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-rw-r--r--core/script_language.cpp14
-rw-r--r--core/script_language.h1
-rw-r--r--modules/cscript/godot_c.cpp2
-rw-r--r--modules/cscript/godot_c.h568
-rw-r--r--modules/gdscript/register_types.cpp2
5 files changed, 586 insertions, 1 deletions
diff --git a/core/script_language.cpp b/core/script_language.cpp
index 466242d39d..75d8b6d285 100644
--- a/core/script_language.cpp
+++ b/core/script_language.cpp
@@ -85,6 +85,20 @@ void ScriptServer::register_language(ScriptLanguage *p_language) {
_languages[_language_count++]=p_language;
}
+void ScriptServer::unregister_language(ScriptLanguage *p_language) {
+
+
+ for(int i=0;i<_language_count;i++) {
+ if (_languages[i]==p_language) {
+ _language_count--;
+ if (i<_language_count) {
+ SWAP(_languages[i],_languages[_language_count]);
+ }
+ return;
+ }
+ }
+}
+
void ScriptServer::init_languages() {
for(int i=0;i<_language_count;i++) {
diff --git a/core/script_language.h b/core/script_language.h
index de725d8d08..51fb351fde 100644
--- a/core/script_language.h
+++ b/core/script_language.h
@@ -55,6 +55,7 @@ public:
static int get_language_count();
static ScriptLanguage *get_language(int p_idx);
static void register_language(ScriptLanguage *p_language);
+ static void unregister_language(ScriptLanguage *p_language);
static void set_reload_scripts_on_save(bool p_enable);
static bool is_reload_scripts_on_save_enabled();
diff --git a/modules/cscript/godot_c.cpp b/modules/cscript/godot_c.cpp
new file mode 100644
index 0000000000..d5c1b53dfe
--- /dev/null
+++ b/modules/cscript/godot_c.cpp
@@ -0,0 +1,2 @@
+#include "godot_c.h"
+
diff --git a/modules/cscript/godot_c.h b/modules/cscript/godot_c.h
new file mode 100644
index 0000000000..b593c7d810
--- /dev/null
+++ b/modules/cscript/godot_c.h
@@ -0,0 +1,568 @@
+#ifndef GODOT_C_H
+#define GODOT_C_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+#if defined(GDAPI_BUILT_IN) or !defined(WINDOWS_ENABLED)
+#define GDAPI
+#elif defined(GDAPI_EXPORTS)
+#define GDAPI __declspec(dllexport)
+#else
+#define GDAPI __declspec(dllimport)
+#endif
+
+
+#define GODOT_API_VERSION 1
+
+
+typedef int godot_bool;
+
+#define GODOT_FALSE 0
+#define GODOT_TRUE 1
+
+////// Image
+
+
+#define GODOT_IMAGE_FORMAT_GRAYSCALE 0
+#define GODOT_IMAGE_FORMAT_INTENSITY 1
+#define GODOT_IMAGE_FORMAT_GRAYSCALE_ALPHA 2
+#define GODOT_IMAGE_FORMAT_RGB 3
+#define GODOT_IMAGE_FORMAT_RGBA 4
+#define GODOT_IMAGE_FORMAT_INDEXED 5
+#define GODOT_IMAGE_FORMAT_INDEXED_ALPHA 6
+#define GODOT_IMAGE_FORMAT_YUV_422 7
+#define GODOT_IMAGE_FORMAT_YUV_444 8
+#define GODOT_IMAGE_FORMAT_BC1 9
+#define GODOT_IMAGE_FORMAT_BC2 10
+#define GODOT_IMAGE_FORMAT_BC3 11
+#define GODOT_IMAGE_FORMAT_BC4 12
+#define GODOT_IMAGE_FORMAT_BC5 13
+#define GODOT_IMAGE_FORMAT_PVRTC2 14
+#define GODOT_IMAGE_FORMAT_PVRTC2_ALPHA 15
+#define GODOT_IMAGE_FORMAT_PVRTC4 16
+#define GODOT_IMAGE_FORMAT_PVRTC4_ALPHA 17
+#define GODOT_IMAGE_FORMAT_ETC 18
+#define GODOT_IMAGE_FORMAT_ATC 19
+#define GODOT_IMAGE_FORMAT_ATC_ALPHA_EXPLICIT 20
+#define GODOT_IMAGE_FORMAT_ATC_ALPHA_INTERPOLATED 21
+
+typedef void* godot_image;
+
+godot_image GDAPI godot_image_create_empty();
+godot_image GDAPI godot_image_create(int p_width,int p_height,int p_format,int p_use_mipmaps);
+godot_image GDAPI godot_image_create_with_data(int p_width,int p_height,int p_format,int p_use_mipmaps,unsigned char* p_buffer);
+int GDAPI godot_image_get_width(godot_image p_image);
+int GDAPI godot_image_get_height(godot_image p_image);
+int GDAPI godot_image_get_format(godot_image p_image);
+int GDAPI godot_image_get_mipmap_count(godot_image p_image);
+godot_image GDAPI godot_image_copy(godot_image p_image);
