virtualx-engine/modules/gdscript/gd_script.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

472 lines
16 KiB
C++

/*************************************************************************/
/* gd_script.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 GD_SCRIPT_H
#define GD_SCRIPT_H
#include "script_language.h"
#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "gd_function.h"
class GDNativeClass : public Reference {
OBJ_TYPE(GDNativeClass,Reference);
StringName name;
protected:
bool _get(const StringName& p_name,Variant &r_ret) const;
static void _bind_methods();
public:
_FORCE_INLINE_ const StringName& get_name() const { return name; }
Variant _new();
Object *instance();
GDNativeClass(const StringName& p_name);
};
class GDScript : public Script {
OBJ_TYPE(GDScript,Script);
bool tool;
bool valid;
struct MemberInfo {
int index;
StringName setter;
StringName getter;
ScriptInstance::RPCMode rpc_mode;
};
friend class GDInstance;
friend class GDFunction;
friend class GDCompiler;
friend class GDFunctions;
friend class GDScriptLanguage;
Variant _static_ref; //used for static call
Ref<GDNativeClass> native;
Ref<GDScript> base;
GDScript *_base; //fast pointer access
GDScript *_owner; //for subclasses
Set<StringName> members; //members are just indices to the instanced script.
Map<StringName,Variant> constants;
Map<StringName,GDFunction*> member_functions;
Map<StringName,MemberInfo> member_indices; //members are just indices to the instanced script.
Map<StringName,Ref<GDScript> > subclasses;
Map<StringName,Vector<StringName> > _signals;
#ifdef TOOLS_ENABLED
Map<StringName,int> member_lines;
Map<StringName,Variant> member_default_values;
List<PropertyInfo> members_cache;
Map<StringName,Variant> member_default_values_cache;
Ref<GDScript> base_cache;
Set<ObjectID> inheriters_cache;
bool source_changed_cache;
void _update_exports_values(Map<StringName,Variant>& values, List<PropertyInfo> &propnames);
#endif
Map<StringName,PropertyInfo> member_info;
GDFunction *initializer; //direct pointer to _init , faster to locate
int subclass_count;
Set<Object*> instances;
//exported members
String source;
String path;
String name;
SelfList<GDScript> script_list;
GDInstance* _create_instance(const Variant** p_args,int p_argcount,Object *p_owner,bool p_isref,Variant::CallError &r_error);
void _set_subclass_path(Ref<GDScript>& p_sc,const String& p_path);
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance*> placeholders;
//void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
#endif
#ifdef DEBUG_ENABLED
Map<ObjectID,List<Pair<StringName,Variant> > > pending_reload_state;
#endif
bool _update_exports();
protected:
bool _get(const StringName& p_name,Variant &r_ret) const;
bool _set(const StringName& p_name, const Variant& p_value);
void _get_property_list(List<PropertyInfo> *p_properties) const;
Variant call(const StringName& p_method,const Variant** p_args,int p_argcount,Variant::CallError &r_error);
// void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
static void _bind_methods();
public:
bool is_valid() const { return valid; }
const Map<StringName,Ref<GDScript> >& get_subclasses() const { return subclasses; }
const Map<StringName,Variant >& get_constants() const { return constants; }
const Set<StringName>& get_members() const { return members; }
const Map<StringName,GDFunction*>& get_member_functions() const { return member_functions; }
const Ref<GDNativeClass>& get_native() const { return native; }
virtual bool has_script_signal(const StringName& p_signal) const;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
bool is_tool() const { return tool; }
Ref<GDScript> get_base() const;
const Map<StringName,MemberInfo>& debug_get_member_indices() const { return member_indices; }
const Map<StringName,GDFunction*>& debug_get_member_functions() const; //this is debug only
StringName debug_get_member_by_index(int p_idx) const;
Variant _new(const Variant** p_args,int p_argcount,Variant::CallError& r_error);
virtual bool can_instance() const;
virtual Ref<Script> get_base_script() const;
virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
virtual ScriptInstance* instance_create(Object *p_this);
virtual bool instance_has(const Object *p_this) const;
virtual bool has_source_code() const;
virtual String get_source_code() const;
virtual void set_source_code(const String& p_code);
virtual void update_exports();
virtual Error reload(bool p_keep_state=false);
virtual String get_node_type() const;
void set_script_path(const String& p_path) { path=p_path; } //because subclasses need a path too...
