c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
472 lines
16 KiB
C++
472 lines
16 KiB
C++
/*************************************************************************/
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/* gd_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 GD_SCRIPT_H
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#define GD_SCRIPT_H
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#include "script_language.h"
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#include "io/resource_loader.h"
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#include "io/resource_saver.h"
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#include "gd_function.h"
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class GDNativeClass : public Reference {
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OBJ_TYPE(GDNativeClass,Reference);
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StringName name;
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protected:
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bool _get(const StringName& p_name,Variant &r_ret) const;
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static void _bind_methods();
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public:
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_FORCE_INLINE_ const StringName& get_name() const { return name; }
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Variant _new();
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Object *instance();
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GDNativeClass(const StringName& p_name);
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};
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class GDScript : public Script {
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OBJ_TYPE(GDScript,Script);
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bool tool;
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bool valid;
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struct MemberInfo {
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int index;
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StringName setter;
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StringName getter;
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ScriptInstance::RPCMode rpc_mode;
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};
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friend class GDInstance;
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friend class GDFunction;
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friend class GDCompiler;
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friend class GDFunctions;
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friend class GDScriptLanguage;
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Variant _static_ref; //used for static call
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Ref<GDNativeClass> native;
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Ref<GDScript> base;
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GDScript *_base; //fast pointer access
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GDScript *_owner; //for subclasses
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Set<StringName> members; //members are just indices to the instanced script.
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Map<StringName,Variant> constants;
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Map<StringName,GDFunction*> member_functions;
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Map<StringName,MemberInfo> member_indices; //members are just indices to the instanced script.
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Map<StringName,Ref<GDScript> > subclasses;
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Map<StringName,Vector<StringName> > _signals;
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#ifdef TOOLS_ENABLED
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Map<StringName,int> member_lines;
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Map<StringName,Variant> member_default_values;
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List<PropertyInfo> members_cache;
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Map<StringName,Variant> member_default_values_cache;
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Ref<GDScript> base_cache;
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Set<ObjectID> inheriters_cache;
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bool source_changed_cache;
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void _update_exports_values(Map<StringName,Variant>& values, List<PropertyInfo> &propnames);
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#endif
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Map<StringName,PropertyInfo> member_info;
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GDFunction *initializer; //direct pointer to _init , faster to locate
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int subclass_count;
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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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String name;
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SelfList<GDScript> script_list;
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GDInstance* _create_instance(const Variant** p_args,int p_argcount,Object *p_owner,bool p_isref,Variant::CallError &r_error);
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void _set_subclass_path(Ref<GDScript>& p_sc,const String& p_path);
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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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#ifdef DEBUG_ENABLED
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Map<ObjectID,List<Pair<StringName,Variant> > > pending_reload_state;
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#endif
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bool _update_exports();
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protected:
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bool _get(const StringName& p_name,Variant &r_ret) const;
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bool _set(const StringName& p_name, const Variant& p_value);
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void _get_property_list(List<PropertyInfo> *p_properties) const;
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Variant call(const StringName& p_method,const Variant** p_args,int p_argcount,Variant::CallError &r_error);
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// void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
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static void _bind_methods();
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public:
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bool is_valid() const { return valid; }
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const Map<StringName,Ref<GDScript> >& get_subclasses() const { return subclasses; }
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const Map<StringName,Variant >& get_constants() const { return constants; }
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const Set<StringName>& get_members() const { return members; }
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const Map<StringName,GDFunction*>& get_member_functions() const { return member_functions; }
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const Ref<GDNativeClass>& get_native() const { return native; }
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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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bool is_tool() const { return tool; }
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Ref<GDScript> get_base() const;
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const Map<StringName,MemberInfo>& debug_get_member_indices() const { return member_indices; }
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const Map<StringName,GDFunction*>& debug_get_member_functions() const; //this is debug only
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StringName debug_get_member_by_index(int p_idx) const;
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Variant _new(const Variant** p_args,int p_argcount,Variant::CallError& r_error);
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virtual bool can_instance() const;
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virtual Ref<Script> get_base_script() const;
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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 void update_exports();
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virtual Error reload(bool p_keep_state=false);
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virtual String get_node_type() const;
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void set_script_path(const String& p_path) { path=p_path; } //because subclasses need a path too...
