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[GDnative] add pluginscript \o/
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20 changed files with 1937 additions and 11 deletions
131
modules/gdnative/pluginscript/pluginscript_language.h
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131
modules/gdnative/pluginscript/pluginscript_language.h
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/*************************************************************************/
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/* pluginscript_language.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.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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#ifndef PLUGINSCRIPT_LANGUAGE_H
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#define PLUGINSCRIPT_LANGUAGE_H
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// Godot imports
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/map.h"
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#include "core/script_language.h"
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#include "core/self_list.h"
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// PluginScript imports
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#include "pluginscript_loader.h"
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#include <pluginscript/godot_pluginscript.h>
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class PluginScript;
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class PluginScriptInstance;
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class PluginScriptLanguage : public ScriptLanguage {
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friend class PluginScript;
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friend class PluginScriptInstance;
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ResourceFormatLoaderPluginScript *_resource_loader;
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ResourceFormatSaverPluginScript *_resource_saver;
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const godot_pluginscript_language_desc _desc;
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godot_pluginscript_language_data *_data;
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Mutex *_lock;
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SelfList<PluginScript>::List _script_list;
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public:
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virtual String get_name() const;
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_FORCE_INLINE_ ResourceFormatLoaderPluginScript *get_resource_loader() { return _resource_loader; };
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_FORCE_INLINE_ ResourceFormatSaverPluginScript *get_resource_saver() { return _resource_saver; };
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/* LANGUAGE FUNCTIONS */
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virtual void init();
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virtual String get_type() const;
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virtual String get_extension() const;
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virtual Error execute_file(const String &p_path);
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virtual void finish();
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/* EDITOR FUNCTIONS */
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virtual void get_reserved_words(List<String> *p_words) const;
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virtual void get_comment_delimiters(List<String> *p_delimiters) const;
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virtual void get_string_delimiters(List<String> *p_delimiters) const;
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virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
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virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path = "", List<String> *r_functions = NULL) const;
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virtual Script *create_script() const;
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virtual bool has_named_classes() const;
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virtual bool can_inherit_from_file() { return true; }
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virtual int find_function(const String &p_function, const String &p_code) const;
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virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
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virtual Error complete_code(const String &p_code, const String &p_base_path, Object *p_owner, List<String> *r_options, bool &r_force, String &r_call_hint);
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virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
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virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
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/* MULTITHREAD FUNCTIONS */
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//some VMs need to be notified of thread creation/exiting to allocate a stack
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// void thread_enter() {}
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// void thread_exit() {}
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/* DEBUGGER FUNCTIONS */
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virtual String debug_get_error() const;
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virtual int debug_get_stack_level_count() const;
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virtual int debug_get_stack_level_line(int p_level) const;
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virtual String debug_get_stack_level_function(int p_level) const;
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virtual String debug_get_stack_level_source(int p_level) const;
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virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
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virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
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virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
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virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1);
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// virtual Vector<StackInfo> debug_get_current_stack_info() { return Vector<StackInfo>(); }
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virtual void reload_all_scripts();
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virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
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/* LOADER FUNCTIONS */
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual void get_public_functions(List<MethodInfo> *p_functions) const;
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virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const;
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virtual void profiling_start();
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virtual void profiling_stop();
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virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
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virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
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virtual void frame();
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void lock();
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void unlock();
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PluginScriptLanguage(const godot_pluginscript_language_desc *desc);
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virtual ~PluginScriptLanguage();
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};
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#endif // PLUGINSCRIPT_LANGUAGE_H
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