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nvidia-rtx-godot / platform / android / api / jni_singleton.cpp

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/**************************************************************************/
/*  jni_singleton.cpp                                                     */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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. */
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/**************************************************************************/

#include "jni_singleton.h"

#include "core/object/class_db.h"

void JNISingleton::_bind_methods() {
	ClassDB::bind_method(D_METHOD("has_java_method", "method"), &JNISingleton::has_java_method);
}

Variant JNISingleton::callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
	// Godot methods take precedence.
	Variant ret = Object::callp(p_method, p_args, p_argcount, r_error);
	if (r_error.error == Callable::CallError::CALL_OK) {
		return ret;
	}

	// Check the method we're looking for is in the JNISingleton map.
	// This is done because JNISingletons register methods differently than wrapped JavaClass / JavaObject to allow
	// for access to private methods annotated with the @UsedByGodot annotation.
	// In the future, we should remove access to private methods and require that JNISingletons' methods exposed to
	// GDScript be all public, similarly to what we do for wrapped JavaClass / JavaObject methods. Doing so will
	// also allow dropping and deprecating the @UsedByGodot annotation.
	RBMap<StringName, MethodData>::Element *E = method_map.find(p_method);
	if (E) {
		if (wrapped_object.is_valid()) {
			return wrapped_object->callp(p_method, p_args, p_argcount, r_error);
		} else {
			r_error.error = Callable::CallError::CALL_ERROR_INSTANCE_IS_NULL;
		}
	}
	return Variant();
}

void JNISingleton::add_method(const StringName &p_name, const Vector<Variant::Type> &p_args, Variant::Type p_ret_type) {
	MethodData md;
	md.argtypes = p_args;
	md.ret_type = p_ret_type;
	method_map[p_name] = md;
}

void JNISingleton::add_signal(const StringName &p_name, const Vector<Variant::Type> &p_args) {
	MethodInfo mi;
	mi.name = p_name;
	for (int i = 0; i < p_args.size(); i++) {
		mi.arguments.push_back(PropertyInfo(p_args[i], "arg" + itos(i + 1)));
	}
	add_user_signal(mi);
}