Add comments to simple.c and simplify it

The comments are from the documentation article.
This commit is contained in:
Aaron Franke
2020-08-16 22:57:07 -05:00
parent 831bb3ab9d
commit 3179fe225f

View File

@@ -1,23 +1,30 @@
#include <gdnative_api_struct.gen.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
typedef struct user_data_struct {
char data[256];
} user_data_struct;
// GDNative supports a large collection of functions for calling back
// into the main Godot executable. In order for your module to have
// access to these functions, GDNative provides your application with
// a struct containing pointers to all these functions.
const godot_gdnative_core_api_struct *api = NULL;
const godot_gdnative_ext_nativescript_api_struct *nativescript_api = NULL;
// These are forward declarations for the functions we'll be implementing
// for our object. A constructor and destructor are both necessary.
GDCALLINGCONV void *simple_constructor(godot_object *p_instance, void *p_method_data);
GDCALLINGCONV void simple_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data);
godot_variant simple_get_data(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args);
// `gdnative_init` is a function that initializes our dynamic library.
// Godot will give it a pointer to a structure that contains various bits of
// information we may find useful among which the pointers to our API structures.
void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *p_options) {
api = p_options->api_struct;
// now find our extensions
// Find NativeScript extensions.
for (int i = 0; i < api->num_extensions; i++) {
switch (api->extensions[i]->type) {
case GDNATIVE_EXT_NATIVESCRIPT: {
@@ -29,11 +36,16 @@ void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *p_options) {
};
}
// `gdnative_terminate` which is called before the library is unloaded.
// Godot will unload the library when no object uses it anymore.
void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *p_options) {
api = NULL;
nativescript_api = NULL;
}
// `nativescript_init` is the most important function. Godot calls
// this function as part of loading a GDNative library and communicates
// back to the engine what objects we make available.
void GDN_EXPORT godot_nativescript_init(void *p_handle) {
godot_instance_create_func create = { NULL, NULL, NULL };
create.create_func = &simple_constructor;
@@ -41,6 +53,13 @@ void GDN_EXPORT godot_nativescript_init(void *p_handle) {
godot_instance_destroy_func destroy = { NULL, NULL, NULL };
destroy.destroy_func = &simple_destructor;
// We first tell the engine which classes are implemented by calling this.
// * The first parameter here is the handle pointer given to us.
// * The second is the name of our object class.
// * The third is the type of object in Godot that we 'inherit' from;
// this is not true inheritance but it's close enough.
// * Finally, the fourth and fifth parameters are descriptions
// for our constructor and destructor, respectively.
nativescript_api->godot_nativescript_register_class(p_handle, "SIMPLE", "Reference", create, destroy);
godot_instance_method get_data = { NULL, NULL, NULL };
@@ -48,24 +67,40 @@ void GDN_EXPORT godot_nativescript_init(void *p_handle) {
godot_method_attributes attributes = { GODOT_METHOD_RPC_MODE_DISABLED };
// We then tell Godot about our methods by calling this for each
// method of our class. In our case, this is just `get_data`.
// * Our first parameter is yet again our handle pointer.
// * The second is again the name of the object class we're registering.
// * The third is the name of our function as it will be known to GDScript.
// * The fourth is our attributes setting (see godot_method_rpc_mode enum in
// `godot_headers/nativescript/godot_nativescript.h` for possible values).
// * The fifth and final parameter is a description of which function
// to call when the method gets called.
nativescript_api->godot_nativescript_register_method(p_handle, "SIMPLE", "get_data", attributes, get_data);
}
// In our constructor, allocate memory for our structure and fill
// it with some data. Note that we use Godot's memory functions
// so the memory gets tracked and then return the pointer to
// our new structure. This pointer will act as our instance
// identifier in case multiple objects are instantiated.
GDCALLINGCONV void *simple_constructor(godot_object *p_instance, void *p_method_data) {
printf("SIMPLE._init()\n");
user_data_struct *user_data = api->godot_alloc(sizeof(user_data_struct));
strcpy(user_data->data, "World from GDNative!");
return user_data;
}
// The destructor is called when Godot is done with our
// object and we free our instances' member data.
GDCALLINGCONV void simple_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data) {
printf("SIMPLE._byebye()\n");
api->godot_free(p_user_data);
}
// Data is always sent and returned as variants so in order to
// return our data, which is a string, we first need to convert
// our C string to a Godot string object, and then copy that
// string object into the variant we are returning.
godot_variant simple_get_data(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args) {
godot_string data;
godot_variant ret;