+void GDAPI godot_image_free(godot_image p_image);
+
+
+////// RID
+
+typedef void* godot_rid;
+
+godot_rid GDAPI godot_rid_create();
+godot_rid GDAPI godot_rid_copy(godot_rid p_rid);
+void GDAPI godot_rid_free(godot_rid p_rid);
+
+////// Variant (forward declared)
+
+typedef void* godot_variant;
+
+
+////// Dictionary
+
+typedef void* godot_dictionary;
+
+godot_dictionary GDAPI godot_dictionary_create();
+void GDAPI godot_dictionary_has(godot_dictionary p_dictionary,godot_variant p_key);
+godot_variant GDAPI godot_dictionary_get(godot_dictionary p_dictionary,godot_variant p_key);
+void GDAPI godot_dictionary_insert(godot_dictionary p_dictionary,godot_variant p_key,godot_variant p_value);
+void GDAPI godot_dictionary_remove(godot_dictionary p_dictionary,godot_variant p_key);
+void GDAPI godot_dictionary_clear(godot_dictionary p_dictionary);
+int GDAPI godot_dictionary_get_size(godot_dictionary p_dictionary);
+void GDAPI godot_dictionary_get_keys(godot_dictionary p_dictionary,godot_variant* p_keys);
+godot_dictionary GDAPI godot_dictionary_copy(godot_dictionary p_dictionary);
+void GDAPI godot_dictionary_free(godot_dictionary p_dictionary);
+
+////// Array
+
+typedef void* godot_array;
+
+godot_array GDAPI godot_array_create();
+godot_variant GDAPI godot_array_get(godot_array p_array,int p_index);
+void GDAPI godot_array_set(godot_array p_array,int p_index,godot_variant p_value);
+void GDAPI godot_array_resize(godot_array p_array,int p_size);
+void GDAPI godot_array_insert(godot_array p_array,int p_position,godot_variant p_value);
+void GDAPI godot_array_remove(godot_array p_array,int p_position);
+void GDAPI godot_array_clear(godot_array p_array);
+int GDAPI godot_array_get_size(godot_array p_array);
+int GDAPI godot_array_find(godot_array p_array,godot_variant p_value,int p_from_pos=-1);
+godot_array GDAPI godot_array_copy(godot_array p_array);
+void GDAPI godot_array_free(godot_array p_array);
+
+////// InputEvent
+
+#define INPUT_EVENT_BUTTON_LEFT 1
+#define INPUT_EVENT_BUTTON_RIGHT 2
+#define INPUT_EVENT_BUTTON_MIDDLE 3
+#define INPUT_EVENT_BUTTON_WHEEL_UP 4
+#define INPUT_EVENT_BUTTON_WHEEL_DOWN 5
+#define INPUT_EVENT_BUTTON_WHEEL_LEFT 6
+#define INPUT_EVENT_BUTTON_WHEEL_RIGHT 7
+#define INPUT_EVENT_BUTTON_MASK_LEFT (1<<(INPUT_EVENT_BUTTON_LEFT-1))
+#define INPUT_EVENT_BUTTON_MASK_RIGHT (1<<(INPUT_EVENT_BUTTON_RIGHT-1))
+#define INPUT_EVENT_BUTTON_MASK_MIDDLE (1<<(INPUT_EVENT_BUTTON_MIDDLE-1))
+
+#define INPUT_EVENT_TYPE_NONE 0
+#define INPUT_EVENT_TYPE_KEY 1
+#define INPUT_EVENT_TYPE_MOUSE_MOTION 2
+#define INPUT_EVENT_TYPE_MOUSE_BUTTON 3
+#define INPUT_EVENT_TYPE_JOYSTICK_MOTION 4
+#define INPUT_EVENT_TYPE_JOYSTICK_BUTTON 5
+#define INPUT_EVENT_TYPE_SCREEN_TOUCH 6
+#define INPUT_EVENT_TYPE_SCREEN_DRAG 7
+#define INPUT_EVENT_TYPE_ACTION 8
+
+typedef void* godot_input_event;
+
+
+godot_input_event GDAPI godot_input_event_create();
+godot_input_event GDAPI godot_input_event_copy(godot_input_event p_input_event);
+void GDAPI godot_input_event_free(godot_input_event p_input_event);
+
+int GDAPI godot_input_event_get_type(godot_input_event p_event);
+int GDAPI godot_input_event_get_device(godot_input_event p_event);
+
+godot_bool GDAPI godot_input_event_mod_has_alt(godot_input_event p_event);
+godot_bool GDAPI godot_input_event_mod_has_ctrl(godot_input_event p_event);
+godot_bool GDAPI godot_input_event_mod_has_command(godot_input_event p_event);
+godot_bool GDAPI godot_input_event_mod_has_shift(godot_input_event p_event);
+godot_bool GDAPI godot_input_event_mod_has_meta(godot_input_event p_event);
+
+int GDAPI godot_input_event_key_get_scancode(godot_input_event p_event);
+int GDAPI godot_input_event_key_get_unicode(godot_input_event p_event);