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Error load_source_code(const String& p_path);
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Error load_byte_code(const String& p_path);
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Vector<uint8_t> get_as_byte_code() const;
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bool get_property_default_value(const StringName& p_property,Variant& r_value) const;
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virtual void get_script_method_list(List<MethodInfo> *p_list) const;
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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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virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
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virtual ScriptLanguage *get_language() const;
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virtual int get_member_line(const StringName& p_member) const {
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#ifdef TOOLS_ENABLED
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if (member_lines.has(p_member))
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return member_lines[p_member];
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else
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#endif
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return -1;
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}
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GDScript();
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~GDScript();
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};
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class GDInstance : public ScriptInstance {
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friend class GDScript;
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friend class GDFunction;
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friend class GDFunctions;
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friend class GDCompiler;
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Object *owner;
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Ref<GDScript> script;
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#ifdef DEBUG_ENABLED
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Map<StringName,int> member_indices_cache; //used only for hot script reloading
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#endif
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Vector<Variant> members;
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bool base_ref;
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void _ml_call_reversed(GDScript *sptr,const StringName& p_method,const Variant** p_args,int p_argcount);
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public:
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_FORCE_INLINE_ Object* get_owner() { return owner; }
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virtual bool set(const StringName& p_name, const Variant& p_value);
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virtual bool get(const StringName& p_name, Variant &r_ret) const;
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virtual void get_property_list(List<PropertyInfo> *p_properties) const;
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virtual Variant::Type get_property_type(const StringName& p_name,bool *r_is_valid=NULL) const;
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virtual void get_method_list(List<MethodInfo> *p_list) const;
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virtual bool has_method(const StringName& p_method) const;
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virtual Variant call(const StringName& p_method,const Variant** p_args,int p_argcount,Variant::CallError &r_error);
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virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
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virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
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Variant debug_get_member_by_index(int p_idx) const { return members[p_idx]; }
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virtual void notification(int p_notification);
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virtual Ref<Script> get_script() const;
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virtual ScriptLanguage *get_language();
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void set_path(const String& p_path);
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void reload_members();
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virtual RPCMode get_rpc_mode(const StringName& p_method) const;
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virtual RPCMode get_rset_mode(const StringName& p_variable) const;
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GDInstance();
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~GDInstance();
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};
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class GDScriptLanguage : public ScriptLanguage {
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static GDScriptLanguage *singleton;
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Variant* _global_array;
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Vector<Variant> global_array;
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Map<StringName,int> globals;
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struct CallLevel {
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Variant *stack;
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GDFunction *function;
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GDInstance *instance;
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int *ip;
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int *line;
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};
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int _debug_parse_err_line;
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String _debug_parse_err_file;
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String _debug_error;
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int _debug_call_stack_pos;
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int _debug_max_call_stack;
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CallLevel *_call_stack;
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void _add_global(const StringName& p_name,const Variant& p_value);
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Mutex *lock;
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friend class GDScript;
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SelfList<GDScript>::List script_list;
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friend class GDFunction;
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SelfList<GDFunction>::List function_list;
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bool profiling;
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uint64_t script_frame_time;
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public:
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int calls;
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bool debug_break(const String& p_error,bool p_allow_continue=true);
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bool debug_break_parse(const String& p_file, int p_line,const String& p_error);
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_FORCE_INLINE_ void enter_function(GDInstance *p_instance,GDFunction *p_function, Variant *p_stack, int *p_ip, int *p_line) {
