1 /*************************************************************************/
2 /*  gdnative.h                                                           */
3 /*************************************************************************/
4 /*                       This file is part of:                           */
5 /*                           GODOT ENGINE                                */
6 /*                      https://godotengine.org                          */
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8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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29 /*************************************************************************/
30 
31 #ifndef GODOT_GDNATIVE_H
32 #define GODOT_GDNATIVE_H
33 
34 #ifdef __cplusplus
35 extern "C" {
36 #endif
37 
38 #if defined(_WIN32) || defined(__ANDROID__)
39 #define GDCALLINGCONV
40 #define GDAPI GDCALLINGCONV
41 #elif defined(__APPLE__)
42 #include "TargetConditionals.h"
43 #if TARGET_OS_IPHONE
44 #define GDCALLINGCONV __attribute__((visibility("default")))
45 #define GDAPI GDCALLINGCONV
46 #elif TARGET_OS_MAC
47 #define GDCALLINGCONV __attribute__((sysv_abi))
48 #define GDAPI GDCALLINGCONV
49 #endif
50 #else // !_WIN32 && !__APPLE__
51 #define GDCALLINGCONV __attribute__((sysv_abi))
52 #define GDAPI GDCALLINGCONV
53 #endif
54 
55 // This is for libraries *using* the header, NOT GODOT EXPOSING STUFF!!
56 #ifdef _WIN32
57 #define GDN_EXPORT __declspec(dllexport)
