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Facilitate exposing platform-exclusive interfaces to all platforms
This makes the interfaces available, without implementation, in other platforms and the editor, which facilitates documenting platform-exclusive classes. Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp. Provide noop method-implementations where necessary. Also setup and document the HTML5 platform's JavaScript singleton.
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platform/javascript/api/api.cpp
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73
platform/javascript/api/api.cpp
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/*************************************************************************/
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/* api.cpp */
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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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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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#include "api.h"
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#include "engine.h"
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#include "javascript_eval.h"
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static JavaScript *javascript_eval;
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void register_javascript_api() {
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ClassDB::register_virtual_class<JavaScript>();
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javascript_eval = memnew(JavaScript);
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Engine::get_singleton()->add_singleton(Engine::Singleton("JavaScript", javascript_eval));
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}
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void unregister_javascript_api() {
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memdelete(javascript_eval);
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}
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JavaScript *JavaScript::singleton = NULL;
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JavaScript *JavaScript::get_singleton() {
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return singleton;
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}
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JavaScript::JavaScript() {
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ERR_FAIL_COND(singleton != NULL);
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singleton = this;
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}
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JavaScript::~JavaScript() {}
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void JavaScript::_bind_methods() {
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ClassDB::bind_method(D_METHOD("eval", "code", "use_global_execution_context"), &JavaScript::eval, DEFVAL(false));
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}
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#if !defined(JAVASCRIPT_ENABLED) || !defined(JAVASCRIPT_EVAL_ENABLED)
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Variant JavaScript::eval(const String &p_code, bool p_use_global_exec_context) {
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return Variant();
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}
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#endif
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