+godot_bool GDAPI godot_input_event_key_is_pressed(godot_input_event p_event);
+godot_bool GDAPI godot_input_event_key_is_echo(godot_input_event p_event);
+
+int GDAPI godot_input_event_mouse_get_x(godot_input_event p_event);
+int GDAPI godot_input_event_mouse_get_y(godot_input_event p_event);
+int GDAPI godot_input_event_mouse_get_global_x(godot_input_event p_event);
+int GDAPI godot_input_event_mouse_get_global_y(godot_input_event p_event);
+int GDAPI godot_input_event_mouse_get_button_mask(godot_input_event p_event);
+
+int GDAPI godot_input_event_mouse_button_get_button_index(godot_input_event p_event);
+godot_bool GDAPI godot_input_event_mouse_button_is_pressed(godot_input_event p_event);
+godot_bool GDAPI godot_input_event_mouse_button_is_doubleclick(godot_input_event p_event);
+
+int GDAPI godot_input_event_mouse_motion_get_relative_x(godot_input_event p_event);
+int GDAPI godot_input_event_mouse_motion_get_relative_y(godot_input_event p_event);
+
+int GDAPI godot_input_event_mouse_motion_get_speed_x(godot_input_event p_event);
+int GDAPI godot_input_event_mouse_motion_get_speed_y(godot_input_event p_event);
+
+int GDAPI godot_input_event_joystick_motion_get_axis(godot_input_event p_event);
+float GDAPI godot_input_event_joystick_motion_get_axis_value(godot_input_event p_event);
+
+int GDAPI godot_input_event_joystick_button_get_button_index(godot_input_event p_event);
+godot_bool GDAPI godot_input_event_joystick_button_is_pressed(godot_input_event p_event);
+float GDAPI godot_input_event_joystick_button_get_pressure(godot_input_event p_event);
+
+
+int GDAPI godot_input_event_screen_touch_get_index(godot_input_event p_event);
+int GDAPI godot_input_event_screen_touch_get_x(godot_input_event p_event);
+int GDAPI godot_input_event_screen_touch_get_y(godot_input_event p_event);
+int GDAPI godot_input_event_screen_touch_is_pressed(godot_input_event p_event);
+
+int GDAPI godot_input_event_screen_drag_get_index(godot_input_event p_event);
+int GDAPI godot_input_event_screen_drag_get_x(godot_input_event p_event);
+int GDAPI godot_input_event_screen_drag_get_y(godot_input_event p_event);
+int GDAPI godot_input_event_screen_drag_get_relative_x(godot_input_event p_event);
+int GDAPI godot_input_event_screen_drag_get_relative_y(godot_input_event p_event);
+int GDAPI godot_input_event_screen_drag_get_speed_x(godot_input_event p_event);
+int GDAPI godot_input_event_screen_drag_get_speed_y(godot_input_event p_event);
+
+int GDAPI godot_input_event_is_action(godot_input_event p_event,char *p_action);
+int GDAPI godot_input_event_is_action_pressed(godot_input_event p_event,char *p_action);
+
+////// ByteArray
+
+typedef void* godot_byte_array;
+
+godot_byte_array GDAPI godot_byte_array_create();
+godot_byte_array GDAPI godot_byte_array_copy(godot_byte_array p_byte_array);
+void GDAPI godot_byte_array_free(godot_byte_array p_byte_array);
+
+int GDAPI godot_byte_array_get_size(godot_byte_array p_byte_array);
+unsigned char GDAPI godot_byte_array_get(godot_byte_array p_byte_array,int p_index);
+void GDAPI godot_byte_array_set(godot_byte_array p_byte_array,int p_index,unsigned char p_value);
+void GDAPI godot_byte_array_remove(godot_byte_array p_byte_array,int p_index);
+void GDAPI godot_byte_array_clear(godot_byte_array p_byte_array);
+
+typedef void* godot_byte_array_lock;
+
+godot_byte_array_lock GDAPI godot_byte_array_get_lock(godot_byte_array p_byte_array);
+unsigned char* GDAPI godot_byte_array_lock_get_pointer(godot_byte_array_lock p_byte_array_lock);
+void GDAPI godot_byte_array_lock_free(godot_byte_array_lock p_byte_array_lock);
+
+
+godot_image GDAPI godot_image_create_with_array(int p_width,int p_height,int p_format,int p_use_mipmaps,godot_array p_array);
