a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
360 lines
10 KiB
C++
360 lines
10 KiB
C++
/*************************************************************************/
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/* gdscript_function.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 GDSCRIPT_FUNCTION_H
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#define GDSCRIPT_FUNCTION_H
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#include "core/os/thread.h"
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#include "core/pair.h"
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#include "core/reference.h"
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#include "core/script_language.h"
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#include "core/self_list.h"
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#include "core/string_name.h"
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#include "core/variant.h"
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class GDScriptInstance;
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class GDScript;
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struct GDScriptDataType {
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bool has_type;
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enum {
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UNINITIALIZED,
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BUILTIN,
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NATIVE,
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SCRIPT,
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GDSCRIPT,
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} kind;
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Variant::Type builtin_type;
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StringName native_type;
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Ref<Script> script_type;
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bool is_type(const Variant &p_variant, bool p_allow_implicit_conversion = false) const {
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if (!has_type) return true; // Can't type check
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switch (kind) {
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case UNINITIALIZED:
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break;
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case BUILTIN: {
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Variant::Type var_type = p_variant.get_type();
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bool valid = builtin_type == var_type;
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if (!valid && p_allow_implicit_conversion) {
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valid = Variant::can_convert_strict(var_type, builtin_type);
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}
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return valid;
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} break;
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case NATIVE: {
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if (p_variant.get_type() == Variant::NIL) {
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return true;
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}
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if (p_variant.get_type() != Variant::OBJECT) {
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return false;
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}
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Object *obj = p_variant.operator Object *();
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if (obj) {
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if (!ClassDB::is_parent_class(obj->get_class_name(), native_type)) {
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// Try with underscore prefix
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StringName underscore_native_type = "_" + native_type;
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if (!ClassDB::is_parent_class(obj->get_class_name(), underscore_native_type)) {
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return false;
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}
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}
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}
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return true;
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} break;
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case SCRIPT:
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case GDSCRIPT: {
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if (p_variant.get_type() == Variant::NIL) {
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return true;
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}
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if (p_variant.get_type() != Variant::OBJECT) {
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return false;
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}
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Object *obj = p_variant.operator Object *();
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Ref<Script> base = obj && obj->get_script_instance() ? obj->get_script_instance()->get_script() : NULL;
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bool valid = false;
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while (base.is_valid()) {
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if (base == script_type) {
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valid = true;
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break;
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}
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base = base->get_base_script();
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}
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return valid;
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} break;
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}
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return false;
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}
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operator PropertyInfo() const {
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PropertyInfo info;
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if (has_type) {
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switch (kind) {
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case UNINITIALIZED:
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break;
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case BUILTIN: {
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info.type = builtin_type;
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} break;
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case NATIVE: {
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info.type = Variant::OBJECT;
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info.class_name = native_type;
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} break;
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case SCRIPT:
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case GDSCRIPT: {
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info.type = Variant::OBJECT;
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info.class_name = script_type->get_instance_base_type();
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} break;
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}
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} else {
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info.type = Variant::NIL;
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info.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
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}
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return info;
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}
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GDScriptDataType() :
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has_type(false),
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kind(UNINITIALIZED),
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builtin_type(Variant::NIL) {}
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};
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class GDScriptFunction {
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public:
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enum Opcode {
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OPCODE_OPERATOR,
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OPCODE_EXTENDS_TEST,
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OPCODE_IS_BUILTIN,
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OPCODE_SET,
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OPCODE_GET,
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OPCODE_SET_NAMED,
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OPCODE_GET_NAMED,
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OPCODE_SET_MEMBER,
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OPCODE_GET_MEMBER,
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OPCODE_ASSIGN,
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OPCODE_ASSIGN_TRUE,
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OPCODE_ASSIGN_FALSE,
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OPCODE_ASSIGN_TYPED_BUILTIN,
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OPCODE_ASSIGN_TYPED_NATIVE,
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OPCODE_ASSIGN_TYPED_SCRIPT,
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OPCODE_CAST_TO_BUILTIN,
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OPCODE_CAST_TO_NATIVE,
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OPCODE_CAST_TO_SCRIPT,
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OPCODE_CONSTRUCT, //only for basic types!!
