virtualx-engine/modules/gdscript/gdscript_cache.h

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/*************************************************************************/
/* gdscript_cache.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GDSCRIPT_CACHE_H
#define GDSCRIPT_CACHE_H
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#include "core/object/ref_counted.h"
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#include "core/os/mutex.h"
#include "core/templates/hash_map.h"
#include "core/templates/hash_set.h"
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#include "gdscript.h"
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#include "scene/resources/packed_scene.h"
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class GDScriptAnalyzer;
class GDScriptParser;
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class GDScriptParserRef : public RefCounted {
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public:
enum Status {
EMPTY,
PARSED,
INHERITANCE_SOLVED,
INTERFACE_SOLVED,
FULLY_SOLVED,
};
private:
GDScriptParser *parser = nullptr;
GDScriptAnalyzer *analyzer = nullptr;
Status status = EMPTY;
Error result = OK;
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String path;
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bool cleared = false;
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friend class GDScriptCache;
public:
bool is_valid() const;
Status get_status() const;
GDScriptParser *get_parser() const;
Error raise_status(Status p_new_status);
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void clear();
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GDScriptParserRef() {}
~GDScriptParserRef();
};
class GDScriptCache {
// String key is full path.
HashMap<String, GDScriptParserRef *> parser_map;
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HashMap<String, Ref<GDScript>> shallow_gdscript_cache;
HashMap<String, Ref<GDScript>> full_gdscript_cache;
HashMap<String, HashSet<String>> dependencies;
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HashMap<String, Ref<PackedScene>> packed_scene_cache;
HashMap<String, HashSet<String>> packed_scene_dependencies;
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friend class GDScript;
friend class GDScriptParserRef;
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friend class GDScriptInstance;
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static GDScriptCache *singleton;
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bool destructing = false;
Mutex mutex;
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public:
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static void move_script(const String &p_from, const String &p_to);
static void remove_script(const String &p_path);
static Ref<GDScriptParserRef> get_parser(const String &p_path, GDScriptParserRef::Status status, Error &r_error, const String &p_owner = String());
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static String get_source_code(const String &p_path);
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static Ref<GDScript> get_shallow_script(const String &p_path, Error &r_error, const String &p_owner = String());
static Ref<GDScript> get_full_script(const String &p_path, Error &r_error, const String &p_owner = String(), bool p_update_from_disk = false);
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static Ref<GDScript> get_cached_script(const String &p_path);
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static Error finish_compiling(const String &p_owner);
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static Ref<PackedScene> get_packed_scene(const String &p_path, Error &r_error, const String &p_owner = "");
static void clear_unreferenced_packed_scenes();
static bool is_destructing() {
if (singleton == nullptr) {
return true;
}
return singleton->destructing;
};
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GDScriptCache();
~GDScriptCache();
};
#endif // GDSCRIPT_CACHE_H