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-rw-r--r--modules/gdnative/include/pluginscript/godot_pluginscript.h170
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
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+++ b/modules/gdnative/include/pluginscript/godot_pluginscript.h
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+/*************************************************************************/
+/* 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