diff options
-rw-r--r-- | core/script_language.cpp | 14 | ||||
-rw-r--r-- | core/script_language.h | 1 | ||||
-rw-r--r-- | modules/cscript/godot_c.cpp | 2 | ||||
-rw-r--r-- | modules/cscript/godot_c.h | 568 | ||||
-rw-r--r-- | modules/gdscript/register_types.cpp | 2 |
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 ); |