Error load_source_code(const String& p_path);
Error load_byte_code(const String& p_path);
Vector<uint8_t> get_as_byte_code() const;
bool get_property_default_value(const StringName& p_property,Variant& r_value) const;
virtual void get_script_method_list(List<MethodInfo> *p_list) const;
virtual bool has_method(const StringName& p_method) const;
virtual MethodInfo get_method_info(const StringName& p_method) const;
virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
virtual ScriptLanguage *get_language() const;
virtual int get_member_line(const StringName& p_member) const {
#ifdef TOOLS_ENABLED
if (member_lines.has(p_member))
return member_lines[p_member];
else
#endif
return -1;
}
GDScript();
~GDScript();
};
class GDInstance : public ScriptInstance {
friend class GDScript;
friend class GDFunction;
friend class GDFunctions;
friend class GDCompiler;
Object *owner;
Ref<GDScript> script;
#ifdef DEBUG_ENABLED
Map<StringName,int> member_indices_cache; //used only for hot script reloading
#endif
Vector<Variant> members;
bool base_ref;
void _ml_call_reversed(GDScript *sptr,const StringName& p_method,const Variant** p_args,int p_argcount);
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=NULL) 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);
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);
Variant debug_get_member_by_index(int p_idx) const { return members[p_idx]; }
virtual void notification(int p_notification);
virtual Ref<Script> get_script() const;
virtual ScriptLanguage *get_language();
void set_path(const String& p_path);
void reload_members();
virtual RPCMode get_rpc_mode(const StringName& p_method) const;
virtual RPCMode get_rset_mode(const StringName& p_variable) const;
GDInstance();
~GDInstance();
};
class GDScriptLanguage : public ScriptLanguage {
static GDScriptLanguage *singleton;
Variant* _global_array;
Vector<Variant> global_array;
Map<StringName,int> globals;
struct CallLevel {
Variant *stack;
GDFunction *function;
GDInstance *instance;
int *ip;
int *line;
};
int _debug_parse_err_line;
String _debug_parse_err_file;
String _debug_error;
int _debug_call_stack_pos;
int _debug_max_call_stack;
CallLevel *_call_stack;
void _add_global(const StringName& p_name,const Variant& p_value);
Mutex *lock;
friend class GDScript;
SelfList<GDScript>::List script_list;
friend class GDFunction;
SelfList<GDFunction>::List function_list;
bool profiling;
uint64_t script_frame_time;
public:
int calls;
bool debug_break(const String& p_error,bool p_allow_continue=true);
bool debug_break_parse(const String& p_file, int p_line,const String& p_error);
_FORCE_INLINE_ void enter_function(GDInstance *p_instance,GDFunction *p_function, Variant *p_stack, int *p_ip, int *p_line) {
if (Thread::get_main_ID()!=Thread::get_caller_ID())
return; //no support for other threads than main for now
if (ScriptDebugger::get_singleton()->get_lines_left()>0 && ScriptDebugger::get_singleton()->get_depth()>=0)
ScriptDebugger::get_singleton()->set_depth( ScriptDebugger::get_singleton()->get_depth() +1 );
if (_debug_call_stack_pos >= _debug_max_call_stack) {
//stack overflow
_debug_error="Stack Overflow (Stack Size: "+itos(_debug_max_call_stack)+")";
ScriptDebugger::get_singleton()->debug(this);
return;
}
_call_stack[_debug_call_stack_pos].stack=p_stack;
_call_stack[_debug_call_stack_pos].instance=p_instance;
_call_stack[_debug_call_stack_pos].function=p_function;
_call_stack[_debug_call_stack_pos].ip=p_ip;
_call_stack[_debug_call_stack_pos].line=p_line;
_debug_call_stack_pos++;
}
_FORCE_INLINE_ void exit_function() {
if (Thread::get_main_ID()!=Thread::get_caller_ID())
return; //no support for other threads than main for now
if (ScriptDebugger::get_singleton()->get_lines_left()>0 && ScriptDebugger::get_singleton()->get_depth()>=0)
ScriptDebugger::get_singleton()->set_depth( ScriptDebugger::get_singleton()->get_depth() -1 );
if (_debug_call_stack_pos==0) {
_debug_error="Stack Underflow (Engine Bug)";
ScriptDebugger::get_singleton()->debug(this);
return;
}
_debug_call_stack_pos--;
}
virtual Vector<StackInfo> debug_get_current_stack_info() {