+godot_byte_array GDAPI godot_image_get_data(godot_image p_image);
+
+
+////// IntArray
+
+typedef void* godot_int_array;
+
+godot_int_array GDAPI godot_int_array_create();
+godot_int_array GDAPI godot_int_array_copy(godot_int_array p_int_array);
+void GDAPI godot_int_array_free(godot_int_array p_int_array);
+
+int GDAPI godot_int_array_get_size(godot_int_array p_int_array);
+int GDAPI godot_int_array_get(godot_int_array p_int_array,int p_index);
+void GDAPI godot_int_array_set(godot_int_array p_int_array,int p_index,int p_value);
+void GDAPI godot_int_array_remove(godot_int_array p_int_array,int p_index);
+void GDAPI godot_int_array_clear(godot_int_array p_int_array);
+
+typedef void* godot_int_array_lock;
+
+godot_int_array_lock GDAPI godot_int_array_get_lock(godot_int_array p_int_array);
+int* GDAPI godot_int_array_lock_get_pointer(godot_int_array_lock p_int_array_lock);
+void GDAPI godot_int_array_lock_free(godot_int_array_lock p_int_array_lock);
+
+////// RealArray
+
+typedef void* godot_real_array;
+
+
+godot_real_array GDAPI godot_real_array_create();
+godot_real_array GDAPI godot_real_array_copy(godot_real_array p_real_array);
+void GDAPI godot_real_array_free(godot_real_array p_real_array);
+
+int GDAPI godot_real_array_get_size(godot_real_array p_real_array);
+float GDAPI godot_real_array_get(godot_real_array p_real_array,int p_index);
+void GDAPI godot_real_array_set(godot_real_array p_real_array,int p_index,float p_value);
+void GDAPI godot_real_array_remove(godot_real_array p_real_array,int p_index);
+void GDAPI godot_real_array_clear(godot_real_array p_real_array);
+
+typedef void* godot_real_array_lock;
+
+godot_real_array_lock GDAPI godot_real_array_get_lock(godot_real_array p_real_array);
+float* GDAPI godot_real_array_lock_get_pointer(godot_real_array_lock p_real_array_lock);
+void GDAPI godot_real_array_lock_free(godot_real_array_lock p_real_array_lock);
+
+
+////// StringArray
+
+typedef void* godot_string_array;
+
+
+godot_string_array GDAPI godot_string_array_create();
+godot_string_array GDAPI godot_string_array_copy(godot_string_array p_string_array);
+void GDAPI godot_string_array_free(godot_string_array p_string_array);
+
+int GDAPI godot_string_array_get_size(godot_string_array p_string_array);
+int GDAPI godot_string_array_get(godot_string_array p_string_array,int p_index,unsigned char* p_string,int p_max_len);
+void GDAPI godot_string_array_set(godot_string_array p_string_array,int p_index,unsigned char *p_string);
+void GDAPI godot_string_array_remove(godot_string_array p_string_array,int p_index);
+void GDAPI godot_string_array_clear(godot_string_array p_string_array);
+
+////// Vector2Array
+
+typedef void* godot_vector2_array;
+
+godot_vector2_array GDAPI godot_vector2_array_create();
+godot_vector2_array GDAPI godot_vector2_array_copy(godot_vector2_array p_vector2_array);
+void GDAPI godot_vector2_array_free(godot_vector2_array p_vector2_array);
+
+int GDAPI godot_vector2_array_get_size(godot_vector2_array p_vector2_array);
+int GDAPI godot_vector2_array_get_stride(godot_vector2_array p_vector2_array);
+void GDAPI godot_vector2_array_get(godot_vector2_array p_vector2_array,int p_index,float* p_vector2);
+void GDAPI godot_vector2_array_set(godot_vector2_array p_vector2_array,int p_index,float *p_vector2);
+void GDAPI godot_vector2_array_remove(godot_vector2_array p_vector2_array,int p_index);
+void GDAPI godot_vector2_array_clear(godot_vector2_array p_vector2_array);
+
+
+typedef void* godot_vector2_array_lock;
+
+godot_vector2_array_lock GDAPI godot_vector2_array_get_lock(godot_vector2_array p_vector2_array);
+float* GDAPI godot_vector2_array_lock_get_pointer(godot_vector2_array_lock p_vector2_array_lock);
