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[GDnative] add pluginscript \o/
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20 changed files with 1937 additions and 11 deletions
130
modules/gdnative/pluginscript/pluginscript_script.h
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130
modules/gdnative/pluginscript/pluginscript_script.h
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/*************************************************************************/
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/* pluginscript_script.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_SCRIPT_H
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#define PLUGINSCRIPT_SCRIPT_H
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#include <iostream>
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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_language.h"
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#include <pluginscript/godot_pluginscript.h>
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class PyInstance;
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class PluginScript : public Script {
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GDCLASS(PluginScript, Script);
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friend class PluginScriptInstance;
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friend class PluginScriptLanguage;
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private:
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godot_pluginscript_script_data *_data;
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const godot_pluginscript_script_desc *_desc;
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PluginScriptLanguage *_language;
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bool _tool;
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bool _valid;
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Ref<PluginScript> _ref_base_parent;
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StringName _native_parent;
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SelfList<PluginScript> _script_list;
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Map<StringName, int> _member_lines;
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Map<StringName, Variant> _properties_default_values;
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Map<StringName, PropertyInfo> _properties_info;
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Map<StringName, MethodInfo> _signals_info;
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Map<StringName, MethodInfo> _methods_info;
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Map<StringName, ScriptInstance::RPCMode> _variables_rset_mode;
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Map<StringName, ScriptInstance::RPCMode> _methods_rpc_mode;
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Set<Object *> _instances;
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//exported members
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String _source;
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String _path;
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StringName _name;
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protected:
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static void _bind_methods();
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#ifdef TOOLS_ENABLED
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Set<PlaceHolderScriptInstance *> placeholders;
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//void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
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#endif
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public:
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virtual bool can_instance() const;
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virtual Ref<Script> get_base_script() const; //for script inheritance
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virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
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virtual ScriptInstance *instance_create(Object *p_this);
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virtual bool instance_has(const Object *p_this) const;
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virtual bool has_source_code() const;
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virtual String get_source_code() const;
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virtual void set_source_code(const String &p_code);
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virtual Error reload(bool p_keep_state = false);
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// TODO: load_source_code only allow utf-8 file, should handle bytecode as well ?
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virtual Error load_source_code(const String &p_path);
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virtual bool has_method(const StringName &p_method) const;
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virtual MethodInfo get_method_info(const StringName &p_method) const;
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bool has_property(const StringName &p_method) const;
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PropertyInfo get_property_info(const StringName &p_property) const;
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bool is_tool() const { return _tool; }
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virtual String get_node_type() const;
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virtual ScriptLanguage *get_language() const;
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virtual bool has_script_signal(const StringName &p_signal) const;
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virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
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virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
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virtual void update_exports();
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virtual void get_script_method_list(List<MethodInfo> *r_methods) const;
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virtual void get_script_property_list(List<PropertyInfo> *r_propertieslist) const;
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virtual int get_member_line(const StringName &p_member) const;
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ScriptInstance::RPCMode get_rpc_mode(const StringName &p_method) const;
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ScriptInstance::RPCMode get_rset_mode(const StringName &p_variable) const;
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PluginScript();
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void init(PluginScriptLanguage *language);
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virtual ~PluginScript();
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};
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#endif // PLUGINSCRIPT_SCRIPT_H
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