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.
303 lines
9.5 KiB
C++
303 lines
9.5 KiB
C++
/*************************************************************************/
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/* gdnative.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_GDNATIVE_H
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#define GODOT_GDNATIVE_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef GDAPI_BUILT_IN
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#define GDAPI_EXPORT
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#endif
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#ifdef _WIN32
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#if defined(GDAPI_EXPORT)
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#define GDCALLINGCONV
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#define GDAPI __declspec(dllexport) GDCALLINGCONV
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#else
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#define GDCALLINGCONV
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#define GDAPI __declspec(dllimport) GDCALLINGCONV
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#endif
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#elif defined(__APPLE__)
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE
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#define GDCALLINGCONV
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#define GDAPI
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#elif TARGET_OS_MAC
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#define GDCALLINGCONV __attribute__((sysv_abi))
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#define GDAPI GDCALLINGCONV
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#endif
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#else
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#define GDCALLINGCONV __attribute__((sysv_abi, visibility("default")))
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#define GDAPI GDCALLINGCONV
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#endif
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// This is for libraries *using* the header, NOT GODOT EXPOSING STUFF!!
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#ifdef _WIN32
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#define GDN_EXPORT __declspec(dllexport)
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#else
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#define GDN_EXPORT
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#endif
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#include <stdbool.h>
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#include <stdint.h>
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#define GODOT_API_VERSION 1
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////// Error
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typedef enum {
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GODOT_OK,
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GODOT_FAILED, ///< Generic fail error
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GODOT_ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable
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GODOT_ERR_UNCONFIGURED, ///< The object being used hasnt been properly set up yet
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GODOT_ERR_UNAUTHORIZED, ///< Missing credentials for requested resource
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GODOT_ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5)
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GODOT_ERR_OUT_OF_MEMORY, ///< Out of memory
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GODOT_ERR_FILE_NOT_FOUND,
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GODOT_ERR_FILE_BAD_DRIVE,
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GODOT_ERR_FILE_BAD_PATH,
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GODOT_ERR_FILE_NO_PERMISSION, // (10)
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GODOT_ERR_FILE_ALREADY_IN_USE,
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GODOT_ERR_FILE_CANT_OPEN,
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GODOT_ERR_FILE_CANT_WRITE,
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GODOT_ERR_FILE_CANT_READ,
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GODOT_ERR_FILE_UNRECOGNIZED, // (15)
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GODOT_ERR_FILE_CORRUPT,
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GODOT_ERR_FILE_MISSING_DEPENDENCIES,
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GODOT_ERR_FILE_EOF,
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GODOT_ERR_CANT_OPEN, ///< Can't open a resource/socket/file
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GODOT_ERR_CANT_CREATE, // (20)
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GODOT_ERR_QUERY_FAILED,
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GODOT_ERR_ALREADY_IN_USE,
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GODOT_ERR_LOCKED, ///< resource is locked
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GODOT_ERR_TIMEOUT,
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GODOT_ERR_CANT_CONNECT, // (25)
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GODOT_ERR_CANT_RESOLVE,
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GODOT_ERR_CONNECTION_ERROR,
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GODOT_ERR_CANT_AQUIRE_RESOURCE,
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GODOT_ERR_CANT_FORK,
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GODOT_ERR_INVALID_DATA, ///< Data passed is invalid (30)
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GODOT_ERR_INVALID_PARAMETER, ///< Parameter passed is invalid
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GODOT_ERR_ALREADY_EXISTS, ///< When adding, item already exists
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GODOT_ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist
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GODOT_ERR_DATABASE_CANT_READ, ///< database is full
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GODOT_ERR_DATABASE_CANT_WRITE, ///< database is full (35)
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GODOT_ERR_COMPILATION_FAILED,
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GODOT_ERR_METHOD_NOT_FOUND,
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GODOT_ERR_LINK_FAILED,
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GODOT_ERR_SCRIPT_FAILED,
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GODOT_ERR_CYCLIC_LINK, // (40)
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GODOT_ERR_INVALID_DECLARATION,
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GODOT_ERR_DUPLICATE_SYMBOL,
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GODOT_ERR_PARSE_ERROR,
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GODOT_ERR_BUSY,
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GODOT_ERR_SKIP, // (45)
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GODOT_ERR_HELP, ///< user requested help!!
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GODOT_ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior.