if (Thread::get_main_ID()!=Thread::get_caller_ID())
return Vector<StackInfo>();
Vector<StackInfo> csi;
csi.resize(_debug_call_stack_pos);
for(int i=0;i<_debug_call_stack_pos;i++) {
csi[_debug_call_stack_pos-i-1].line=_call_stack[i].line?*_call_stack[i].line:0;
csi[_debug_call_stack_pos-i-1].script=Ref<GDScript>(_call_stack[i].function->get_script());
}
return csi;
}
struct {
StringName _init;
StringName _notification;
StringName _set;
StringName _get;
StringName _get_property_list;
StringName _script_source;
} strings;
_FORCE_INLINE_ int get_global_array_size() const { return global_array.size(); }
_FORCE_INLINE_ Variant* get_global_array() { return _global_array; }
_FORCE_INLINE_ const Map<StringName,int>& get_global_map() { return globals; }
_FORCE_INLINE_ static GDScriptLanguage *get_singleton() { return singleton; }
virtual String get_name() const;
/* LANGUAGE FUNCTIONS */
virtual void init();
virtual String get_type() const;
virtual String get_extension() const;
virtual Error execute_file(const String& p_path) ;
virtual void finish();
/* EDITOR FUNCTIONS */
virtual void get_reserved_words(List<String> *p_words) const;
virtual void get_comment_delimiters(List<String> *p_delimiters) const;
virtual void get_string_delimiters(List<String> *p_delimiters) const;
virtual Ref<Script> get_template(const String& p_class_name, const String& p_base_class_name) const;
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;
virtual Script *create_script() const;
virtual bool has_named_classes() const;
virtual int find_function(const String& p_function,const String& p_code) const;
virtual String make_function(const String& p_class,const String& p_name,const StringArray& p_args) const;
virtual Error complete_code(const String& p_code, const String& p_base_path, Object*p_owner,List<String>* r_options,String& r_call_hint);
#ifdef TOOLS_ENABLED
virtual Error lookup_code(const String& p_code, const String& p_symbol, const String& p_base_path, Object*p_owner, LookupResult& r_result);
#endif
virtual void auto_indent_code(String& p_code,int p_from_line,int p_to_line) const;
virtual void add_global_constant(const StringName& p_variable,const Variant& p_value);
/* DEBUGGER FUNCTIONS */
virtual String debug_get_error() const;
virtual int debug_get_stack_level_count() const;
virtual int debug_get_stack_level_line(int p_level) const;
virtual String debug_get_stack_level_function(int p_level) const;
virtual String debug_get_stack_level_source(int p_level) const;
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);
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);
virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems=-1,int p_max_depth=-1);
virtual String debug_parse_stack_level_expression(int p_level,const String& p_expression,int p_max_subitems=-1,int p_max_depth=-1);
virtual void reload_all_scripts();
virtual void reload_tool_script(const Ref<Script>& p_script,bool p_soft_reload);
virtual void frame();
virtual void get_public_functions(List<MethodInfo> *p_functions) const;
virtual void get_public_constants(List<Pair<String,Variant> > *p_constants) const;
virtual void profiling_start();
virtual void profiling_stop();
virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr,int p_info_max);
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr,int p_info_max);
/* LOADER FUNCTIONS */
virtual void get_recognized_extensions(List<String> *p_extensions) const;
GDScriptLanguage();
~GDScriptLanguage();
};
class ResourceFormatLoaderGDScript : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path,const String& p_original_path="",Error *r_error=NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String& p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
class ResourceFormatSaverGDScript : public ResourceFormatSaver {
public:
virtual Error save(const String &p_path,const RES& p_resource,uint32_t p_flags=0);
virtual void get_recognized_extensions(const RES& p_resource,List<String> *p_extensions) const;
virtual bool recognize(const RES& p_resource) const;
};
#endif // GD_SCRIPT_H