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- /*************************************************************************/
- /* godot_pluginscript.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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_base_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
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