534d62d2f4
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
322 lines
10 KiB
C++
322 lines
10 KiB
C++
/*************************************************************************/
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/* gdnative.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.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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#include "gdnative.h"
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#include "global_constants.h"
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#include "io/file_access_encrypted.h"
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#include "os/file_access.h"
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#include "os/os.h"
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#include "project_settings.h"
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#include "scene/main/scene_tree.h"
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const String init_symbol = "godot_gdnative_init";
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const String terminate_symbol = "godot_gdnative_terminate";
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String GDNativeLibrary::platform_names[NUM_PLATFORMS] = {
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"X11_32bit",
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"X11_64bit",
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"Windows_32bit",
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"Windows_64bit",
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"OSX",
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"Android",
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"iOS",
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"WebAssembly"
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};
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String GDNativeLibrary::platform_lib_ext[NUM_PLATFORMS] = {
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"so",
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"so",
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"dll",
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"dll",
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"dylib",
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"so",
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"dylib",
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"wasm"
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};
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// TODO(karroffel): make this actually do something lol.
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GDNativeLibrary::Platform GDNativeLibrary::current_platform = X11_64BIT;
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GDNativeLibrary::GDNativeLibrary()
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: library_paths() {
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}
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GDNativeLibrary::~GDNativeLibrary() {
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}
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void GDNativeLibrary::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_library_path", "platform", "path"), &GDNativeLibrary::set_library_path);
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ClassDB::bind_method(D_METHOD("get_library_path", "platform"), &GDNativeLibrary::get_library_path);
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}
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bool GDNativeLibrary::_set(const StringName &p_name, const Variant &p_value) {
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String name = p_name;
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if (name.begins_with("platform/")) {
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set_library_path(name.get_slice("/", 1), p_value);
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return true;
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}
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return false;
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}
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bool GDNativeLibrary::_get(const StringName &p_name, Variant &r_ret) const {
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String name = p_name;
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if (name.begins_with("platform/")) {
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r_ret = get_library_path(name.get_slice("/", 1));
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return true;
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}
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return false;
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}
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void GDNativeLibrary::_get_property_list(List<PropertyInfo> *p_list) const {
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for (int i = 0; i < NUM_PLATFORMS; i++) {
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p_list->push_back(PropertyInfo(Variant::STRING,
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"platform/" + platform_names[i],
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PROPERTY_HINT_FILE,
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"*." + platform_lib_ext[i]));
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}
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}
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void GDNativeLibrary::set_library_path(StringName p_platform, String p_path) {
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int i;
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for (i = 0; i <= NUM_PLATFORMS; i++) {
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if (i == NUM_PLATFORMS) break;
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if (platform_names[i] == p_platform) {
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break;
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}
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}
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if (i == NUM_PLATFORMS) {
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ERR_EXPLAIN(String("No such platform: ") + p_platform);
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ERR_FAIL();
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}
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library_paths[i] = p_path;
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}
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String GDNativeLibrary::get_library_path(StringName p_platform) const {
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int i;
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for (i = 0; i <= NUM_PLATFORMS; i++) {
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if (i == NUM_PLATFORMS) break;
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if (platform_names[i] == p_platform) {
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break;
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}
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}
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if (i == NUM_PLATFORMS) {
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ERR_EXPLAIN(String("No such platform: ") + p_platform);
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ERR_FAIL_V("");
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}
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return library_paths[i];
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}
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String GDNativeLibrary::get_active_library_path() const {
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return library_paths[GDNativeLibrary::current_platform];
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}
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GDNative::GDNative() {
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initialized = false;
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native_handle = NULL;
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}
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GDNative::~GDNative() {
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// TODO(karroffel): implement ALL the things!
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}
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extern "C" void _api_anchor();
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void GDNative::_compile_dummy_for_api() {
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_api_anchor();
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}
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void GDNative::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_library", "library:GDNativeLibrary"), &GDNative::set_library);
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ClassDB::bind_method(D_METHOD("get_library:GDNativeLibrary"), &GDNative::get_library);
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ClassDB::bind_method(D_METHOD("initialize"), &GDNative::initialize);
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ClassDB::bind_method(D_METHOD("terminate"), &GDNative::terminate);
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// TODO(karroffel): get_native_(raw_)call_types binding?
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// TODO(karroffel): make this a varargs function?
