0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
139 lines
6.1 KiB
C++
139 lines
6.1 KiB
C++
/*************************************************************************/
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/* pluginscript_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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/* 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_SCRIPT_H
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#define PLUGINSCRIPT_SCRIPT_H
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// Godot imports
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#include "core/script_language.h"
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// PluginScript imports
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#include "pluginscript_language.h"
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#include <pluginscript/godot_pluginscript.h>
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class PluginScript : public Script {
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GDCLASS(PluginScript, Script);
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friend class PluginScriptInstance;
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friend class PluginScriptLanguage;
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private:
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godot_pluginscript_script_data *_data = nullptr;
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const godot_pluginscript_script_desc *_desc = nullptr;
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PluginScriptLanguage *_language = nullptr;
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bool _tool = false;
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bool _valid = false;
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Ref<Script> _ref_base_parent;
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StringName _native_parent;
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SelfList<PluginScript> _script_list;
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Map<StringName, int> _member_lines;
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Map<StringName, Variant> _properties_default_values;
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Map<StringName, PropertyInfo> _properties_info;
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Map<StringName, MethodInfo> _signals_info;
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Map<StringName, MethodInfo> _methods_info;
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Vector<ScriptNetData> _rpc_methods;
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Vector<ScriptNetData> _rpc_variables;
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Set<Object *> _instances;
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//exported members
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String _source;
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String _path;
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StringName _name;
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protected:
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static void _bind_methods();
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bool inherits_script(const Ref<Script> &p_script) const;
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PluginScriptInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, Callable::CallError &r_error);
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Variant _new(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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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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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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// TODO: load_source_code only allow utf-8 file, should handle bytecode as well ?
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virtual Error load_source_code(const String &p_path);
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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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bool has_property(const StringName &p_method) const;
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PropertyInfo get_property_info(const StringName &p_property) const;
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bool is_tool() const { return _tool; }
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bool is_valid() const { return true; }
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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();
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virtual void get_script_method_list(List<MethodInfo> *r_methods) const;
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virtual void get_script_property_list(List<PropertyInfo> *r_properties) const;
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virtual int get_member_line(const StringName &p_member) const;
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virtual Vector<ScriptNetData> get_rpc_methods() const;
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virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
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virtual StringName get_rpc_method(const uint16_t p_rpc_method_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
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virtual Vector<ScriptNetData> get_rset_properties() const;
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virtual uint16_t get_rset_property_id(const StringName &p_property) const;
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virtual StringName get_rset_property(const uint16_t p_rset_property_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_rpc_method_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
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PluginScript();
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void init(PluginScriptLanguage *language);
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virtual ~PluginScript();
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};
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#endif // PLUGINSCRIPT_SCRIPT_H
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