/*************************************************************************/ /* gdnative.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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_GDNATIVE_H #define GODOT_GDNATIVE_H #ifdef __cplusplus extern "C" { #endif #if defined(_WIN32) || defined(__ANDROID__) #define GDCALLINGCONV #define GDAPI GDCALLINGCONV #elif defined(__APPLE__) #include "TargetConditionals.h" #if TARGET_OS_IPHONE #define GDCALLINGCONV __attribute__((visibility("default"))) #define GDAPI GDCALLINGCONV #elif TARGET_OS_MAC #define GDCALLINGCONV __attribute__((sysv_abi)) #define GDAPI GDCALLINGCONV #endif #else // !_WIN32 && !__APPLE__ #define GDCALLINGCONV __attribute__((sysv_abi)) #define GDAPI GDCALLINGCONV #endif // This is for libraries *using* the header, NOT GODOT EXPOSING STUFF!! #ifdef _WIN32 #define GDN_EXPORT __declspec(dllexport) #else #define GDN_EXPORT #endif #include #include #define GODOT_API_VERSION 1 ////// Error typedef enum { GODOT_OK, GODOT_FAILED, ///< Generic fail error GODOT_ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable GODOT_ERR_UNCONFIGURED, ///< The object being used hasn't been properly set up yet GODOT_ERR_UNAUTHORIZED, ///< Missing credentials for requested resource GODOT_ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5) GODOT_ERR_OUT_OF_MEMORY, ///< Out of memory GODOT_ERR_FILE_NOT_FOUND, GODOT_ERR_FILE_BAD_DRIVE, GODOT_ERR_FILE_BAD_PATH, GODOT_ERR_FILE_NO_PERMISSION, // (10) GODOT_ERR_FILE_ALREADY_IN_USE, GODOT_ERR_FILE_CANT_OPEN, GODOT_ERR_FILE_CANT_WRITE, GODOT_ERR_FILE_CANT_READ, GODOT_ERR_FILE_UNRECOGNIZED, // (15) GODOT_ERR_FILE_CORRUPT, GODOT_ERR_FILE_MISSING_DEPENDENCIES, GODOT_ERR_FILE_EOF, GODOT_ERR_CANT_OPEN, ///< Can't open a resource/socket/file GODOT_ERR_CANT_CREATE, // (20) GODOT_ERR_QUERY_FAILED, GODOT_ERR_ALREADY_IN_USE, GODOT_ERR_LOCKED, ///< resource is locked GODOT_ERR_TIMEOUT, GODOT_ERR_CANT_CONNECT, // (25) GODOT_ERR_CANT_RESOLVE, GODOT_ERR_CONNECTION_ERROR, GODOT_ERR_CANT_ACQUIRE_RESOURCE, GODOT_ERR_CANT_FORK, GODOT_ERR_INVALID_DATA, ///< Data passed is invalid (30) GODOT_ERR_INVALID_PARAMETER, ///< Parameter passed is invalid GODOT_ERR_ALREADY_EXISTS, ///< When adding, item already exists GODOT_ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist GODOT_ERR_DATABASE_CANT_READ, ///< database is full GODOT_ERR_DATABASE_CANT_WRITE, ///< database is full (35) GODOT_ERR_COMPILATION_FAILED, GODOT_ERR_METHOD_NOT_FOUND, GODOT_ERR_LINK_FAILED, GODOT_ERR_SCRIPT_FAILED, GODOT_ERR_CYCLIC_LINK, // (40) GODOT_ERR_INVALID_DECLARATION, GODOT_ERR_DUPLICATE_SYMBOL, GODOT_ERR_PARSE_ERROR, GODOT_ERR_BUSY, GODOT_ERR_SKIP, // (45) GODOT_ERR_HELP, ///< user requested help!! GODOT_ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior. GODOT_ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames } godot_error; ////// bool typedef bool godot_bool; #define GODOT_TRUE 1 #define GODOT_FALSE 0 /////// int typedef int godot_int; /////// real typedef float godot_real; /////// Object (forward declared) typedef void godot_object; /////// String #include /////// String name #include ////// Vector2 #include ////// Rect2 #include ////// Vector3 #include ////// Transform2D #include /////// Plane #include /////// Quat #include /////// AABB #include /////// Basis #include /////// Transform #include /////// Color #include /////// NodePath #include /////// RID #include /////// Dictionary #include /////// Array #include // single API file for Pool*Array #include void GDAPI godot_object_destroy(godot_object *p_o); ////// Variant #include ////// Singleton API godot_object GDAPI *godot_global_get_singleton(char *p_name); // result shouldn't be freed ////// MethodBind API typedef struct { uint8_t _dont_touch_that[1]; // TODO } godot_method_bind; godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname); void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret); 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); ////// Script API typedef struct godot_gdnative_api_version { unsigned int major; unsigned int minor; } godot_gdnative_api_version; typedef struct godot_gdnative_api_struct godot_gdnative_api_struct; struct godot_gdnative_api_struct { unsigned int type; godot_gdnative_api_version version; const godot_gdnative_api_struct *next; }; #define GDNATIVE_VERSION_COMPATIBLE(want, have) (want.major == have.major && want.minor <= have.minor) typedef struct { godot_bool in_editor; uint64_t core_api_hash; uint64_t editor_api_hash; uint64_t no_api_hash; void (*report_version_mismatch)(const godot_object *p_library, const char *p_what, godot_gdnative_api_version p_want, godot_gdnative_api_version p_have); void (*report_loading_error)(const godot_object *p_library, const char *p_what); godot_object *gd_native_library; // pointer to GDNativeLibrary that is being initialized const struct godot_gdnative_core_api_struct *api_struct; const godot_string *active_library_path; } godot_gdnative_init_options; typedef struct { godot_bool in_editor; } godot_gdnative_terminate_options; // Calling convention? typedef godot_object *(*godot_class_constructor)(); godot_class_constructor GDAPI godot_get_class_constructor(const char *p_classname); godot_dictionary GDAPI godot_get_global_constants(); ////// GDNative procedure types typedef void (*godot_gdnative_init_fn)(godot_gdnative_init_options *); typedef void (*godot_gdnative_terminate_fn)(godot_gdnative_terminate_options *); typedef godot_variant (*godot_gdnative_procedure_fn)(godot_array *); ////// System Functions typedef godot_variant (*native_call_cb)(void *, godot_array *); void GDAPI godot_register_native_call_type(const char *p_call_type, native_call_cb p_callback); //using these will help Godot track how much memory is in use in debug mode void GDAPI *godot_alloc(int p_bytes); void GDAPI *godot_realloc(void *p_ptr, int p_bytes); void GDAPI godot_free(void *p_ptr); //print using Godot's error handler list void GDAPI godot_print_error(const char *p_description, const char *p_function, const char *p_file, int p_line); void GDAPI godot_print_warning(const char *p_description, const char *p_function, const char *p_file, int p_line); void GDAPI godot_print(const godot_string *p_message); // GDNATIVE CORE 1.0.1 bool GDAPI godot_is_instance_valid(const godot_object *p_object); #ifdef __cplusplus } #endif #endif // GODOT_C_H