/*************************************************************************/ /* pluginscript_instance.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). */ /* */ /* 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 PLUGINSCRIPT_INSTANCE_H #define PLUGINSCRIPT_INSTANCE_H // Godot imports #include "core/script_language.h" // PluginScript imports #include class PluginScript; class PluginScriptInstance : public ScriptInstance { friend class PluginScript; private: Ref _script; Object *_owner; Variant _owner_variant; godot_pluginscript_instance_data *_data; const godot_pluginscript_instance_desc *_desc; public: _FORCE_INLINE_ Object *get_owner() { return _owner; } virtual bool set(const StringName &p_name, const Variant &p_value); virtual bool get(const StringName &p_name, Variant &r_ret) const; virtual void get_property_list(List *p_properties) const; virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const; virtual void get_method_list(List *p_list) const; virtual bool has_method(const StringName &p_method) const; virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error); // Rely on default implementations provided by ScriptInstance for the moment. // Note that multilevel call could be removed in 3.0 release, so stay tuned // (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes) //virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount); //virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount); virtual void notification(int p_notification); virtual Ref