+void GDAPI godot_vector2_array_lock_free(godot_vector2_array_lock p_vector2_array_lock);
+
+////// Vector3Array
+
+typedef void* godot_vector3_array;
+
+godot_vector3_array GDAPI godot_vector3_array_create();
+godot_vector3_array GDAPI godot_vector3_array_copy(godot_vector3_array p_vector3_array);
+void GDAPI godot_vector3_array_free(godot_vector3_array p_vector3_array);
+
+int GDAPI godot_vector3_array_get_size(godot_vector3_array p_vector3_array);
+int GDAPI godot_vector3_array_get_stride(godot_vector3_array p_vector3_array);
+void GDAPI godot_vector3_array_get(godot_vector3_array p_vector3_array,int p_index,float* p_vector3);
+void GDAPI godot_vector3_array_set(godot_vector3_array p_vector3_array,int p_index,float *p_vector3);
+void GDAPI godot_vector3_array_remove(godot_vector3_array p_vector3_array,int p_index);
+void GDAPI godot_vector3_array_clear(godot_vector3_array p_vector3_array);
+
+
+typedef void* godot_vector3_array_lock;
+
+godot_vector3_array_lock GDAPI godot_vector3_array_get_lock(godot_vector3_array p_vector3_array);
+float* GDAPI godot_vector3_array_lock_get_pointer(godot_vector3_array_lock p_vector3_array_lock);
+void GDAPI godot_vector3_array_lock_free(godot_vector3_array_lock p_vector3_array_lock);
+
+////// ColorArray
+
+typedef void* godot_color_array;
+
+godot_color_array GDAPI godot_color_array_create();
+godot_color_array GDAPI godot_color_array_copy(godot_color_array p_color_array);
+void GDAPI godot_color_array_free(godot_color_array p_color_array);
+
+int GDAPI godot_color_array_get_size(godot_color_array p_color_array);
+int GDAPI godot_color_array_get_stride(godot_color_array p_color_array);
+void GDAPI godot_color_array_get(godot_color_array p_color_array,int p_index,float* p_color);
+void GDAPI godot_color_array_set(godot_color_array p_color_array,int p_index,float *p_color);
+void GDAPI godot_color_array_remove(godot_color_array p_color_array,int p_index);
+void GDAPI godot_color_array_clear(godot_color_array p_color_array);
+
+
+typedef void* godot_color_array_lock;
+
+godot_color_array_lock GDAPI godot_color_array_get_lock(godot_color_array p_color_array);
+float* GDAPI godot_color_array_lock_get_pointer(godot_color_array_lock p_color_array_lock);
+void GDAPI godot_color_array_lock_free(godot_color_array_lock p_color_array_lock);
+
+
+////// Instance (forward declared)
+
+typedef void *godot_instance;
+
+////// Variant
+
+#define GODOT_VARIANT_NIL 0
+#define GODOT_VARIANT_BOOL 1
+#define GODOT_VARIANT_INT 2
+#define GODOT_VARIANT_REAL 3
+#define GODOT_VARIANT_STRING 4
+#define GODOT_VARIANT_VECTOR2 5
+#define GODOT_VARIANT_RECT2 6
+#define GODOT_VARIANT_VECTOR3 7
+#define GODOT_VARIANT_MATRIX32 8
+#define GODOT_VARIANT_PLANE 9
+#define GODOT_VARIANT_QUAT 10
+#define GODOT_VARIANT_AABB 11
+#define GODOT_VARIANT_MATRIX3 12
+#define GODOT_VARIANT_TRANSFORM 13
+#define GODOT_VARIANT_COLOR 14
+#define GODOT_VARIANT_IMAGE 15
+#define GODOT_VARIANT_NODE_PATH 16
+#define GODOT_VARIANT_RID 17
+#define GODOT_VARIANT_OBJECT 18
+#define GODOT_VARIANT_INPUT_EVENT 19
+#define GODOT_VARIANT_DICTIONARY 20
+#define GODOT_VARIANT_ARRAY 21
+#define GODOT_VARIANT_BYTE_ARRAY 22
+#define GODOT_VARIANT_INT_ARRAY 23
+#define GODOT_VARIANT_REAL_ARRAY 24
+#define GODOT_VARIANT_STRING_ARRAY 25
+#define GODOT_VARIANT_VECTOR2_ARRAY 26
+#define GODOT_VARIANT_VECTOR3_ARRAY 27
+#define GODOT_VARIANT_COLOR_ARRAY 28
+#define GODOT_VARIANT_MAX 29
+
+godot_variant *godot_variant_new();
+
+int GDAPI godot_variant_get_type(godot_variant p_variant);
+
+void GDAPI godot_variant_set_null(godot_variant p_variant);
+void GDAPI godot_variant_set_bool(godot_variant p_variant,godot_bool p_bool);
