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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
		
	
			
		
			
				
	
	
		
			129 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			129 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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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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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 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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// 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 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<Script> _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, MultiplayerAPI::RPCMode> _variables_rset_mode;
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	Map<StringName, MultiplayerAPI::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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	PluginScriptInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, Variant::CallError &r_error);
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	Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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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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	bool is_valid() const { return true; }
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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_properties) const;
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	virtual int get_member_line(const StringName &p_member) const;
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	MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
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	MultiplayerAPI::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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