b16c309f82
Happy new year to the wonderful Godot community!
90 lines
4.2 KiB
C++
90 lines
4.2 KiB
C++
/*************************************************************************/
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/* pluginscript_instance.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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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 PLUGINSCRIPT_INSTANCE_H
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#define PLUGINSCRIPT_INSTANCE_H
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// Godot imports
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#include "core/script_language.h"
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// PluginScript imports
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#include <pluginscript/godot_pluginscript.h>
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class PluginScript;
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class PluginScriptInstance : public ScriptInstance {
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friend class PluginScript;
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private:
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Ref<PluginScript> _script;
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Object *_owner;
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Variant _owner_variant;
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godot_pluginscript_instance_data *_data;
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const godot_pluginscript_instance_desc *_desc;
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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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#if 0
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// Rely on default implementations provided by ScriptInstance for the moment.
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// Note that multilevel call could be removed in 3.0 release, so stay tunned
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// (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
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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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#endif
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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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virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
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virtual void refcount_incremented();
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virtual bool refcount_decremented();
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PluginScriptInstance();
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bool init(PluginScript *p_script, Object *p_owner);
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virtual ~PluginScriptInstance();
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};
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#endif // PLUGINSCRIPT_INSTANCE_H
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