2017-04-03 16:11:38 +02:00
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/*************************************************************************/
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/* dl_script.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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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 DL_SCRIPT_H
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#define DL_SCRIPT_H
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#include "io/resource_loader.h"
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#include "io/resource_saver.h"
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#include "os/thread_safe.h"
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#include "resource.h"
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#include "script_language.h"
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#include "self_list.h"
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#include "godot.h"
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#ifdef TOOLS_ENABLED
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// #define DLSCRIPT_EDITOR_FEATURES
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#endif
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struct DLScriptData {
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/* typedef void* (InstanceFunc)(godot_object* instance);
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typedef void (DestroyFunc)(godot_object* instance,void* userdata);
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typedef godot_variant (MethodFunc)(godot_object *instance, void *userdata, void *method_data, int arg_count,godot_variant **args);
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typedef void (MethodDataFreeFunc)(void *method_data);
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typedef void (SetterFunc)(godot_object* instance,void* userdata,godot_variant value);
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typedef godot_variant (GetterFunc)(godot_object* instance,void* userdata);*/
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struct Method {
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godot_instance_method method;
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MethodInfo info;
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int rpc_mode;
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Method() {
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}
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Method(godot_instance_method p_method, MethodInfo p_info, int p_rpc_mode) {
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method = p_method;
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info = p_info;
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rpc_mode = p_rpc_mode;
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}
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};
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struct Property {
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godot_property_set_func setter;
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godot_property_get_func getter;
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PropertyInfo info;
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Variant default_value;
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int rset_mode;
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Property() {
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}
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Property(godot_property_set_func p_setter, godot_property_get_func p_getter) {
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setter = p_setter;
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getter = p_getter;
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}
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Property(godot_property_set_func p_setter, godot_property_get_func p_getter, PropertyInfo p_info, Variant p_default_value, int p_rset_mode) {
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setter = p_setter;
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getter = p_getter;
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info = p_info;
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default_value = p_default_value;
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rset_mode = p_rset_mode;
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}
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};
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struct Signal {
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MethodInfo signal;
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};
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Map<StringName, Method> methods;
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Map<StringName, Property> properties;
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Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
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StringName base;
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StringName base_native_type;
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DLScriptData *base_data;
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godot_instance_create_func create_func;
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godot_instance_destroy_func destroy_func;
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bool is_tool;
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DLScriptData() {
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base = StringName();
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base_data = NULL;
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is_tool = false;
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}
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DLScriptData(StringName p_base, godot_instance_create_func p_instance, godot_instance_destroy_func p_free) {
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base = p_base;
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base_data = NULL;
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create_func = p_instance;
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destroy_func = p_free;
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is_tool = false;
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}
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};
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class DLLibrary;
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class DLScript : public Script {
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GDCLASS(DLScript, Script);
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Ref<DLLibrary> library;
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StringName script_name;
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StringName base_native_type;
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Set<Object *> instances;
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DLScriptData *script_data;
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#ifdef TOOLS_ENABLED
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Set<PlaceHolderScriptInstance *> placeholders;
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// void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
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// virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
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#endif
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friend class DLInstance;
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friend class DLScriptLanguage;
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protected:
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static void _bind_methods();
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public:
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virtual bool can_instance() const;
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virtual Ref<Script> get_base_script() const; //for script inheritance
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virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
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virtual ScriptInstance *instance_create(Object *p_this);
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virtual bool instance_has(const Object *p_this) const;
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virtual bool has_source_code() const;
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virtual String get_source_code() const;
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virtual void set_source_code(const String &p_code) {}
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virtual Error reload(bool p_keep_state = false);
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virtual bool has_method(const StringName &p_method) const;
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virtual MethodInfo get_method_info(const StringName &p_method) const;
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virtual bool is_tool() const;
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virtual String get_node_type() const;
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virtual ScriptLanguage *get_language() const;
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virtual bool has_script_signal(const StringName &p_signal) const;
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virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
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virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
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virtual void update_exports() {} //editor tool
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virtual void get_script_method_list(List<MethodInfo> *p_list) const;
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virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
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Ref<DLLibrary> get_library() const;
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void set_library(Ref<DLLibrary> p_library);
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StringName get_script_name() const;
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void set_script_name(StringName p_script_name);
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DLScript();
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~DLScript();
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};
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class DLLibrary : public Resource {
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_THREAD_SAFE_CLASS_
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GDCLASS(DLLibrary, Resource);
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OBJ_SAVE_TYPE(DLLibrary);
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Map<StringName, String> platform_files;
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void *library_handle;
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String library_path;
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static DLLibrary *currently_initialized_library;
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Map<StringName, DLScriptData *> scripts;
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protected:
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friend class DLScript;
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_FORCE_INLINE_ void _update_library(const DLLibrary &p_other) {
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platform_files = p_other.platform_files;
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library_handle = p_other.library_handle;
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library_path = p_other.library_path;
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scripts = p_other.scripts;
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}
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Error _initialize_handle(bool p_in_editor = false);
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Error _free_handle(bool p_in_editor = false);
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DLScriptData *get_script_data(const StringName p_name);
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static DLLibrary *get_currently_initialized_library();
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void _register_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func);