+void GDAPI godot_variant_set_int(godot_variant p_variant,int p_int);
+void GDAPI godot_variant_set_float(godot_variant p_variant,int p_float);
+void GDAPI godot_variant_set_string(godot_variant p_variant,char *p_string);
+void GDAPI godot_variant_set_vector2(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_set_rect2(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_set_vector3(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_set_matrix32(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_set_plane(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_set_aabb(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_set_matrix3(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_set_transform(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_set_color(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_set_image(godot_variant p_variant,godot_image *p_image);
+void GDAPI godot_variant_set_node_path(godot_variant p_variant,char *p_path);
+void GDAPI godot_variant_set_rid(godot_variant p_variant,char *p_path);
+void GDAPI godot_variant_set_instance(godot_variant p_variant,godot_instance p_instance);
+void GDAPI godot_variant_set_input_event(godot_variant p_variant,godot_input_event p_instance);
+void GDAPI godot_variant_set_dictionary(godot_variant p_variant,godot_dictionary p_dictionary);
+void GDAPI godot_variant_set_array(godot_variant p_variant,godot_array p_array);
+void GDAPI godot_variant_set_byte_array(godot_variant p_variant,godot_byte_array p_array);
+void GDAPI godot_variant_set_int_array(godot_variant p_variant,godot_byte_array p_array);
+void GDAPI godot_variant_set_string_array(godot_variant p_variant,godot_string_array p_array);
+void GDAPI godot_variant_set_vector2_array(godot_variant p_variant,godot_vector2_array p_array);
+void GDAPI godot_variant_set_vector3_array(godot_variant p_variant,godot_vector3_array p_array);
+void GDAPI godot_variant_set_color_array(godot_variant p_variant,godot_color_array p_array);
+
+godot_bool GDAPI godot_variant_get_bool(godot_variant p_variant);
+int GDAPI godot_variant_get_int(godot_variant p_variant);
+float GDAPI godot_variant_get_float(godot_variant p_variant);
+int GDAPI godot_variant_get_string(godot_variant p_variant,char *p_string,int p_bufsize);
+void GDAPI godot_variant_get_vector2(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_get_rect2(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_get_vector3(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_get_matrix32(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_get_plane(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_get_aabb(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_get_matrix3(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_get_transform(godot_variant p_variant,float *p_elems);
+void GDAPI godot_variant_get_color(godot_variant p_variant,float *p_elems);
+godot_image *GDAPI godot_variant_get_image(godot_variant p_variant);
+int GDAPI godot_variant_get_node_path(godot_variant p_variant,char *p_path, int p_bufsize);
+godot_rid GDAPI godot_variant_get_rid(godot_variant p_variant);
+godot_instance GDAPI godot_variant_get_instance(godot_variant p_variant);
+void GDAPI godot_variant_get_input_event(godot_variant p_variant,godot_input_event);
+void GDAPI godot_variant_get_dictionary(godot_variant p_variant,godot_dictionary);
+godot_array GDAPI godot_variant_get_array(godot_variant p_variant);
+godot_byte_array GDAPI godot_variant_get_byte_array(godot_variant p_variant);
+godot_byte_array GDAPI godot_variant_get_int_array(godot_variant p_variant);
+godot_string_array GDAPI godot_variant_get_string_array(godot_variant p_variant);