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OPCODE_CONSTRUCT_ARRAY,
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OPCODE_CONSTRUCT_DICTIONARY,
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OPCODE_CALL,
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OPCODE_CALL_RETURN,
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OPCODE_CALL_BUILT_IN,
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OPCODE_CALL_SELF,
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OPCODE_CALL_SELF_BASE,
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OPCODE_YIELD,
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OPCODE_YIELD_SIGNAL,
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OPCODE_YIELD_RESUME,
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OPCODE_JUMP,
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OPCODE_JUMP_IF,
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OPCODE_JUMP_IF_NOT,
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OPCODE_JUMP_TO_DEF_ARGUMENT,
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OPCODE_RETURN,
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OPCODE_ITERATE_BEGIN,
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OPCODE_ITERATE,
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OPCODE_ASSERT,
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OPCODE_BREAKPOINT,
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OPCODE_LINE,
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OPCODE_END
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};
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enum Address {
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ADDR_BITS = 24,
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ADDR_MASK = ((1 << ADDR_BITS) - 1),
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ADDR_TYPE_MASK = ~ADDR_MASK,
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ADDR_TYPE_SELF = 0,
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ADDR_TYPE_CLASS = 1,
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ADDR_TYPE_MEMBER = 2,
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ADDR_TYPE_CLASS_CONSTANT = 3,
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ADDR_TYPE_LOCAL_CONSTANT = 4,
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ADDR_TYPE_STACK = 5,
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ADDR_TYPE_STACK_VARIABLE = 6,
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ADDR_TYPE_GLOBAL = 7,
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ADDR_TYPE_NAMED_GLOBAL = 8,
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ADDR_TYPE_NIL = 9
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};
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struct StackDebug {
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int line;
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int pos;
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bool added;
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StringName identifier;
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};
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private:
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friend class GDScriptCompiler;
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StringName source;
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mutable Variant nil;
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mutable Variant *_constants_ptr;
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int _constant_count;
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const StringName *_global_names_ptr;
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int _global_names_count;
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#ifdef TOOLS_ENABLED
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const StringName *_named_globals_ptr;
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int _named_globals_count;
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#endif
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const int *_default_arg_ptr;
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int _default_arg_count;
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const int *_code_ptr;
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int _code_size;
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int _argument_count;
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int _stack_size;
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int _call_size;
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int _initial_line;
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bool _static;
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MultiplayerAPI::RPCMode rpc_mode;
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GDScript *_script;
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StringName name;
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Vector<Variant> constants;
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Vector<StringName> global_names;
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#ifdef TOOLS_ENABLED
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Vector<StringName> named_globals;
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#endif
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Vector<int> default_arguments;
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Vector<int> code;
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Vector<GDScriptDataType> argument_types;
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GDScriptDataType return_type;
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#ifdef TOOLS_ENABLED
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Vector<StringName> arg_names;
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#endif
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List<StackDebug> stack_debug;
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_FORCE_INLINE_ Variant *_get_variant(int p_address, GDScriptInstance *p_instance, GDScript *p_script, Variant &self, Variant *p_stack, String &r_error) const;
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_FORCE_INLINE_ String _get_call_error(const Variant::CallError &p_err, const String &p_where, const Variant **argptrs) const;
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friend class GDScriptLanguage;
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SelfList<GDScriptFunction> function_list;
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#ifdef DEBUG_ENABLED
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CharString func_cname;
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const char *_func_cname;
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struct Profile {
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StringName signature;
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uint64_t call_count;
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uint64_t self_time;
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uint64_t total_time;
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uint64_t frame_call_count;
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uint64_t frame_self_time;
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uint64_t frame_total_time;
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uint64_t last_frame_call_count;
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uint64_t last_frame_self_time;
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uint64_t last_frame_total_time;
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} profile;
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#endif
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public:
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struct CallState {
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ObjectID instance_id;
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GDScriptInstance *instance;
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Vector<uint8_t> stack;
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int stack_size;
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Variant self;
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uint32_t alloca_size;
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Ref<GDScript> script;
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int ip;
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int line;
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int defarg;
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Variant result;
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};
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_FORCE_INLINE_ bool is_static() const { return _static; }
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const int *get_code() const; //used for debug
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int get_code_size() const;
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Variant get_constant(int p_idx) const;
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StringName get_global_name(int p_idx) const;
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StringName get_name() const;
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int get_max_stack_size() const;
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int get_default_argument_count() const;
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int get_default_argument_addr(int p_idx) const;
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GDScriptDataType get_return_type() const;
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GDScriptDataType get_argument_type(int p_idx) const;
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GDScript *get_script() const { return _script; }
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StringName get_source() const { return source; }
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void debug_get_stack_member_state(int p_line, List<Pair<StringName, int> > *r_stackvars) const;
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_FORCE_INLINE_ bool is_empty() const { return _code_size == 0; }
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int get_argument_count() const { return _argument_count; }
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StringName get_argument_name(int p_idx) const {
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#ifdef TOOLS_ENABLED
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ERR_FAIL_INDEX_V(p_idx, arg_names.size(), StringName());
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return arg_names[p_idx];
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#else
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return StringName();
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#endif
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}
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Variant get_default_argument(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, default_arguments.size(), Variant());
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return default_arguments[p_idx];
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}
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Variant call(GDScriptInstance *p_instance, const Variant **p_args, int p_argcount, Variant::CallError &r_err, CallState *p_state = NULL);
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_FORCE_INLINE_ MultiplayerAPI::RPCMode get_rpc_mode() const { return rpc_mode; }
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GDScriptFunction();
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~GDScriptFunction();
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};
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class GDScriptFunctionState : public Reference {
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GDCLASS(GDScriptFunctionState, Reference);
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friend class GDScriptFunction;
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GDScriptFunction *function;
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GDScriptFunction::CallState state;
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Variant _signal_callback(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Ref<GDScriptFunctionState> first_state;
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protected:
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static void _bind_methods();
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public:
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bool is_valid(bool p_extended_check = false) const;
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Variant resume(const Variant &p_arg = Variant());
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GDScriptFunctionState();
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~GDScriptFunctionState();
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};
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#endif // GDSCRIPT_FUNCTION_H
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