::singleton->library_classes[lib_path].find(class_name);
  304. return E ? &E->get() : nullptr;
  305. }
  306. class NativeReloadNode : public Node {
  307. GDCLASS(NativeReloadNode, Node);
  308. bool unloaded = false;
  309. public:
  310. static void _bind_methods();
  311. void _notification(int p_what);
  312. NativeReloadNode() {}
  313. };
  314. class ResourceFormatLoaderNativeScript : public ResourceFormatLoader {
  315. public:
  316. virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, bool p_no_cache = false);
  317. virtual void get_recognized_extensions(List<String> *p_extensions) const;
  318. virtual bool handles_type(const String &p_type) const;
  319. virtual String get_resource_type(const String &p_path) const;
  320. };
  321. class ResourceFormatSaverNativeScript : public ResourceFormatSaver {
  322. virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
  323. virtual bool recognize(const RES &p_resource) const;
  324. virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
  325. };
  326. #endif // GDNATIVE_H