5ccdeccb6e
The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
122 lines
5.6 KiB
C++
122 lines
5.6 KiB
C++
/*************************************************************************/
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/* array.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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 GODOT_ARRAY_H
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#define GODOT_ARRAY_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#define GODOT_ARRAY_SIZE sizeof(void *)
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#ifndef GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
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typedef struct {
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uint8_t _dont_touch_that[GODOT_ARRAY_SIZE];
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} godot_array;
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#endif
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#include <godot/pool_arrays.h>
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#include <godot/variant.h>
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#include <godot/gdnative.h>
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void GDAPI godot_array_new(godot_array *r_dest);
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void GDAPI godot_array_new_copy(godot_array *r_dest, const godot_array *p_src);
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void GDAPI godot_array_new_pool_color_array(godot_array *r_dest, const godot_pool_color_array *p_pca);
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void GDAPI godot_array_new_pool_vector3_array(godot_array *r_dest, const godot_pool_vector3_array *p_pv3a);
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void GDAPI godot_array_new_pool_vector2_array(godot_array *r_dest, const godot_pool_vector2_array *p_pv2a);
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void GDAPI godot_array_new_pool_string_array(godot_array *r_dest, const godot_pool_string_array *p_psa);
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void GDAPI godot_array_new_pool_real_array(godot_array *r_dest, const godot_pool_real_array *p_pra);
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void GDAPI godot_array_new_pool_int_array(godot_array *r_dest, const godot_pool_int_array *p_pia);
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void GDAPI godot_array_new_pool_byte_array(godot_array *r_dest, const godot_pool_byte_array *p_pba);
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void GDAPI godot_array_set(godot_array *p_self, const godot_int p_idx, const godot_variant *p_value);
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godot_variant GDAPI godot_array_get(const godot_array *p_self, const godot_int p_idx);
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godot_variant GDAPI *godot_array_operator_index(godot_array *p_self, const godot_int p_idx);
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void GDAPI godot_array_append(godot_array *p_self, const godot_variant *p_value);
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void GDAPI godot_array_clear(godot_array *p_self);
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godot_int GDAPI godot_array_count(const godot_array *p_self, const godot_variant *p_value);
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godot_bool GDAPI godot_array_empty(const godot_array *p_self);
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void GDAPI godot_array_erase(godot_array *p_self, const godot_variant *p_value);
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godot_variant GDAPI godot_array_front(const godot_array *p_self);
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godot_variant GDAPI godot_array_back(const godot_array *p_self);
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godot_int GDAPI godot_array_find(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from);
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godot_int GDAPI godot_array_find_last(const godot_array *p_self, const godot_variant *p_what);
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godot_bool GDAPI godot_array_has(const godot_array *p_self, const godot_variant *p_value);
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godot_int GDAPI godot_array_hash(const godot_array *p_self);
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void GDAPI godot_array_insert(godot_array *p_self, const godot_int p_pos, const godot_variant *p_value);
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void GDAPI godot_array_invert(godot_array *p_self);
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godot_variant GDAPI godot_array_pop_back(godot_array *p_self);
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godot_variant GDAPI godot_array_pop_front(godot_array *p_self);
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void GDAPI godot_array_push_back(godot_array *p_self, const godot_variant *p_value);
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void GDAPI godot_array_push_front(godot_array *p_self, const godot_variant *p_value);
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void GDAPI godot_array_remove(godot_array *p_self, const godot_int p_idx);
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void GDAPI godot_array_resize(godot_array *p_self, const godot_int p_size);
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godot_int GDAPI godot_array_rfind(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from);
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godot_int GDAPI godot_array_size(const godot_array *p_self);
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void GDAPI godot_array_sort(godot_array *p_self);
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void GDAPI godot_array_sort_custom(godot_array *p_self, godot_object *p_obj, const godot_string *p_func);
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void GDAPI godot_array_destroy(godot_array *p_self);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_ARRAY_H
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