virtualx-engine/modules/gdnative/include/pluginscript/godot_pluginscript.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

170 lines
8.9 KiB
C++

/*************************************************************************/
/* godot_pluginscript.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 GODOT_PLUGINSCRIPT_H
#define GODOT_PLUGINSCRIPT_H
#include <gdnative/gdnative.h>
#include <nativescript/godot_nativescript.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef void godot_pluginscript_instance_data;
typedef void godot_pluginscript_script_data;
typedef void godot_pluginscript_language_data;
// --- Instance ---
typedef struct {
godot_pluginscript_instance_data *(*init)(godot_pluginscript_script_data *p_data, godot_object *p_owner);
void (*finish)(godot_pluginscript_instance_data *p_data);
godot_bool (*set_prop)(godot_pluginscript_instance_data *p_data, const godot_string_name *p_name, const godot_variant *p_value);
godot_bool (*get_prop)(godot_pluginscript_instance_data *p_data, const godot_string_name *p_name, godot_variant *r_ret);
godot_variant (*call_method)(godot_pluginscript_instance_data *p_data,
const godot_string_name *p_method, const godot_variant **p_args,
int p_argcount, godot_variant_call_error *r_error);
void (*notification)(godot_pluginscript_instance_data *p_data, int p_notification);
//this is used by script languages that keep a reference counter of their own
//you can make make Ref<> not die when it reaches zero, so deleting the reference
//depends entirely from the script.
// Note: You can set those function pointer to nullptr if not needed.
void (*refcount_incremented)(godot_pluginscript_instance_data *p_data);
bool (*refcount_decremented)(godot_pluginscript_instance_data *p_data); // return true if it can die
} godot_pluginscript_instance_desc;
// --- Script ---
typedef struct {
godot_pluginscript_script_data *data;
godot_string_name name;
godot_bool is_tool;
godot_string_name base;
godot_string icon_path;
// Member lines format: {<string>: <int>}
godot_dictionary member_lines;
// Method info dictionary format
// {
// name: <string>
// args: [<dict:property>]
// default_args: [<variant>]
// return: <dict:property>
// flags: <int>
// rpc_mode: <int:godot_method_rpc_mode>
// }
godot_array methods;
// Same format than for methods
godot_array signals;
// Property info dictionary format
// {
// name: <string>
// type: <int:godot_variant_type>
// hint: <int:godot_property_hint>
// hint_string: <string>
// usage: <int:godot_property_usage_flags>
// default_value: <variant>
// rset_mode: <int:godot_method_rpc_mode>
// }
godot_array properties;
} godot_pluginscript_script_manifest;
typedef struct {
godot_pluginscript_script_manifest (*init)(godot_pluginscript_language_data *p_data, const godot_string *p_path, const godot_string *p_source, godot_error *r_error);
void (*finish)(godot_pluginscript_script_data *p_data);
godot_pluginscript_instance_desc instance_desc;
} godot_pluginscript_script_desc;
// --- Language ---
typedef struct {
godot_string_name signature;
godot_int call_count;
godot_int total_time; // In microseconds
godot_int self_time; // In microseconds
} godot_pluginscript_profiling_data;
typedef struct {
const char *name;
const char *type;
const char *extension;
const char **recognized_extensions; // nullptr terminated array
godot_pluginscript_language_data *(*init)();
void (*finish)(godot_pluginscript_language_data *p_data);
const char **reserved_words; // nullptr terminated array
const char **comment_delimiters; // nullptr terminated array
const char **string_delimiters; // nullptr terminated array
godot_bool has_named_classes;
godot_bool supports_builtin_mode;
godot_bool can_inherit_from_file;
godot_string (*get_template_source_code)(godot_pluginscript_language_data *p_data, const godot_string *p_class_name, const godot_string *p_base_class_name);
godot_bool (*validate)(godot_pluginscript_language_data *p_data, const godot_string *p_script, int *r_line_error, int *r_col_error, godot_string *r_test_error, const godot_string *p_path, godot_packed_string_array *r_functions);
int (*find_function)(godot_pluginscript_language_data *p_data, const godot_string *p_function, const godot_string *p_code); // Can be nullptr
godot_string (*make_function)(godot_pluginscript_language_data *p_data, const godot_string *p_class, const godot_string *p_name, const godot_packed_string_array *p_args);
godot_error (*complete_code)(godot_pluginscript_language_data *p_data, const godot_string *p_code, const godot_string *p_path, godot_object *p_owner, godot_array *r_options, godot_bool *r_force, godot_string *r_call_hint);
void (*auto_indent_code)(godot_pluginscript_language_data *p_data, godot_string *p_code, int p_from_line, int p_to_line);
void (*add_global_constant)(godot_pluginscript_language_data *p_data, const godot_string_name *p_variable, const godot_variant *p_value);
godot_string (*debug_get_error)(godot_pluginscript_language_data *p_data);
int (*debug_get_stack_level_count)(godot_pluginscript_language_data *p_data);
int (*debug_get_stack_level_line)(godot_pluginscript_language_data *p_data, int p_level);
godot_string (*debug_get_stack_level_function)(godot_pluginscript_language_data *p_data, int p_level);
godot_string (*debug_get_stack_level_source)(godot_pluginscript_language_data *p_data, int p_level);
void (*debug_get_stack_level_locals)(godot_pluginscript_language_data *p_data, int p_level, godot_packed_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth);
void (*debug_get_stack_level_members)(godot_pluginscript_language_data *p_data, int p_level, godot_packed_string_array *p_members, godot_array *p_values, int p_max_subitems, int p_max_depth);
void (*debug_get_globals)(godot_pluginscript_language_data *p_data, godot_packed_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth);
godot_string (*debug_parse_stack_level_expression)(godot_pluginscript_language_data *p_data, int p_level, const godot_string *p_expression, int p_max_subitems, int p_max_depth);
// TODO: could this stuff be moved to the godot_pluginscript_language_desc ?
void (*get_public_functions)(godot_pluginscript_language_data *p_data, godot_array *r_functions);
void (*get_public_constants)(godot_pluginscript_language_data *p_data, godot_dictionary *r_constants);
void (*profiling_start)(godot_pluginscript_language_data *p_data);
void (*profiling_stop)(godot_pluginscript_language_data *p_data);
int (*profiling_get_accumulated_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);
int (*profiling_get_frame_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);
void (*profiling_frame)(godot_pluginscript_language_data *p_data);
godot_pluginscript_script_desc script_desc;
} godot_pluginscript_language_desc;
void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc);
#ifdef __cplusplus
}
#endif
#endif // GODOT_PLUGINSCRIPT_H