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authorIgnacio Etcheverry <ignalfonsore@gmail.com>2017-10-24 01:54:47 +0200
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2017-10-24 15:48:58 +0200
commite218a13a64d417505ba8ca0abb79dddfb943f2c7 (patch)
treed8dbc2944129383e6f3e9823e9ea453b916baf96 /modules/gdnative/include/pluginscript
parent9905002fa68f151f90a588a2c4b62b939ff31a0d (diff)
Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
Diffstat (limited to 'modules/gdnative/include/pluginscript')
-rw-r--r--modules/gdnative/include/pluginscript/godot_pluginscript.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/modules/gdnative/include/pluginscript/godot_pluginscript.h b/modules/gdnative/include/pluginscript/godot_pluginscript.h
index ec109bac83..d1c210529c 100644
--- a/modules/gdnative/include/pluginscript/godot_pluginscript.h
+++ b/modules/gdnative/include/pluginscript/godot_pluginscript.h
@@ -129,6 +129,7 @@ typedef struct {
const char **comment_delimiters; // NULL terminated array
const char **string_delimiters; // NULL terminated array
godot_bool has_named_classes;
+ godot_bool supports_builtin_mode;
godot_string (*get_template_source_code)(godot_pluginscript_language_data *p_data, const godot_string *p_class_name, const godot_string *p_base_class_name);
godot_bool (*validate)(godot_pluginscript_language_data *p_data, const godot_string *p_script, int *r_line_error, int *r_col_error, godot_string *r_test_error, const godot_string *p_path, godot_pool_string_array *r_functions);