421 lines
16 KiB
C++
421 lines
16 KiB
C++
/*************************************************************************/
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/* nativescript.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef NATIVE_SCRIPT_H
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#define NATIVE_SCRIPT_H
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/oa_hash_map.h"
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#include "core/ordered_hash_map.h"
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#include "core/os/mutex.h"
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#include "core/os/thread_safe.h"
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#include "core/resource.h"
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#include "core/script_language.h"
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#include "core/self_list.h"
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#include "scene/main/node.h"
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#include "modules/gdnative/gdnative.h"
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#include <nativescript/godot_nativescript.h>
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struct NativeScriptDesc {
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struct Method {
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godot_instance_method method;
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MethodInfo info;
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int rpc_mode;
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uint16_t rpc_method_id;
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String documentation;
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};
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struct Property {
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godot_property_set_func setter;
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godot_property_get_func getter;
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PropertyInfo info;
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Variant default_value;
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int rset_mode;
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uint16_t rset_property_id;
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String documentation;
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};
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struct Signal {
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MethodInfo signal;
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String documentation;
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};
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uint16_t rpc_count;
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Map<StringName, Method> methods;
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uint16_t rset_count;
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OrderedHashMap<StringName, Property> properties;
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Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
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StringName base;
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StringName base_native_type;
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NativeScriptDesc *base_data;
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godot_instance_create_func create_func;
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godot_instance_destroy_func destroy_func;
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String documentation;
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const void *type_tag;
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bool is_tool;
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inline NativeScriptDesc() :
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rpc_count(0),
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methods(),
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rset_count(0),
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properties(),
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signals_(),
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base(),
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base_native_type(),
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documentation(),
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type_tag(nullptr) {
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zeromem(&create_func, sizeof(godot_instance_create_func));
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zeromem(&destroy_func, sizeof(godot_instance_destroy_func));
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}
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};
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class NativeScript : public Script {
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GDCLASS(NativeScript, Script);
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#ifdef TOOLS_ENABLED
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Set<PlaceHolderScriptInstance *> placeholders;
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void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
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#endif
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friend class NativeScriptInstance;
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friend class NativeScriptLanguage;
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friend class NativeReloadNode;
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friend class GDNativeLibrary;
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Ref<GDNativeLibrary> library;
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String lib_path;
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String class_name;
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String script_class_name;
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String script_class_icon_path;
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Mutex owners_lock;
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Set<Object *> instance_owners;
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protected:
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static void _bind_methods();
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public:
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inline NativeScriptDesc *get_script_desc() const;
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void set_class_name(String p_class_name);
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String get_class_name() const;
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void set_library(Ref<GDNativeLibrary> p_library);
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Ref<GDNativeLibrary> get_library() const;
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void set_script_class_name(String p_type);
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String get_script_class_name() const;
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void set_script_class_icon_path(String p_icon_path);
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String get_script_class_icon_path() const;
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virtual bool can_instance() const;
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virtual Ref<Script> get_base_script() const; //for script inheritance
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virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
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virtual ScriptInstance *instance_create(Object *p_this);
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virtual PlaceHolderScriptInstance *placeholder_instance_create(Object *p_this);
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virtual bool instance_has(const Object *p_this) const;
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virtual bool has_source_code() const;
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virtual String get_source_code() const;
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virtual void set_source_code(const String &p_code);
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virtual Error reload(bool p_keep_state = false);
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virtual bool has_method(const StringName &p_method) const;
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virtual MethodInfo get_method_info(const StringName &p_method) const;
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virtual bool is_tool() const;
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virtual bool is_valid() const;
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virtual ScriptLanguage *get_language() const;
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virtual bool has_script_signal(const StringName &p_signal) const;
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virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
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virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
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virtual void update_exports(); //editor tool
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virtual void get_script_method_list(List<MethodInfo> *p_list) const;
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virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
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virtual Vector<ScriptNetData> get_rpc_methods() const;
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virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
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virtual StringName get_rpc_method(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
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virtual Vector<ScriptNetData> get_rset_properties() const;
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virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
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virtual StringName get_rset_property(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
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String get_class_documentation() const;
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String get_method_documentation(const StringName &p_method) const;
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String get_signal_documentation(const StringName &p_signal_name) const;
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String get_property_documentation(const StringName &p_path) const;
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Variant _new(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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NativeScript();
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~NativeScript();
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};
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class NativeScriptInstance : public ScriptInstance {
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friend class NativeScript;
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Object *owner;
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Ref<NativeScript> script;
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#ifdef DEBUG_ENABLED
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StringName current_method_call;
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#endif
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void _ml_call_reversed(NativeScriptDesc *script_data, const StringName &p_method, const Variant **p_args, int p_argcount);
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public:
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void *userdata;
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virtual bool set(const StringName &p_name, const Variant &p_value);
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virtual bool get(const StringName &p_name, Variant &r_ret) const;
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virtual void get_property_list(List<PropertyInfo> *p_properties) const;
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virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const;
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virtual void get_method_list(List<MethodInfo> *p_list) const;
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virtual bool has_method(const StringName &p_method) const;
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virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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virtual void notification(int p_notification);
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String to_string(bool *r_valid);
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virtual Ref<Script> get_script() const;
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virtual Vector<ScriptNetData> get_rpc_methods() const;
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virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
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virtual StringName get_rpc_method(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
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virtual Vector<ScriptNetData> get_rset_properties() const;
