/* SINGLE CPP FILE TO GENERATE SEAMLESS BRIDGE BETWEEN BINARIES < SHARED ENGINE LIBRARY WITH ABSTRACT EXTERN FUNCTIONS> | < PLAYER EXECUTABLE WITH ABSTRACT FUNCTION IMPLEMENTATION > 1. if building shared engine library this file will: define body for Unity* methods that proxy call to actual method actual method will be set later from outside with respective call to SetUnity*Body defines SetUnity*Body method to set actual method for call, theese functions are exported from library 2. if building player against shared engine library this file will: calls SetUnity*Body providing actual method to be called by shared engine library later wraps all SetUnity*Body calls in one single method SetAllUnityFunctionsForDynamicPlayerLib - notes: file will be included only if development / il2ccp and: - for xcode project if BuildSettings.UseDynamicPlayerLib is true - for player if (build.pl staticLib=1, jam BUILD_IOS_DYNAMIC_PLAYER=1) DynamicLibEngineAPI-functions.h include list of functions to proxy calls from player to trampoline - each function inlist is defined with UnityExternCall or UnityExternCall4StaticMember */ // deal with __VA_ARGS__ to convert them to formated lists with provided M macro #define VA_ARGS_COUNT(...) INTERNAL_GET_ARG_COUNT_PRIVATE(0, ## __VA_ARGS__, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0) #define INTERNAL_GET_ARG_COUNT_PRIVATE(_0, _1_, _2_, _3_, _4_, _5_, _6_, _7_, _8_, _9_, _10_, _11_, _12_, _13_, _14_, _15_, _16_, _17_, _18_, _19_, _20_, count, ...) count #define JOIN_VA_ARGS_0(M, ...) #define JOIN_VA_ARGS_1(M, T1) M(T1,1) #define JOIN_VA_ARGS_2(M, T1, T2) M(T1,1), M(T2,2) #define JOIN_VA_ARGS_3(M, T1, T2, T3) M(T1,1), M(T2,2), M(T3,3) #define JOIN_VA_ARGS_4(M, T1, T2, T3, T4) M(T1,1), M(T2,2), M(T3,3), M(T4,4) #define JOIN_VA_ARGS_5(M, T1, T2, T3, T4, T5) M(T1,1), M(T2,2), M(T3,3), M(T4,4), M(T5,5) #define JOIN_VA_ARGS_6(M, T1, T2, T3, T4, T5, T6) M(T1,1), M(T2,2), M(T3,3), M(T4,4), M(T5,5), M(T6,6) #define JOIN_VA_ARGS_7(M, T1, T2, T3, T4, T5, T6, T7) M(T1,1), M(T2,2), M(T3,3), M(T4,4), M(T5,5), M(T6,6), M(T7,7) #define JOIN_VA_ARGS_8(M, T1, T2, T3, T4, T5, T6, T7, T8) M(T1,1), M(T2,2), M(T3,3), M(T4,4), M(T5,5), M(T6,6), M(T7,7), M(T8,8) #define JOIN_VA_ARGS_9(M, T1, T2, T3, T4, T5, T6, T7, T8, T9) M(T1,1), M(T2,2), M(T3,3), M(T4,4), M(T5,5), M(T6,6), M(T7,7), M(T8,8), M(T9,9) #define JOIN_VA_ARGS___(M, N, ...) JOIN_VA_ARGS_##N(M, __VA_ARGS__ ) #define JOIN_VA_ARGS__(M, N, ...) JOIN_VA_ARGS___(M,N,__VA_ARGS__) #define JOIN_VA_ARGS_(M, ...) JOIN_VA_ARGS__(M,VA_ARGS_COUNT(__VA_ARGS__), __VA_ARGS__) #define JOIN_VA_ARGS(M, ...) JOIN_VA_ARGS_(M,__VA_ARGS__) // convert to function definition params: // egz: VA_ARGS_TO_PARAMS(int, char, bool) expands to: int p3, char p2, bool p1 #define VA_JOIN_AS_PARAMS(type, index) type p##index #define VA_ARGS_TO_PARAMS(...) JOIN_VA_ARGS(VA_JOIN_AS_PARAMS,__VA_ARGS__) // convert to function call params // egz: VA_ARGS_TO_CALL(int,char,bool) exapnds to: p3, p2, p1 #define VA_JOIN_AS_CALL(type, index) p##index #define VA_ARGS_TO_CALL(...) JOIN_VA_ARGS(VA_JOIN_AS_CALL,__VA_ARGS__) #ifndef UNITY_ENGINE_DYNAMICLIB_MODE #define UNITY_ENGINE_DYNAMICLIB_MODE 0 #endif #if UNITY_ENGINE_DYNAMICLIB_MODE // [ part of Unity Player ] // this part generates Unity* functions that act as proxy to call actual function from trampoline // for each function in DynamicLibEngineAPI-functions.h will be generated proxy function // proxy for extern "C" function // egz: UnityExternCall(int, UnityTestFunctionName, int); // will expand to: // static int(*gPtrUnityTestFunctionName)(int) = nullptr; // extern "C" int UnityTestFunctionName(int p1) { // assert(gPtrUnityTestFunctionName) != nullptr); // return