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void _register_tool_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func);
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void _register_script_method(const StringName p_name, const StringName p_method, godot_method_attributes p_attr, godot_instance_method p_func, MethodInfo p_info);
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void _register_script_property(const StringName p_name, const String p_path, godot_property_attributes *p_attr, godot_property_set_func p_setter, godot_property_get_func p_getter);
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void _register_script_signal(const StringName p_name, const godot_signal *p_signal);
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void set_platform_file(StringName p_platform, String p_file);
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String get_platform_file(StringName p_platform) const;
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DLLibrary();
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~DLLibrary();
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};
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class DLInstance : public ScriptInstance {
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friend class DLScript;
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Object *owner;
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Ref<DLScript> script;
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void *userdata;
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void _ml_call_reversed(DLScriptData *data_ptr, const StringName &p_method, const Variant **p_args, int p_argcount);
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public:
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_FORCE_INLINE_ Object *get_owner() { return owner; }
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2017-04-04 19:38:46 +02:00
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_FORCE_INLINE_ void *get_userdata() { return userdata; }
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2017-04-03 16:11:38 +02:00
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virtual bool set(const StringName &p_name, const Variant &p_value);
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virtual bool get(const StringName &p_name, Variant &r_ret) const;
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virtual void get_property_list(List<PropertyInfo> *p_properties) const;
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virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = NULL) const;
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virtual void get_method_list(List<MethodInfo> *p_list) const;
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virtual bool has_method(const StringName &p_method) const;
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virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
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virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
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Variant debug_get_member_by_index(int p_idx) const { return Variant(); }
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virtual void notification(int p_notification);
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virtual Ref<Script> get_script() const;
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virtual ScriptLanguage *get_language();
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void set_path(const String &p_path);
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void reload_members();
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virtual RPCMode get_rpc_mode(const StringName &p_method) const;
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virtual RPCMode get_rset_mode(const StringName &p_variable) const;
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DLInstance();
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~DLInstance();
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};
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class DLScriptLanguage : public ScriptLanguage {
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friend class DLScript;
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friend class DLInstance;
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static DLScriptLanguage *singleton;
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Variant *_global_array; // @Unused necessary?
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Vector<Variant> global_array; // @Unused necessary?
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Map<StringName, int> globals; // @Unused necessary?
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// @Unused necessary?
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void _add_global(const StringName &p_name, const Variant &p_value);
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Mutex *lock;
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SelfList<DLScript>::List script_list;
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Map<String, DLLibrary *> initialized_libraries;
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bool profiling;
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uint64_t script_frame_time;
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struct {
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StringName _notification;
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} strings;
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public:
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_FORCE_INLINE_ static DLScriptLanguage *get_singleton() { return singleton; }
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virtual String get_name() const;
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bool is_library_initialized(const String &p_path);
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void set_library_initialized(const String &p_path, DLLibrary *p_dllibrary);
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DLLibrary *get_library_dllibrary(const String &p_path);
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void set_library_uninitialized(const String &p_path);
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/* LANGUAGE FUNCTIONS */
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virtual void init();
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virtual String get_type() const;
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virtual String get_extension() const;
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virtual Error execute_file(const String &p_path);
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virtual void finish();
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/* EDITOR FUNCTIONS */
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virtual void get_reserved_words(List<String> *p_words) const {};
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virtual void get_comment_delimiters(List<String> *p_delimiters) const {};
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virtual void get_string_delimiters(List<String> *p_delimiters) const {};
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virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
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virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path = "", List<String> *r_functions = NULL) const;
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virtual Script *create_script() const;
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virtual bool has_named_classes() const;
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virtual int find_function(const String &p_function, const String &p_code) const;
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virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
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virtual Error complete_code(const String &p_code, const String &p_base_path, Object *p_owner, List<String> *r_options, String &r_call_hint) { return ERR_UNAVAILABLE; }
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virtual Error lookup_code(const String &p_code, const String &p_symbol, const String &p_base_path, Object *p_owner, LookupResult &r_result) { return ERR_UNAVAILABLE; }
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virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const {};
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virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
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/* MULTITHREAD FUNCTIONS */
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//some VMs need to be notified of thread creation/exiting to allocate a stack
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virtual void thread_enter() {}
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virtual void thread_exit() {}
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/* DEBUGGER FUNCTIONS */
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virtual String debug_get_error() const;
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virtual int debug_get_stack_level_count() const;
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virtual int debug_get_stack_level_line(int p_level) const;
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virtual String debug_get_stack_level_function(int p_level) const;
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virtual String debug_get_stack_level_source(int p_level) const;
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virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1){};
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virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
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virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
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virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1);
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virtual Vector<StackInfo> debug_get_current_stack_info() { return Vector<StackInfo>(); }
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virtual void reload_all_scripts();
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virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
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/* LOADER FUNCTIONS */
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual void get_public_functions(List<MethodInfo> *p_functions) const;
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virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const;
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/* PROFILLER FUNCTIONS */
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virtual void profiling_start();
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virtual void profiling_stop();
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virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
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virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
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virtual void frame();
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static String get_init_symbol_name();
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static String get_terminate_symbol_name();
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/* HACKER FUNCTIONS */
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void _compile_dummy_for_the_api();
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DLScriptLanguage();
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~DLScriptLanguage();
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};
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class ResourceFormatLoaderDLScript : 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 = NULL);
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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 ResourceFormatSaverDLScript : public ResourceFormatSaver {
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virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
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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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// ugly, but hey
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#endif // DL_SCRIPT_H
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