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- /*************************************************************************/
- /* pluginscript_script.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 PLUGINSCRIPT_SCRIPT_H
- #define PLUGINSCRIPT_SCRIPT_H
- // Godot imports
- #include "core/script_language.h"
- // PluginScript imports
- #include "pluginscript_language.h"
- #include <pluginscript/godot_pluginscript.h>
- class PluginScript : public Script {
- GDCLASS(PluginScript, Script);
- friend class PluginScriptInstance;
- friend class PluginScriptLanguage;
- private:
- godot_pluginscript_script_data *_data;
- const godot_pluginscript_script_desc *_desc;
- PluginScriptLanguage *_language;
- bool _tool;
- bool _valid;
- Ref<Script> _ref_base_parent;
- StringName _native_parent;
- SelfList<PluginScript> _script_list;
- Map<StringName, int> _member_lines;
- Map<StringName, Variant> _properties_default_values;
- Map<StringName, PropertyInfo> _properties_info;
- Map<StringName, MethodInfo> _signals_info;
- Map<StringName, MethodInfo> _methods_info;
- Map<StringName, MultiplayerAPI::RPCMode> _variables_rset_mode;
- Map<StringName, MultiplayerAPI::RPCMode> _methods_rpc_mode;
- Set<Object *> _instances;
- //exported members
- String _source;
- String _path;
- StringName _name;
- protected:
- static void _bind_methods();
- PluginScriptInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, Variant::CallError &r_error);
- Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
- #ifdef TOOLS_ENABLED
- Set<PlaceHolderScriptInstance *> placeholders;
- //void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
- virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
- #endif
- public:
- virtual bool can_instance() const;
- virtual Ref<Script> get_base_script() const; //for script inheritance
- 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 Error reload(bool p_keep_state = false);
- // TODO: load_source_code only allow utf-8 file, should handle bytecode as well ?
- virtual Error load_source_code(const String &p_path);
- virtual bool has_method(const StringName &p_method) const;
- virtual MethodInfo get_method_info(const StringName &p_method) const;
- bool has_property(const StringName &p_method) const;
- PropertyInfo get_property_info(const StringName &p_property) const;
- bool is_tool() const { return _tool; }
- bool is_valid() const { return true; }
- virtual ScriptLanguage *get_language() const;
- virtual bool has_script_signal(const StringName &p_signal) const;
- virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
- virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
- virtual void update_exports();
- virtual void get_script_method_list(List<MethodInfo> *r_methods) const;
- virtual void get_script_property_list(List<PropertyInfo> *r_properties) const;
- virtual int get_member_line(const StringName &p_member) const;
- MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
- MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
- PluginScript();
- void init(PluginScriptLanguage *language);
- virtual ~PluginScript();
- };
- #endif // PLUGINSCRIPT_SCRIPT_H
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