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virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
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virtual StringName get_rset_property(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
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virtual ScriptLanguage *get_language();
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virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
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virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
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virtual void refcount_incremented();
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virtual bool refcount_decremented();
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~NativeScriptInstance();
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};
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class NativeReloadNode;
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class NativeScriptLanguage : public ScriptLanguage {
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friend class NativeScript;
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friend class NativeScriptInstance;
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friend class NativeReloadNode;
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private:
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static NativeScriptLanguage *singleton;
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int lang_idx;
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void _unload_stuff(bool p_reload = false);
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Mutex mutex;
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#ifndef NO_THREADS
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Set<Ref<GDNativeLibrary>> libs_to_init;
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Set<NativeScript *> scripts_to_register;
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volatile bool has_objects_to_register; // so that we don't lock mutex every frame - it's rarely needed
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void defer_init_library(Ref<GDNativeLibrary> lib, NativeScript *script);
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#endif
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void init_library(const Ref<GDNativeLibrary> &lib);
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void register_script(NativeScript *script);
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void unregister_script(NativeScript *script);
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void call_libraries_cb(const StringName &name);
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Vector<Pair<bool, godot_instance_binding_functions>> binding_functions;
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Set<Vector<void *> *> binding_instances;
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Map<int, HashMap<StringName, const void *>> global_type_tags;
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struct ProfileData {
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StringName signature;
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uint64_t call_count;
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uint64_t self_time;
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uint64_t total_time;
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uint64_t frame_call_count;
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uint64_t frame_self_time;
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uint64_t frame_total_time;
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uint64_t last_frame_call_count;
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uint64_t last_frame_self_time;
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uint64_t last_frame_total_time;
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};
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Map<StringName, ProfileData> profile_data;
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bool profiling;
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public:
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// These two maps must only be touched on the main thread
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Map<String, Map<StringName, NativeScriptDesc>> library_classes;
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Map<String, Ref<GDNative>> library_gdnatives;
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Map<String, Set<NativeScript *>> library_script_users;
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StringName _init_call_type;
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StringName _init_call_name;
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StringName _terminate_call_name;
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StringName _noarg_call_type;
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StringName _frame_call_name;
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#ifndef NO_THREADS
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StringName _thread_enter_call_name;
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StringName _thread_exit_call_name;
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#endif
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NativeScriptLanguage();
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~NativeScriptLanguage();
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inline static NativeScriptLanguage *get_singleton() {
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return singleton;
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}
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void _hacky_api_anchor();
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_FORCE_INLINE_ void set_language_index(int p_idx) { lang_idx = p_idx; }
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#ifndef NO_THREADS
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virtual void thread_enter();
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virtual void thread_exit();
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#endif
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virtual void frame();
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virtual String get_name() const;
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virtual void init();
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virtual String get_type() const;
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virtual String get_extension() const;
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virtual Error execute_file(const String &p_path);
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virtual void finish();
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virtual void get_reserved_words(List<String> *p_words) const;
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virtual void get_comment_delimiters(List<String> *p_delimiters) const;
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virtual void get_string_delimiters(List<String> *p_delimiters) const;
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virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
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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;
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virtual Script *create_script() const;
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virtual bool has_named_classes() const;
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virtual bool supports_builtin_mode() const;
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virtual int find_function(const String &p_function, const String &p_code) const;
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virtual String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const;
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virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
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virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
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virtual String debug_get_error() const;
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virtual int debug_get_stack_level_count() const;
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virtual int debug_get_stack_level_line(int p_level) const;
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virtual String debug_get_stack_level_function(int p_level) const;
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virtual String debug_get_stack_level_source(int p_level) const;
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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);
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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);
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virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
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virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth);
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virtual void reload_all_scripts();
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virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual void get_public_functions(List<MethodInfo> *p_functions) const;
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virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const;
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virtual void profiling_start();
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virtual void profiling_stop();
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virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
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virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
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int register_binding_functions(godot_instance_binding_functions p_binding_functions);
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void unregister_binding_functions(int p_idx);
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void *get_instance_binding_data(int p_idx, Object *p_object);
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virtual void *alloc_instance_binding_data(Object *p_object);
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virtual void free_instance_binding_data(void *p_data);
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virtual void refcount_incremented_instance_binding(Object *p_object);
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virtual bool refcount_decremented_instance_binding(Object *p_object);
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void set_global_type_tag(int p_idx, StringName p_class_name, const void *p_type_tag);
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const void *get_global_type_tag(int p_idx, StringName p_class_name) const;
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virtual bool handles_global_class_type(const String &p_type) const;
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virtual String get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const;
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void profiling_add_data(StringName p_signature, uint64_t p_time);
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};
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inline NativeScriptDesc *NativeScript::get_script_desc() const {
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Map<StringName, NativeScriptDesc>::Element *E = NativeScriptLanguage::singleton->library_classes[lib_path].find(class_name);
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return E ? &E->get() : nullptr;
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}
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class NativeReloadNode : public Node {
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GDCLASS(NativeReloadNode, Node);
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bool unloaded;
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public:
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static void _bind_methods();
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void _notification(int p_what);
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NativeReloadNode() :
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unloaded(false) {}
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};
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class ResourceFormatLoaderNativeScript : public ResourceFormatLoader {
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public:
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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);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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class ResourceFormatSaverNativeScript : public ResourceFormatSaver {
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virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
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virtual bool recognize(const RES &p_resource) const;
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virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
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};
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#endif // GDNATIVE_H
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