+godot_vector2_array GDAPI godot_variant_get_vector2_array(godot_variant p_variant);
+godot_vector3_array GDAPI godot_variant_get_vector3_array(godot_variant p_variant);
+godot_color_array GDAPI godot_variant_get_color_array(godot_variant p_variant);
+
+
+void GDAPI godot_variant_delete(godot_variant p_variant);
+
+////// Class
+///
+
+char** GDAPI godot_class_get_list(); //get list of classes in array to array of strings, must be freed, use godot_list_free()
+
+int GDAPI godot_class_get_base(char* p_class,char *p_base,int p_max_len);
+int GDAPI godot_class_get_name(char* p_class,char *p_base,int p_max_len);
+
+char** GDAPI godot_class_get_method_list(char* p_class); //free with godot_list_free()
+int GDAPI godot_class_method_get_argument_count(char* p_class,char *p_method);
+int GDAPI godot_class_method_get_argument_type(char* p_class,char *p_method,int p_argument);
+godot_variant GDAPI godot_class_method_get_argument_default_value(char* p_class,char *p_method,int p_argument);
+
+char** GDAPI godot_class_get_constant_list(char* p_class); //free with godot_list_free()
+int GDAPI godot_class_constant_get_value(char* p_class,char *p_constant);
+
+
+////// Instance
+
+typedef int godot_call_error;
+
+#define GODOT_CALL_OK
+#define GODOT_CALL_ERROR_WRONG_ARGUMENTS
+#define GODOT_CALL_ERROR_INVALID_INSTANCE
+
+godot_instance GDAPI godot_instance_new(char* p_class);
+int GDAPI godot_instance_get_class(godot_instance p_instance,char* p_class,int p_max_len);
+
+typedef struct {
+ char *name;
+ int hint;
+ char *hint_string;
+ int usage;
+} godot_property_info;
+
+godot_call_error GDAPI godot_instance_call(godot_instance p_instance, char* p_method, ...);
+godot_call_error GDAPI godot_instance_call_ret(godot_instance p_instance, godot_variant r_return, char* p_method, ...);
+godot_bool GDAPI godot_instance_set(godot_instance p_instance, char* p_prop,godot_variant p_value);
+godot_variant GDAPI godot_instance_get(godot_instance p_instance, char* p_prop);
+
+
+#define GODOT_PROPERTY_HINT_NONE 0 ///< no hint provided.
+#define GODOT_PROPERTY_HINT_RANGE 1///< hint_text = "min,max,step,slider; //slider is optional"
+#define GODOT_PROPERTY_HINT_EXP_RANGE 2///< hint_text = "min,max,step", exponential edit
+#define GODOT_PROPERTY_HINT_ENUM 3///< hint_text= "val1,val2,val3,etc"
+#define GODOT_PROPERTY_HINT_EXP_EASING 4/// exponential easing funciton (Math::ease)
+#define GODOT_PROPERTY_HINT_LENGTH 5///< hint_text= "length" (as integer)
+#define GODOT_PROPERTY_HINT_SPRITE_FRAME 6
+#define GODOT_PROPERTY_HINT_KEY_ACCEL 7///< hint_text= "length" (as integer)
+#define GODOT_PROPERTY_HINT_FLAGS 8///< hint_text= "flag1,flag2,etc" (as bit flags)
+#define GODOT_PROPERTY_HINT_ALL_FLAGS 9
+#define GODOT_PROPERTY_HINT_FILE 10 ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
+#define GODOT_PROPERTY_HINT_DIR 11 ///< a directort path must be passed
+#define GODOT_PROPERTY_HINT_GLOBAL_FILE 12///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
+#define GODOT_PROPERTY_HINT_GLOBAL_DIR 13 ///< a directort path must be passed
+#define GODOT_PROPERTY_HINT_RESOURCE_TYPE 14///< a resource object type
+#define GODOT_PROPERTY_HINT_MULTILINE_TEXT 15///< used for string properties that can contain multiple lines
+#define GODOT_PROPERTY_HINT_COLOR_NO_ALPHA 16///< used for ignoring alpha component when editing a color
+#define GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSY 17
+#define GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS 18
+#define GODOT_PROPERTY_HINT_OBJECT_ID 19
+
+
+#define GODOT_PROPERTY_USAGE_STORAGE 1
+#define GODOT_PROPERTY_USAGE_EDITOR 2
+#define GODOT_PROPERTY_USAGE_NETWORK 4
+#define GODOT_PROPERTY_USAGE_EDITOR_HELPER 8
+#define GODOT_PROPERTY_USAGE_CHECKABLE 16 //used for editing global variables
