virtualx-engine/modules/gdnative/include/pluginscript/godot_pluginscript.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

172 lines
9.2 KiB
C++

/**************************************************************************/
/* godot_pluginscript.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 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 ---
// TODO: use godot_string_name for faster lookup ?
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 *p_name, const godot_variant *p_value);
godot_bool (*get_prop)(godot_pluginscript_instance_data *p_data, const godot_string *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);
// TODO: could this rpc mode stuff be moved to the godot_pluginscript_script_manifest ?
godot_method_rpc_mode (*get_rpc_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_method);
godot_method_rpc_mode (*get_rset_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_variable);
//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 NULL 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;
// 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; // NULL terminated array
godot_pluginscript_language_data *(*init)();
void (*finish)(godot_pluginscript_language_data *p_data);
const char **reserved_words; // NULL terminated array
const char **comment_delimiters; // NULL terminated array
const char **string_delimiters; // NULL terminated array
godot_bool has_named_classes;
godot_bool supports_builtin_mode;
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_pool_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 NULL
godot_string (*make_function)(godot_pluginscript_language_data *p_data, const godot_string *p_class, const godot_string *p_name, const godot_pool_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 *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_pool_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_pool_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_pool_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