virtualx-engine/modules/gdnative/pluginscript/pluginscript_instance.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

88 lines
4.2 KiB
C++

/**************************************************************************/
/* pluginscript_instance.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 <pluginscript/godot_pluginscript.h>
class PluginScript;
class PluginScriptInstance : public ScriptInstance {
friend class PluginScript;
private:
Ref<PluginScript> _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<PropertyInfo> *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<MethodInfo> *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<Script> get_script() const;
virtual ScriptLanguage *get_language();
virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
virtual void refcount_incremented();
virtual bool refcount_decremented();
PluginScriptInstance();
bool init(PluginScript *p_script, Object *p_owner);
virtual ~PluginScriptInstance();
};
#endif // PLUGINSCRIPT_INSTANCE_H