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GODOT_ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames
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GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD, ///< shit happens, has never been used, though
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GODOT_ERR_WTF = GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD ///< short version of the above
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} godot_error;
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////// bool
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typedef bool godot_bool;
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#define GODOT_TRUE 1
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#define GODOT_FALSE 0
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/////// int
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typedef int godot_int;
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/////// real
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typedef float godot_real;
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/////// Object (forward declared)
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typedef void godot_object;
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/////// Brute force forward declarations for the rest
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/*
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typedef struct godot_variant godot_variant;
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typedef struct godot_string godot_string;
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typedef struct godot_vector2 godot_vector2;
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typedef struct godot_rect2 godot_rect2;
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typedef struct godot_vector3 godot_vector3;
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typedef struct godot_transform2d godot_transform2d;
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typedef struct godot_plane godot_plane;
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typedef struct godot_quat godot_quat;
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typedef struct godot_rect3 godot_rect3;
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typedef struct godot_basis godot_basis;
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typedef struct godot_transform godot_transform;
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typedef struct godot_color godot_color;
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typedef struct godot_node_path godot_node_path;
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typedef struct godot_rid godot_rid;
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typedef struct godot_dictionary godot_dictionary;
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typedef struct godot_array godot_array;
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typedef struct godot_pool_byte_array godot_pool_byte_array;
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typedef struct godot_pool_int_array godot_pool_int_array;
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typedef struct godot_pool_real_array godot_pool_real_array;
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typedef struct godot_pool_string_array godot_pool_string_array;
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typedef struct godot_pool_vector2_array godot_pool_vector2_array;
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typedef struct godot_pool_vector3_array godot_pool_vector3_array;
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typedef struct godot_pool_color_array godot_pool_color_array;
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*/
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/////// String
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#include <godot/string.h>
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////// Vector2
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#include <godot/vector2.h>
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////// Rect2
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#include <godot/rect2.h>
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////// Vector3
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#include <godot/vector3.h>
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////// Transform2D
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#include <godot/transform2d.h>
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/////// Plane
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#include <godot/plane.h>
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/////// Quat
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#include <godot/quat.h>
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/////// Rect3
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#include <godot/rect3.h>
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/////// Basis
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#include <godot/basis.h>
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/////// Transform
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#include <godot/transform.h>
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/////// Color
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#include <godot/color.h>
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/////// NodePath
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#include <godot/node_path.h>
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/////// RID
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#include <godot/rid.h>
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/////// Dictionary
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#include <godot/dictionary.h>
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/////// Array
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#include <godot/array.h>
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// single API file for Pool*Array
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#include <godot/pool_arrays.h>
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void GDAPI godot_object_destroy(godot_object *p_o);
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////// Variant
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#include <godot/variant.h>
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////// Singleton API
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godot_object GDAPI *godot_global_get_singleton(char *p_name); // result shouldn't be freed
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////// OS API
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void GDAPI *godot_get_stack_bottom(); // returns stack bottom of the main thread
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////// MethodBind API
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typedef struct {
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uint8_t _dont_touch_that[1]; // TODO
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} godot_method_bind;
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godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname);
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void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret);
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godot_variant GDAPI godot_method_bind_call(godot_method_bind *p_method_bind, godot_object *p_instance, const godot_variant **p_args, const int p_arg_count, godot_variant_call_error *p_call_error);
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////// Script API
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typedef struct {
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godot_bool in_editor;
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uint64_t core_api_hash;
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uint64_t editor_api_hash;
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uint64_t no_api_hash;
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godot_object *gd_native_library; // pointer to GDNativeLibrary that is being initialized
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} godot_gdnative_init_options;
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typedef struct {
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godot_bool in_editor;
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} godot_gdnative_terminate_options;
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// Calling convention?
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typedef godot_object *(*godot_class_constructor)();
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godot_class_constructor GDAPI godot_get_class_constructor(const char *p_classname);
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godot_dictionary GDAPI godot_get_global_constants();
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////// GDNative procedure types
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typedef void (*godot_gdnative_init_fn)(godot_gdnative_init_options *);
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typedef void (*godot_gdnative_terminate_fn)(godot_gdnative_terminate_options *);
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typedef godot_variant (*godot_gdnative_procedure_fn)(void *, godot_array *);
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////// System Functions
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//using these will help Godot track how much memory is in use in debug mode
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void GDAPI *godot_alloc(int p_bytes);
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void GDAPI *godot_realloc(void *p_ptr, int p_bytes);
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void GDAPI godot_free(void *p_ptr);
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//print using Godot's error handler list
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void GDAPI godot_print_error(const char *p_description, const char *p_function, const char *p_file, int p_line);
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void GDAPI godot_print_warning(const char *p_description, const char *p_function, const char *p_file, int p_line);
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void GDAPI godot_print(const godot_string *p_message);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_C_H
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