+#define GODOT_PROPERTY_USAGE_CHECKED 32 //used for editing global variables
+#define GODOT_PROPERTY_USAGE_INTERNATIONALIZED 64 //hint for internationalized strings
+#define GODOT_PROPERTY_USAGE_BUNDLE 128 //used for optimized bundles
+#define GODOT_PROPERTY_USAGE_CATEGORY 256
+#define GODOT_PROPERTY_USAGE_STORE_IF_NONZERO 512 //only store if nonzero
+#define GODOT_PROPERTY_USAGE_STORE_IF_NONONE 1024 //only store if false
+#define GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE 2048
+#define GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED 4096
+#define GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE 8192
+#define GODOT_PROPERTY_USAGE_STORE_IF_NULL 16384
+#define GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER 32768
+
+#define GODOT_PROPERTY_USAGE_DEFAULT GODOT_PROPERTY_USAGE_STORAGE|GODOT_PROPERTY_USAGE_EDITOR|GODOT_PROPERTY_USAGE_NETWORK
+#define GODOT_PROPERTY_USAGE_DEFAULT_INTL GODOT_PROPERTY_USAGE_STORAGE|GODOT_PROPERTY_USAGE_EDITOR|GODOT_PROPERTY_USAGE_NETWORK|GODOT_PROPERTY_USAGE_INTERNATIONALIZED
+#define GODOT_PROPERTY_USAGE_NOEDITOR GODOT_PROPERTY_USAGE_STORAGE|GODOT_PROPERTY_USAGE_NETWORK
+
+
+godot_property_info** GDAPI godot_instance_get_property_list(godot_instance p_instance);
+void GDAPI godot_instance_free_property_list(godot_instance p_instance,godot_property_info** p_list);
+
+
+
+void GDAPI godot_list_free(char **p_name); //helper to free all the class list
+
+
+////// Script API
+
+typedef void* (godot_script_instance_func)(godot_instance); //passed an instance, return a pointer to your userdata
+typedef void (godot_script_free_func)(godot_instance,void*); //passed an instance, please free your userdata
+
+void GDAPI godot_script_register(char* p_base,char* p_name,godot_script_instance_func p_instance_func,godot_script_free_func p_free_func);
+void GDAPI godot_script_unregister(char* p_name);
+
+typedef GDAPI godot_variant (godot_script_func)(godot_instance,void*,godot_variant*,int); //instance,userdata,arguments,argument count. Return something or NULL. Arguments must not be freed.
+
+
+void GDAPI godot_script_add_function(char* p_name,char* p_function_name,godot_script_func p_func);
+void GDAPI godot_script_add_validated_function(char* p_name,char* p_function_name,godot_script_func p_func,int* p_arg_types,int p_arg_count,godot_variant* p_default_args,int p_default_arg_count);
+
+typedef void (godot_set_property_func)(godot_instance,void*,godot_variant); //instance,userdata,value. Value must not be freed.
+typedef godot_variant (godot_get_property_func)(godot_instance,void*); //instance,userdata. Return a value or NULL.
+
+void GDAPI godot_script_add_property(char* p_name,char* p_path,godot_set_property_func p_set_func,godot_get_property_func p_get_func);
+void GDAPI godot_script_add_listed_property(char* p_name,char* p_path,godot_set_property_func p_set_func,godot_get_property_func p_get_func,int p_type,int p_hint,char* p_hint_string,int p_usage);
+
+
+////// System Functions
+
+//using these will help Godot track how much memory is in use in debug mode
+void* GDAPI godot_alloc(int p_bytes);
+void* GDAPI godot_realloc(void* p_ptr,int p_bytes);
+void GDAPI godot_free(void* p_ptr);
+
+
+#ifdef __cplusplus
+}
+#endif
+
+
+#endif // GODOT_C_H
diff --git a/modules/gdscript/register_types.cpp b/modules/gdscript/register_types.cpp
index 6aa53f03ef..95b18cae4d 100644
--- a/modules/gdscript/register_types.cpp
+++ b/modules/gdscript/register_types.cpp
@@ -158,7 +158,7 @@ void register_gdscript_types() {
void unregister_gdscript_types() {
-
+ ScriptServer::unregister_language(script_language_gd);
if (script_language_gd)
memdelete( script_language_gd );