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ClassDB::bind_method(D_METHOD("call_native:Variant", "procedure_name", "arguments:Array"), &GDNative::call_native);
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ADD_PROPERTYNZ(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "GDNativeLibrary"), "set_library", "get_library");
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}
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void GDNative::set_library(Ref<GDNativeLibrary> p_library) {
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library = p_library;
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}
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Ref<GDNativeLibrary> GDNative::get_library() {
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return library;
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}
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bool GDNative::initialize() {
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if (library.is_null()) {
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ERR_PRINT("No library set, can't initialize GDNative object");
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return false;
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}
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String lib_path = library->get_active_library_path();
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if (lib_path.empty()) {
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ERR_PRINT("No library set for this platform");
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return false;
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}
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String path = ProjectSettings::get_singleton()->globalize_path(lib_path);
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Error err = OS::get_singleton()->open_dynamic_library(path, native_handle);
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if (err != OK) {
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return false;
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}
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void *library_init;
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err = OS::get_singleton()->get_dynamic_library_symbol_handle(
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native_handle,
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init_symbol,
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library_init);
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if (err || !library_init) {
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return false;
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}
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godot_gdnative_init_fn library_init_fpointer;
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library_init_fpointer = (godot_gdnative_init_fn)library_init;
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godot_gdnative_init_options options;
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options.in_editor = SceneTree::get_singleton()->is_editor_hint();
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options.core_api_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
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options.editor_api_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
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options.no_api_hash = ClassDB::get_api_hash(ClassDB::API_NONE);
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library_init_fpointer(&options);
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return true;
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}
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bool GDNative::terminate() {
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if (native_handle == NULL) {
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ERR_PRINT("No valid library handle, can't terminate GDNative object");
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return false;
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}
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Error error = OK;
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void *library_terminate;
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error = OS::get_singleton()->get_dynamic_library_symbol_handle(
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native_handle,
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terminate_symbol,
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library_terminate);
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if (error) {
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OS::get_singleton()->close_dynamic_library(native_handle);
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native_handle = NULL;
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return true;
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}
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godot_gdnative_terminate_fn library_terminate_pointer;
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library_terminate_pointer = (godot_gdnative_terminate_fn)library_terminate;
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// TODO(karroffel): remove this? Should be part of NativeScript, not
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// GDNative IMO
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godot_gdnative_terminate_options options;
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options.in_editor = SceneTree::get_singleton()->is_editor_hint();
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library_terminate_pointer(&options);
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// GDNativeScriptLanguage::get_singleton()->initialized_libraries.erase(p_native_lib->path);
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OS::get_singleton()->close_dynamic_library(native_handle);
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native_handle = NULL;
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return false;
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}
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void GDNativeCallRegistry::register_native_call_type(StringName p_call_type, native_call_cb p_callback) {
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native_calls.insert(p_call_type, p_callback);
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}
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void GDNativeCallRegistry::register_native_raw_call_type(StringName p_raw_call_type, native_raw_call_cb p_callback) {
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native_raw_calls.insert(p_raw_call_type, p_callback);
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}
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Vector<StringName> GDNativeCallRegistry::get_native_call_types() {
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Vector<StringName> call_types;
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call_types.resize(native_calls.size());
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size_t idx = 0;
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for (Map<StringName, native_call_cb>::Element *E = native_calls.front(); E; E = E->next(), idx++) {
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call_types[idx] = E->key();
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}
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return call_types;
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}
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Vector<StringName> GDNativeCallRegistry::get_native_raw_call_types() {
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Vector<StringName> call_types;
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call_types.resize(native_raw_calls.size());
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size_t idx = 0;
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for (Map<StringName, native_raw_call_cb>::Element *E = native_raw_calls.front(); E; E = E->next(), idx++) {
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call_types[idx] = E->key();
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}
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return call_types;
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}
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Variant GDNative::call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments) {
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Map<StringName, native_call_cb>::Element *E = GDNativeCallRegistry::singleton->native_calls.find(p_native_call_type);
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if (!E) {
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ERR_PRINT((String("No handler for native call type \"" + p_native_call_type) + "\" found").utf8().get_data());
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return Variant();
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}
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String procedure_name = p_procedure_name;
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godot_variant result = E->get()(native_handle, (godot_string *)&procedure_name, (godot_array *)&p_arguments);
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return *(Variant *)&result;
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}
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void GDNative::call_native_raw(StringName p_raw_call_type, StringName p_procedure_name, void *data, int num_args, void **args, void *r_return) {
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Map<StringName, native_raw_call_cb>::Element *E = GDNativeCallRegistry::singleton->native_raw_calls.find(p_raw_call_type);
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if (!E) {
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ERR_PRINT((String("No handler for native raw call type \"" + p_raw_call_type) + "\" found").utf8().get_data());
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return;
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}
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String procedure_name = p_procedure_name;
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E->get()(native_handle, (godot_string *)&procedure_name, data, num_args, args, r_return);
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}
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