virtualx-engine/modules/gdnative/godot/rid.h
Ruslan Mustakov 5ccdeccb6e Make GDNative work on Android
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.
2017-08-30 18:14:19 +07:00

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/*************************************************************************/
/* rid.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_RID_H
#define GODOT_RID_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_RID_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_RID_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_RID_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_RID_SIZE];
} godot_rid;
#endif
#include <godot/gdnative.h>
void GDAPI godot_rid_new(godot_rid *r_dest);
godot_int GDAPI godot_rid_get_id(const godot_rid *p_self);
void GDAPI godot_rid_new_with_resource(godot_rid *r_dest, const godot_object *p_from);
godot_bool GDAPI godot_rid_operator_equal(const godot_rid *p_self, const godot_rid *p_b);
godot_bool GDAPI godot_rid_operator_less(const godot_rid *p_self, const godot_rid *p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_RID_H