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if (Thread::get_main_ID()!=Thread::get_caller_ID())
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return; //no support for other threads than main for now
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if (ScriptDebugger::get_singleton()->get_lines_left()>0 && ScriptDebugger::get_singleton()->get_depth()>=0)
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ScriptDebugger::get_singleton()->set_depth( ScriptDebugger::get_singleton()->get_depth() +1 );
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if (_debug_call_stack_pos >= _debug_max_call_stack) {
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//stack overflow
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_debug_error="Stack Overflow (Stack Size: "+itos(_debug_max_call_stack)+")";
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ScriptDebugger::get_singleton()->debug(this);
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return;
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}
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_call_stack[_debug_call_stack_pos].stack=p_stack;
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_call_stack[_debug_call_stack_pos].instance=p_instance;
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_call_stack[_debug_call_stack_pos].function=p_function;
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_call_stack[_debug_call_stack_pos].ip=p_ip;
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_call_stack[_debug_call_stack_pos].line=p_line;
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_debug_call_stack_pos++;
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}
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_FORCE_INLINE_ void exit_function() {
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if (Thread::get_main_ID()!=Thread::get_caller_ID())
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return; //no support for other threads than main for now
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if (ScriptDebugger::get_singleton()->get_lines_left()>0 && ScriptDebugger::get_singleton()->get_depth()>=0)
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ScriptDebugger::get_singleton()->set_depth( ScriptDebugger::get_singleton()->get_depth() -1 );
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if (_debug_call_stack_pos==0) {
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_debug_error="Stack Underflow (Engine Bug)";
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ScriptDebugger::get_singleton()->debug(this);
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return;
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}
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_debug_call_stack_pos--;
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}
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virtual Vector<StackInfo> debug_get_current_stack_info() {
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if (Thread::get_main_ID()!=Thread::get_caller_ID())
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return Vector<StackInfo>();
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Vector<StackInfo> csi;
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csi.resize(_debug_call_stack_pos);
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for(int i=0;i<_debug_call_stack_pos;i++) {
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csi[_debug_call_stack_pos-i-1].line=_call_stack[i].line?*_call_stack[i].line:0;
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csi[_debug_call_stack_pos-i-1].script=Ref<GDScript>(_call_stack[i].function->get_script());
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}
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return csi;
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}
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struct {
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StringName _init;
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StringName _notification;
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StringName _set;
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StringName _get;
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StringName _get_property_list;
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StringName _script_source;
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} strings;
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_FORCE_INLINE_ int get_global_array_size() const { return global_array.size(); }
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_FORCE_INLINE_ Variant* get_global_array() { return _global_array; }
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_FORCE_INLINE_ const Map<StringName,int>& get_global_map() { return globals; }
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_FORCE_INLINE_ static GDScriptLanguage *get_singleton() { return singleton; }
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virtual String get_name() const;
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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) 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 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 StringArray& p_args) const;
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virtual Error complete_code(const String& p_code, const String& p_base_path, Object*p_owner,List<String>* r_options,String& r_call_hint);
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#ifdef TOOLS_ENABLED
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virtual Error lookup_code(const String& p_code, const String& p_symbol, const String& p_base_path, Object*p_owner, LookupResult& r_result);
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#endif
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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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/* 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 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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virtual void frame();
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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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/* LOADER FUNCTIONS */
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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GDScriptLanguage();
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~GDScriptLanguage();
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};
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class ResourceFormatLoaderGDScript : public ResourceFormatLoader {
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public:
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virtual RES load(const String &p_path,const String& p_original_path="",Error *r_error=NULL);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String& p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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class ResourceFormatSaverGDScript : public ResourceFormatSaver {
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public:
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virtual Error save(const String &p_path,const RES& p_resource,uint32_t p_flags=0);
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virtual void get_recognized_extensions(const RES& p_resource,List<String> *p_extensions) const;
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virtual bool recognize(const RES& p_resource) const;
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};
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#endif // GD_SCRIPT_H
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