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								/*************************************************************************/
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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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											2017-08-27 14:16:55 +02:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2020-01-01 11:16:22 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2020 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 GDNATIVE_H
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								#define GDNATIVE_H
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											2018-09-11 18:13:45 +02:00
										 
									 
								 
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								#include "core/io/resource_loader.h"
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								#include "core/io/resource_saver.h"
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								#include "core/os/thread_safe.h"
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								#include "core/resource.h"
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								#include "gdnative/gdnative.h"
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								#include "gdnative_api_struct.gen.h"
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								#include "core/io/config_file.h"
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								class GDNativeLibraryResourceLoader;
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								class GDNative;
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								class GDNativeLibrary : public Resource {
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									GDCLASS(GDNativeLibrary, Resource);
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									static Map<String, Vector<Ref<GDNative> > > loaded_libraries;
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									friend class GDNativeLibraryResourceLoader;
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									friend class GDNative;
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									Ref<ConfigFile> config_file;
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									String current_library_path;
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									Vector<String> current_dependencies;
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									bool singleton;
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									bool load_once;
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									String symbol_prefix;
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									bool reloadable;
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								public:
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									GDNativeLibrary();
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									~GDNativeLibrary();
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									virtual bool _set(const StringName &p_name, const Variant &p_property);
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									virtual bool _get(const StringName &p_name, Variant &r_property) const;
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									virtual void _get_property_list(List<PropertyInfo> *p_list) const;
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									_FORCE_INLINE_ Ref<ConfigFile> get_config_file() { return config_file; }
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									void set_config_file(Ref<ConfigFile> p_config_file);
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									// things that change per-platform
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									// so there are no setters for this
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									_FORCE_INLINE_ String get_current_library_path() const {
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										return current_library_path;
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									}
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									_FORCE_INLINE_ Vector<String> get_current_dependencies() const {
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										return current_dependencies;
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									}
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									// things that are a property of the library itself, not platform specific
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									_FORCE_INLINE_ bool should_load_once() const {
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										return load_once;
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									}
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									_FORCE_INLINE_ bool is_singleton() const {
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										return singleton;
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									}
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									_FORCE_INLINE_ String get_symbol_prefix() const {
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										return symbol_prefix;
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									}
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									_FORCE_INLINE_ bool is_reloadable() const {
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										return reloadable;
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									}
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									_FORCE_INLINE_ void set_load_once(bool p_load_once) {
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										config_file->set_value("general", "load_once", p_load_once);
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										load_once = p_load_once;
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									}
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									_FORCE_INLINE_ void set_singleton(bool p_singleton) {
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										config_file->set_value("general", "singleton", p_singleton);
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										singleton = p_singleton;
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									}
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									_FORCE_INLINE_ void set_symbol_prefix(String p_symbol_prefix) {
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										config_file->set_value("general", "symbol_prefix", p_symbol_prefix);
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										symbol_prefix = p_symbol_prefix;
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									}
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									_FORCE_INLINE_ void set_reloadable(bool p_reloadable) {
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										config_file->set_value("general", "reloadable", p_reloadable);
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										reloadable = p_reloadable;
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									}
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									static void _bind_methods();
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								};
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								struct GDNativeCallRegistry {
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									static GDNativeCallRegistry *singleton;
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									inline static GDNativeCallRegistry *get_singleton() {
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										return singleton;
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									}
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									inline GDNativeCallRegistry() :
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											native_calls() {}
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									Map<StringName, native_call_cb> native_calls;
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									void register_native_call_type(StringName p_call_type, native_call_cb p_callback);
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									Vector<StringName> get_native_call_types();
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								};
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								class GDNative : public Reference {
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									GDCLASS(GDNative, Reference);
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									Ref<GDNativeLibrary> library;
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									void *native_handle;
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									bool initialized;
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								public:
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									GDNative();
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									~GDNative();
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									static void _bind_methods();
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									void set_library(Ref<GDNativeLibrary> p_library);
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									Ref<GDNativeLibrary> get_library() const;
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									bool is_initialized() const;
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									bool initialize();
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									bool terminate();
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									Variant call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments = Array());
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									Error get_symbol(StringName p_procedure_name, void *&r_handle, bool p_optional = true) const;
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								};
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								class GDNativeLibraryResourceLoader : public ResourceFormatLoader {
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								public:
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									virtual RES load(const String &p_path, const String &p_original_path, Error *r_error);
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									virtual void get_recognized_extensions(List<String> *p_extensions) const;
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									virtual bool handles_type(const String &p_type) const;
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									virtual String get_resource_type(const String &p_path) const;
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								};
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								class GDNativeLibraryResourceSaver : public ResourceFormatSaver {
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									virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags);
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									virtual bool recognize(const RES &p_resource) const;
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									virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
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								};
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								#endif // GDNATIVE_H
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