a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
132 lines
6.5 KiB
C++
132 lines
6.5 KiB
C++
/*************************************************************************/
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/* pluginscript_language.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 PLUGINSCRIPT_LANGUAGE_H
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#define PLUGINSCRIPT_LANGUAGE_H
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// Godot imports
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/map.h"
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#include "core/script_language.h"
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#include "core/self_list.h"
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// PluginScript imports
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#include "pluginscript_loader.h"
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#include <pluginscript/godot_pluginscript.h>
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class PluginScript;
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class PluginScriptInstance;
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class PluginScriptLanguage : public ScriptLanguage {
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friend class PluginScript;
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friend class PluginScriptInstance;
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Ref<ResourceFormatLoaderPluginScript> _resource_loader;
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Ref<ResourceFormatSaverPluginScript> _resource_saver;
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const godot_pluginscript_language_desc _desc;
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godot_pluginscript_language_data *_data;
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Mutex *_lock;
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SelfList<PluginScript>::List _script_list;
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public:
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virtual String get_name() const;
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_FORCE_INLINE_ Ref<ResourceFormatLoaderPluginScript> get_resource_loader() { return _resource_loader; }
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_FORCE_INLINE_ Ref<ResourceFormatSaverPluginScript> get_resource_saver() { return _resource_saver; }
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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, List<ScriptLanguage::Warning> *r_warnings = NULL, Set<int> *r_safe_lines = 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 bool supports_builtin_mode() const;
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virtual bool can_inherit_from_file() { return true; }
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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_path, Object *p_owner, List<ScriptCodeCompletionOption> *r_options, bool &r_force, String &r_call_hint);
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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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// void thread_enter() {}
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// 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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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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void lock();
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void unlock();
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PluginScriptLanguage(const godot_pluginscript_language_desc *desc);
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virtual ~PluginScriptLanguage();
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};
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#endif // PLUGINSCRIPT_LANGUAGE_H
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