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author | Emmanuel Leblond <emmanuel.leblond@gmail.com> | 2017-10-08 23:47:38 +0200 |
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committer | Emmanuel Leblond <emmanuel.leblond@gmail.com> | 2017-10-17 10:50:13 +0200 |
commit | e715be0f0a307e36cd34dbee6ba3dfe83b72fead (patch) | |
tree | a6b18e480217efef7e6358957735c0f25d88bbf0 /modules/gdnative/include/pluginscript | |
parent | 0d0cb01f3385d512de0f91b0d73706a3380ec063 (diff) |
[GDnative] add pluginscript \o/
Diffstat (limited to 'modules/gdnative/include/pluginscript')
-rw-r--r-- | modules/gdnative/include/pluginscript/godot_pluginscript.h | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/modules/gdnative/include/pluginscript/godot_pluginscript.h b/modules/gdnative/include/pluginscript/godot_pluginscript.h new file mode 100644 index 0000000000..ec109bac83 --- /dev/null +++ b/modules/gdnative/include/pluginscript/godot_pluginscript.h @@ -0,0 +1,170 @@ +/*************************************************************************/ +/* godot_nativescript.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef GODOT_PLUGINSCRIPT_H +#define GODOT_PLUGINSCRIPT_H + +#include <gdnative/gdnative.h> +#include <nativescript/godot_nativescript.h> + +#ifdef __cplusplus +extern "C" { +#endif + +typedef void godot_pluginscript_instance_data; +typedef void godot_pluginscript_script_data; +typedef void godot_pluginscript_language_data; + +// --- Instance --- + +// TODO: use godot_string_name for faster lookup ? +typedef struct { + godot_pluginscript_instance_data *(*init)(godot_pluginscript_script_data *p_data, godot_object *p_owner); + void (*finish)(godot_pluginscript_instance_data *p_data); + + godot_bool (*set_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, const godot_variant *p_value); + godot_bool (*get_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, godot_variant *r_ret); + + godot_variant (*call_method)(godot_pluginscript_instance_data *p_data, + const godot_string_name *p_method, const godot_variant **p_args, + int p_argcount, godot_variant_call_error *r_error); + + void (*notification)(godot_pluginscript_instance_data *p_data, int p_notification); + // TODO: could this rpc mode stuff be moved to the godot_pluginscript_script_manifest ? + godot_method_rpc_mode (*get_rpc_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_method); + godot_method_rpc_mode (*get_rset_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_variable); + + //this is used by script languages that keep a reference counter of their own + //you can make make Ref<> not die when it reaches zero, so deleting the reference + //depends entirely from the script. + // Note: You can set thoses function pointer to NULL if not needed. + void (*refcount_incremented)(godot_pluginscript_instance_data *p_data); + bool (*refcount_decremented)(godot_pluginscript_instance_data *p_data); // return true if it can die +} godot_pluginscript_instance_desc; + +// --- Script --- + +typedef struct { + godot_pluginscript_script_data *data; + godot_string_name name; + godot_bool is_tool; + godot_string_name base; + + // Member lines format: {<string>: <int>} + godot_dictionary member_lines; + // Method info dictionary format + // { + // name: <string> + // args: [<dict:property>] + // default_args: [<variant>] + // return: <dict:property> + // flags: <int> + // rpc_mode: <int:godot_method_rpc_mode> + // } + godot_array methods; + // Same format than for methods + godot_array signals; + // Property info dictionary format + // { + // name: <string> + // type: <int:godot_variant_type> + // hint: <int:godot_property_hint> + // hint_string: <string> + // usage: <int:godot_property_usage_flags> + // default_value: <variant> + // rset_mode: <int:godot_method_rpc_mode> + // } + godot_array properties; +} godot_pluginscript_script_manifest; + +typedef struct { + godot_pluginscript_script_manifest (*init)(godot_pluginscript_language_data *p_data, const godot_string *p_path, const godot_string *p_source, godot_error *r_error); + void (*finish)(godot_pluginscript_script_data *p_data); + godot_pluginscript_instance_desc instance_desc; +} godot_pluginscript_script_desc; + +// --- Language --- + +typedef struct { + godot_string_name signature; + godot_int call_count; + godot_int total_time; // In microseconds + godot_int self_time; // In microseconds +} godot_pluginscript_profiling_data; + +typedef struct { + const char *name; + const char *type; + const char *extension; + const char **recognized_extensions; // NULL terminated array + godot_pluginscript_language_data *(*init)(); + void (*finish)(godot_pluginscript_language_data *p_data); + const char **reserved_words; // NULL terminated array + const char **comment_delimiters; // NULL terminated array + const char **string_delimiters; // NULL terminated array + godot_bool has_named_classes; + + 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); + int (*find_function)(godot_pluginscript_language_data *p_data, const godot_string *p_function, const godot_string *p_code); // Can be NULL + godot_string (*make_function)(godot_pluginscript_language_data *p_data, const godot_string *p_class, const godot_string *p_name, const godot_pool_string_array *p_args); + godot_error (*complete_code)(godot_pluginscript_language_data *p_data, const godot_string *p_code, const godot_string *p_base_path, godot_object *p_owner, godot_array *r_options, godot_bool *r_force, godot_string *r_call_hint); + void (*auto_indent_code)(godot_pluginscript_language_data *p_data, godot_string *p_code, int p_from_line, int p_to_line); + + void (*add_global_constant)(godot_pluginscript_language_data *p_data, const godot_string *p_variable, const godot_variant *p_value); + godot_string (*debug_get_error)(godot_pluginscript_language_data *p_data); + int (*debug_get_stack_level_count)(godot_pluginscript_language_data *p_data); + int (*debug_get_stack_level_line)(godot_pluginscript_language_data *p_data, int p_level); + godot_string (*debug_get_stack_level_function)(godot_pluginscript_language_data *p_data, int p_level); + godot_string (*debug_get_stack_level_source)(godot_pluginscript_language_data *p_data, int p_level); + void (*debug_get_stack_level_locals)(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth); + void (*debug_get_stack_level_members)(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_members, godot_array *p_values, int p_max_subitems, int p_max_depth); + void (*debug_get_globals)(godot_pluginscript_language_data *p_data, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth); + godot_string (*debug_parse_stack_level_expression)(godot_pluginscript_language_data *p_data, int p_level, const godot_string *p_expression, int p_max_subitems, int p_max_depth); + + // TODO: could this stuff be moved to the godot_pluginscript_language_desc ? + void (*get_public_functions)(godot_pluginscript_language_data *p_data, godot_array *r_functions); + void (*get_public_constants)(godot_pluginscript_language_data *p_data, godot_dictionary *r_constants); + + void (*profiling_start)(godot_pluginscript_language_data *p_data); + void (*profiling_stop)(godot_pluginscript_language_data *p_data); + int (*profiling_get_accumulated_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max); + int (*profiling_get_frame_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max); + void (*profiling_frame)(godot_pluginscript_language_data *p_data); + + godot_pluginscript_script_desc script_desc; +} godot_pluginscript_language_desc; + +void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc); + +#ifdef __cplusplus +} +#endif + +#endif // GODOT_PLUGINSCRIPT_H |