58 #else
59 #define GDN_EXPORT
60 #endif
61 
62 #include <stdbool.h>
63 #include <stdint.h>
64 
65 #define GODOT_API_VERSION 1
66 
67 ////// Error
68 
69 typedef enum {
70 	GODOT_OK, // (0)
71 	GODOT_FAILED, ///< Generic fail error
72 	GODOT_ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable
73 	GODOT_ERR_UNCONFIGURED, ///< The object being used hasn't been properly set up yet
74 	GODOT_ERR_UNAUTHORIZED, ///< Missing credentials for requested resource
75 	GODOT_ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5)
76 	GODOT_ERR_OUT_OF_MEMORY, ///< Out of memory
77 	GODOT_ERR_FILE_NOT_FOUND,
78 	GODOT_ERR_FILE_BAD_DRIVE,
79 	GODOT_ERR_FILE_BAD_PATH,
80 	GODOT_ERR_FILE_NO_PERMISSION, // (10)
81 	GODOT_ERR_FILE_ALREADY_IN_USE,
82 	GODOT_ERR_FILE_CANT_OPEN,
83 	GODOT_ERR_FILE_CANT_WRITE,
84 	GODOT_ERR_FILE_CANT_READ,
85 	GODOT_ERR_FILE_UNRECOGNIZED, // (15)
86 	GODOT_ERR_FILE_CORRUPT,
87 	GODOT_ERR_FILE_MISSING_DEPENDENCIES,
88 	GODOT_ERR_FILE_EOF,
89 	GODOT_ERR_CANT_OPEN, ///< Can't open a resource/socket/file
90 	GODOT_ERR_CANT_CREATE, // (20)
91 	GODOT_ERR_QUERY_FAILED,
92 	GODOT_ERR_ALREADY_IN_USE,
93 	GODOT_ERR_LOCKED, ///< resource is locked
94 	GODOT_ERR_TIMEOUT,
95 	GODOT_ERR_CANT_CONNECT, // (25)
96 	GODOT_ERR_CANT_RESOLVE,
97 	GODOT_ERR_CONNECTION_ERROR,
98 	GODOT_ERR_CANT_ACQUIRE_RESOURCE,
99 	GODOT_ERR_CANT_FORK,
100 	GODOT_ERR_INVALID_DATA, ///< Data passed is invalid (30)
101 	GODOT_ERR_INVALID_PARAMETER, ///< Parameter passed is invalid
102 	GODOT_ERR_ALREADY_EXISTS, ///< When adding, item already exists
103 	GODOT_ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist
104 	GODOT_ERR_DATABASE_CANT_READ, ///< database is full
105 	GODOT_ERR_DATABASE_CANT_WRITE, ///< database is full (35)
106 	GODOT_ERR_COMPILATION_FAILED,
107 	GODOT_ERR_METHOD_NOT_FOUND,
108 	GODOT_ERR_LINK_FAILED,
109 	GODOT_ERR_SCRIPT_FAILED,
110 	GODOT_ERR_CYCLIC_LINK, // (40)
111 	GODOT_ERR_INVALID_DECLARATION,
112 	GODOT_ERR_DUPLICATE_SYMBOL,
113 	GODOT_ERR_PARSE_ERROR,
114 	GODOT_ERR_BUSY,
115 	GODOT_ERR_SKIP, // (45)
116 	GODOT_ERR_HELP, ///< user requested help!!
117 	GODOT_ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior.
118 	GODOT_ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames
119 } godot_error;
120 
121 ////// bool
122 
123 typedef bool godot_bool;
124 
125 #define GODOT_TRUE 1
126 #define GODOT_FALSE 0
127 
128 /////// int
129 
130 typedef int godot_int;
131 
132 /////// real
133 
134 typedef float godot_real;
135 
136 /////// Object (forward declared)
137 typedef void godot_object;
138 
139 /////// String
140 
141 #include <gdnative/string.h>
142 
143 /////// String name
144 
145 #include <gdnative/string_name.h>
146 
147 ////// Vector2
148 
149 #include <gdnative/vector2.h>
150 
151 ////// Rect2
152 
153 #include <gdnative/rect2.h>
154 
155 ////// Vector3
156 
157 #include <gdnative/vector3.h>
158 
159 ////// Transform2D
160 
161 #include <gdnative/transform2d.h>
162 
163 /////// Plane
164 
165 #include <gdnative/plane.h>
166 
167 /////// Quat
168 
169 #include <gdnative/quat.h>
170 
171 /////// AABB
172 
173 #include <gdnative/aabb.h>
174 
175 /////// Basis
176 
177 #include <gdnative/basis.h>
178 
179 /////// Transform
180 
181 #include <gdnative/transform.h>
182 
183 /////// Color
184 
185 #include <gdnative/color.h>
186 
187 /////// NodePath
188 
189 #include <gdnative/node_path.h>
190 
191 /////// RID
192 
193 #include <gdnative/rid.h>
194 
195 /////// Dictionary
196 
197 #include <gdnative/dictionary.h>
198 
199 /////// Array
200 
201 #include <gdnative/array.h>
202 
203 // single API file for Pool*Array
204 #include <gdnative/pool_arrays.h>
205 
206 void GDAPI godot_object_destroy(godot_object *p_o);
207 
208 ////// Variant
209 
210 #include <gdnative/variant.h>
211 
212 ////// Singleton API
213 
214 godot_object GDAPI *godot_global_get_singleton(char *p_name); // result shouldn't be freed
215 
216 ////// MethodBind API
217 
218 typedef struct {
219 	uint8_t _dont_touch_that[1]; // TODO
220 } godot_method_bind;
221 
222 godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname);
223 void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret);
224 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);
225 ////// Script API
226 
227 typedef struct godot_gdnative_api_version {
228 	unsigned int major;
229 	unsigned int minor;
230 } godot_gdnative_api_version;
231 
232 typedef struct godot_gdnative_api_struct godot_gdnative_api_struct;
233 
234 struct godot_gdnative_api_struct {
235 	unsigned int type;
236 	godot_gdnative_api_version version;
237 	const godot_gdnative_api_struct *next;
238 };
239 
240 #define GDNATIVE_VERSION_COMPATIBLE(want, have) (want.major == have.major && want.minor <= have.minor)
241 
242 typedef struct {
243 	godot_bool in_editor;
244 	uint64_t core_api_hash;
245 	uint64_t editor_api_hash;
246 	uint64_t no_api_hash;
247 	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);
248 	void (*report_loading_error)(const godot_object *p_library, const char *p_what);
249 	godot_object *gd_native_library; // pointer to GDNativeLibrary that is being initialized
250 	const struct godot_gdnative_core_api_struct *api_struct;
251 	const godot_string *active_library_path;
252 } godot_gdnative_init_options;
253 
254 typedef struct {
255 	godot_bool in_editor;
256 } godot_gdnative_terminate_options;
257 
258 // Calling convention?
259 typedef godot_object *(*godot_class_constructor)();
260 
261 godot_class_constructor GDAPI godot_get_class_constructor(const char *p_classname);
262 
263 godot_dictionary GDAPI godot_get_global_constants();
264 
265 ////// GDNative procedure types
266 typedef void (*godot_gdnative_init_fn)(godot_gdnative_init_options *);
267 typedef void (*godot_gdnative_terminate_fn)(godot_gdnative_terminate_options *);
268 typedef godot_variant (*godot_gdnative_procedure_fn)(godot_array *);
269 
270 ////// System Functions
271 
272 typedef godot_variant (*native_call_cb)(void *, godot_array *);
273 void GDAPI godot_register_native_call_type(const char *p_call_type, native_call_cb p_callback);
274 
275 //using these will help Godot track how much memory is in use in debug mode
276 void GDAPI *godot_alloc(int p_bytes);
277 void GDAPI *godot_realloc(void *p_ptr, int p_bytes);
278 void GDAPI godot_free(void *p_ptr);
279 
280 //print using Godot's error handler list
281 void GDAPI godot_print_error(const char *p_description, const char *p_function, const char *p_file, int p_line);
282 void GDAPI godot_print_warning(const char *p_description, const char *p_function, const char *p_file, int p_line);
283 void GDAPI godot_print(const godot_string *p_message);
284 
285 // GDNATIVE CORE 1.0.1
286 
287 bool GDAPI godot_is_instance_valid(const godot_object *p_object);
288 
289 //tags used for safe dynamic casting
290 void GDAPI *godot_get_class_tag(const godot_string_name *p_class);
291 godot_object GDAPI *godot_object_cast_to(const godot_object *p_object, void *p_class_tag);
292 
293 // equivalent of GDScript's instance_from_id
294 godot_object GDAPI *godot_instance_from_id(godot_int p_instance_id);
295 
296 #ifdef __cplusplus
297 }
298 #endif
299 
300 #endif // GODOT_C_H
301