godot_nativescript.cpp 13 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) 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. #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 <stdint.h>
  38. #include "nativescript.h"
  39. #ifdef __cplusplus
  40. extern "C" {
  41. #endif
  42. extern "C" void _native_script_hook() {
  43. }
  44. #define NSL NativeScriptLanguage::get_singleton()
  45. // Script API
  46. void GDAPI godot_nativescript_register_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_nativescript_instance_create_func p_create_func, godot_nativescript_instance_destroy_func p_destroy_func) {
  47. String *s = (String *)p_gdnative_handle;
  48. Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
  49. NativeScriptDesc desc;
  50. desc.create_func = p_create_func;
  51. desc.destroy_func = p_destroy_func;
  52. desc.is_tool = false;
  53. desc.base = p_base;
  54. if (classes->has(p_base)) {
  55. desc.base_data = &(*classes)[p_base];
  56. desc.base_native_type = desc.base_data->base_native_type;
  57. const NativeScriptDesc *b = desc.base_data;
  58. while (b) {
  59. desc.rpc_count += b->rpc_count;
  60. desc.rset_count += b->rset_count;
  61. b = b->base_data;
  62. }
  63. } else {
  64. desc.base_data = nullptr;
  65. desc.base_native_type = p_base;
  66. }
  67. classes->insert(p_name, desc);
  68. }
  69. void GDAPI godot_nativescript_register_tool_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_nativescript_instance_create_func p_create_func, godot_nativescript_instance_destroy_func p_destroy_func) {
  70. String *s = (String *)p_gdnative_handle;
  71. Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
  72. NativeScriptDesc desc;
  73. desc.create_func = p_create_func;
  74. desc.destroy_func = p_destroy_func;
  75. desc.is_tool = true;
  76. desc.base = p_base;
  77. desc.rpc_count = 0;
  78. desc.rset_count = 0;
  79. if (classes->has(p_base)) {
  80. desc.base_data = &(*classes)[p_base];
  81. desc.base_native_type = desc.base_data->base_native_type;
  82. const NativeScriptDesc *b = desc.base_data;
  83. while (b) {
  84. desc.rpc_count += b->rpc_count;
  85. desc.rset_count += b->rset_count;
  86. b = b->base_data;
  87. }
  88. } else {
  89. desc.base_data = nullptr;
  90. desc.base_native_type = p_base;
  91. }
  92. classes->insert(p_name, desc);
  93. }
  94. void GDAPI godot_nativescript_register_method(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_nativescript_method_attributes p_attr, godot_nativescript_instance_method p_method) {
  95. String *s = (String *)p_gdnative_handle;
  96. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  97. ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
  98. NativeScriptDesc::Method method;
  99. method.method = p_method;
  100. method.rpc_mode = p_attr.rpc_type;
  101. method.rpc_method_id = UINT16_MAX;
  102. if (p_attr.rpc_type != GODOT_METHOD_RPC_MODE_DISABLED) {
  103. method.rpc_method_id = E->get().rpc_count;
  104. E->get().rpc_count += 1;
  105. }
  106. method.info = MethodInfo(p_function_name);
  107. E->get().methods.insert(p_function_name, method);
  108. }
  109. void GDAPI godot_nativescript_register_property(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_nativescript_property_attributes *p_attr, godot_nativescript_property_set_func p_set_func, godot_nativescript_property_get_func p_get_func) {
  110. String *s = (String *)p_gdnative_handle;
  111. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  112. ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
  113. NativeScriptDesc::Property property;
  114. property.default_value = *(Variant *)&p_attr->default_value;
  115. property.getter = p_get_func;
  116. property.rset_mode = p_attr->rset_type;
  117. if (p_attr->rset_type != GODOT_METHOD_RPC_MODE_DISABLED) {
  118. property.rset_property_id = E->get().rset_count;
  119. E->get().rset_count += 1;
  120. }
  121. property.setter = p_set_func;
  122. property.info = PropertyInfo((Variant::Type)p_attr->type,
  123. p_path,
  124. (PropertyHint)p_attr->hint,
  125. *(String *)&p_attr->hint_string,
  126. (PropertyUsageFlags)p_attr->usage);
  127. E->get().properties.insert(p_path, property);
  128. }
  129. void GDAPI godot_nativescript_register_signal(void *p_gdnative_handle, const char *p_name, const godot_nativescript_signal *p_signal) {
  130. String *s = (String *)p_gdnative_handle;
  131. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  132. ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
  133. List<PropertyInfo> args;
  134. Vector<Variant> default_args;
  135. for (int i = 0; i < p_signal->num_args; i++) {
  136. PropertyInfo info;
  137. godot_nativescript_signal_argument arg = p_signal->args[i];
  138. info.hint = (PropertyHint)arg.hint;
  139. info.hint_string = *(String *)&arg.hint_string;
  140. info.name = *(String *)&arg.name;
  141. info.type = (Variant::Type)arg.type;
  142. info.usage = (PropertyUsageFlags)arg.usage;
  143. args.push_back(info);
  144. }
  145. for (int i = 0; i < p_signal->num_default_args; i++) {
  146. Variant *v;
  147. godot_nativescript_signal_argument attrib = p_signal->args[i];
  148. v = (Variant *)&attrib.default_value;
  149. default_args.push_back(*v);
  150. }
  151. MethodInfo method_info;
  152. method_info.name = *(String *)&p_signal->name;
  153. method_info.arguments = args;
  154. method_info.default_arguments = default_args;
  155. NativeScriptDesc::Signal signal;
  156. signal.signal = method_info;
  157. E->get().signals_.insert(*(String *)&p_signal->name, signal);
  158. }
  159. void GDAPI *godot_nativescript_get_userdata(godot_object *p_instance) {
  160. Object *instance = (Object *)p_instance;
  161. if (!instance) {