gPtrUnityTestFunctionName(p1); // } // __attribute__((visibility("default"))) // extern "C" void SetUnityTestFunctionNameBody(decltype(&UnityTestFunctionName) fPtr) { // gPtrUnityTestFunctionName = fPtr; // } #define UnityExternCall(returnType, funcName, ...) \ static returnType(*gPtr##funcName)(__VA_ARGS__) = nullptr; \ extern "C" returnType funcName(VA_ARGS_TO_PARAMS(__VA_ARGS__)) {\ assert(gPtr##funcName != nullptr); \ return gPtr##funcName(VA_ARGS_TO_CALL(__VA_ARGS__)); \ } \ __attribute__((visibility("default"))) \ extern "C" void Set##funcName##Body(decltype(&funcName) fPtr) { \ gPtr##funcName = fPtr; \ } // proxy for class static methods // egz: UnityExternCall4StaticMember(int, MyClass MyMethod, int); // will expand to: // static int(*gPtrMyClassMyMethod)(int) = nullptr; // int MyClass::MyMethod(int p1) { // assert(gPtrMyClassMyMethod) != nullptr); // return gPtrMyClassMyMethod(p1); // } // __attribute__((visibility("default"))) // extern "C" void SetMyClassMyMethodBody(decltype(gPtrMyClassMyMethod) fPtr) { // gPtrMyClassMyMethod = fPtr; // } #define UnityExternCall4StaticMember(returnType, className, funcName, ...) \ static returnType(*gPtr##className##funcName)(__VA_ARGS__) = nullptr; \ returnType className::funcName(VA_ARGS_TO_PARAMS(__VA_ARGS__)) { \ assert(gPtr##className##funcName != nullptr); \ return gPtr##className##funcName(VA_ARGS_TO_CALL(__VA_ARGS__)); \ } \ __attribute__((visibility("default"))) \ extern "C" void Set##className##funcName##Body(decltype(gPtr##className##funcName) fPtr) { \ gPtr##className##funcName = fPtr; \ } #include "PlatformDependent/iPhonePlayer/Trampoline/Classes/Unity/UnitySharedDecls.h" #include "PlatformDependent/iPhonePlayer/Trampoline/Classes/Unity/UnityRendering.h" #include "PlatformDependent/iPhonePlayer/TrampolineInterface.h" #include "Runtime/Graphics/DisplayManager.h" #include "Runtime/Input/LocationService.h" #import #include "External/baselib/builds/Include/PreExternalInclude.h" #include #include "External/baselib/builds/Include/PostExternalInclude.h" #include "DynamicLibEngineAPI-functions.h" #undef UnityExternCall #undef UnityExternCall4StaticMember #else // [ part of Xcode project ] // for each function defined in DynamicLibEngineAPI-functions.h will be generated SetUnity*Body function // for extern "C" functions // egz: UnityExternCall(int, UnityTestFunctionName, int); // will expand to: // extern "C" UnityTestFunctionName(int); // extern "C" SetUnityTestFunctionName(decltype(&UnityTestFunctionName)); #define UnityExternCall(returnType, funcName, ...) \ extern "C" returnType funcName(__VA_ARGS__); \ extern "C" void Set##funcName##Body(decltype(&funcName)); // for class static method // egz: UnityExternCall4StaticMember(int, MyClass MyMethod, int); // will expand to: // extern "C" void SetMyClassMyMethodBody(decltype(&MyClass::MyMethod)); #define UnityExternCall4StaticMember(returnType, className, funcName, ...) \ extern "C" void Set##className##funcName##Body(decltype(&className::funcName)); #include "UnityRendering.h" #include "Classes/iPhone_Sensors.h" #include "UndefinePlatforms.h" #include #include "RedefinePlatforms.h" #include "DynamicLibEngineAPI-functions.h" #undef UnityExternCall #undef UnityExternCall4StaticMember // single function to call every Set*Body function from DynamicLibEngineAPI-functions.h #define UnityExternCall(returnType, funcName, ...) Set##funcName##Body(funcName); #define UnityExternCall4StaticMember(returnType, className, funcName, ...) Set##className##funcName##Body(className::funcName) extern "C" void SetAllUnityFunctionsForDynamicPlayerLib() { #include "DynamicLibEngineAPI-functions.h" } #undef UnityExternCall #undef UnityExternCall4StaticMember #endif