  162. return nullptr;
  163. }
  164. if (instance->get_script_instance() && instance->get_script_instance()->get_language() == NativeScriptLanguage::get_singleton()) {
  165. return ((NativeScriptInstance *)instance->get_script_instance())->userdata;
  166. }
  167. return nullptr;
  168. }
  169. /*
  170. *
  171. *
  172. * NativeScript 1.1
  173. *
  174. *
  175. */
  176. 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_nativescript_method_argument *p_args) {
  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 argument information for 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 argument information to non-existent method.");
  182. MethodInfo *method_information = &method->get().info;
  183. List<PropertyInfo> args;
  184. for (int i = 0; i < p_num_args; i++) {
  185. godot_nativescript_method_argument arg = p_args[i];
  186. String name = *(String *)&arg.name;
  187. String hint_string = *(String *)&arg.hint_string;
  188. Variant::Type type = (Variant::Type)arg.type;
  189. PropertyHint hint = (PropertyHint)arg.hint;
  190. args.push_back(PropertyInfo(type, p_name, hint, hint_string));
  191. }
  192. method_information->arguments = args;
  193. }
  194. void GDAPI godot_nativescript_set_class_documentation(void *p_gdnative_handle, const char *p_name, godot_string p_documentation) {
  195. String *s = (String *)p_gdnative_handle;
  196. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  197. ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a non-existent class.");
  198. E->get().documentation = *(String *)&p_documentation;
  199. }
  200. void GDAPI godot_nativescript_set_method_documentation(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_string p_documentation) {
  201. String *s = (String *)p_gdnative_handle;
  202. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  203. ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a method on a non-existent class.");
  204. Map<StringName, NativeScriptDesc::Method>::Element *method = E->get().methods.find(p_function_name);
  205. ERR_FAIL_COND_MSG(!method, "Attempted to add documentation to non-existent method.");
  206. method->get().documentation = *(String *)&p_documentation;
  207. }
  208. void GDAPI godot_nativescript_set_property_documentation(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_string p_documentation) {
  209. String *s = (String *)p_gdnative_handle;
  210. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  211. ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a property on a non-existent class.");
  212. OrderedHashMap<StringName, NativeScriptDesc::Property>::Element property = E->get().properties.find(p_path);
  213. ERR_FAIL_COND_MSG(!property, "Attempted to add documentation to non-existent property.");
  214. property.get().documentation = *(String *)&p_documentation;
  215. }
  216. void GDAPI godot_nativescript_set_signal_documentation(void *p_gdnative_handle, const char *p_name, const char *p_signal_name, godot_string p_documentation) {
  217. String *s = (String *)p_gdnative_handle;
  218. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  219. ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a signal on a non-existent class.");
  220. Map<StringName, NativeScriptDesc::Signal>::Element *signal = E->get().signals_.find(p_signal_name);
  221. ERR_FAIL_COND_MSG(!signal, "Attempted to add documentation to non-existent signal.");
  222. signal->get().documentation = *(String *)&p_documentation;
  223. }
  224. void GDAPI godot_nativescript_set_global_type_tag(int p_idx, const char *p_name, const void *p_type_tag) {
  225. NativeScriptLanguage::get_singleton()->set_global_type_tag(p_idx, StringName(p_name), p_type_tag);
  226. }
  227. const void GDAPI *godot_nativescript_get_global_type_tag(int p_idx, const char *p_name) {
  228. return NativeScriptLanguage::get_singleton()->get_global_type_tag(p_idx, StringName(p_name));
  229. }
  230. void GDAPI godot_nativescript_set_type_tag(void *p_gdnative_handle, const char *p_name, const void *p_type_tag) {
  231. String *s = (String *)p_gdnative_handle;
  232. Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
  233. ERR_FAIL_COND_MSG(!E, "Attempted to set type tag on a non-existent class.");
  234. E->get().type_tag = p_type_tag;
  235. }
  236. const void GDAPI *godot_nativescript_get_type_tag(const godot_object *p_object) {
  237. const Object *o = (Object *)p_object;
  238. if (!o->get_script_instance()) {
  239. return nullptr;
  240. } else {
  241. NativeScript *script = Object::cast_to<NativeScript>(o->get_script_instance()->get_script().ptr());
  242. if (!script) {
  243. return nullptr;
  244. }
  245. if (script->get_script_desc()) {
  246. return script->get_script_desc()->type_tag;
  247. }
  248. }
  249. return nullptr;
  250. }
  251. int GDAPI godot_nativescript_register_instance_binding_data_functions(godot_nativescript_instance_binding_functions p_binding_functions) {
  252. return NativeScriptLanguage::get_singleton()->register_binding_functions(p_binding_functions);
  253. }
  254. void GDAPI godot_nativescript_unregister_instance_binding_data_functions(int p_idx) {
  255. NativeScriptLanguage::get_singleton()->unregister_binding_functions(p_idx);
  256. }
  257. void GDAPI *godot_nativescript_get_instance_binding_data(int p_idx, godot_object *p_object) {
  258. return NativeScriptLanguage::get_singleton()->get_instance_binding_data(p_idx, (Object *)p_object);
  259. }
  260. void GDAPI godot_nativescript_profiling_add_data(const char *p_signature, uint64_t p_time) {
  261. NativeScriptLanguage::get_singleton()->profiling_add_data(StringName(p_signature), p_time);
  262. }
  263. #ifdef __cplusplus
  264. }
  265. #endif