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+/*************************************************************************/
+/* pluginscript_instance.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.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 PLUGINSCRIPT_INSTANCE_H
+#define PLUGINSCRIPT_INSTANCE_H
+
+// Godot imports
+#include "core/script_language.h"
+// PluginScript imports
+#include <pluginscript/godot_pluginscript.h>
+
+class PluginScript;
+
+class PluginScriptInstance : public ScriptInstance {
+ friend class PluginScript;
+
+private:
+ Ref<PluginScript> _script;
+ Object *_owner;
+ Variant _owner_variant;
+ godot_pluginscript_instance_data *_data;
+ const godot_pluginscript_instance_desc *_desc;
+
+public:
+ _FORCE_INLINE_ Object *get_owner() { return _owner; }
+
+ virtual bool set(const StringName &p_name, const Variant &p_value);
+ virtual bool get(const StringName &p_name, Variant &r_ret) const;
+ virtual void get_property_list(List<PropertyInfo> *p_properties) const;
+ virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = NULL) const;
+
+ virtual void get_method_list(List<MethodInfo> *p_list) const;
+ virtual bool has_method(const StringName &p_method) const;
+
+ virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
+#if 0
+ // Rely on default implementations provided by ScriptInstance for the moment.
+ // Note that multilevel call could be removed in 3.0 release, so stay tunned
+ // (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
+ virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
+ virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
+#endif
+
+ virtual void notification(int p_notification);
+
+ virtual Ref<Script> get_script() const;
+
+ virtual ScriptLanguage *get_language();
+
+ void set_path(const String &p_path);
+
+ virtual RPCMode get_rpc_mode(const StringName &p_method) const;
+ virtual RPCMode get_rset_mode(const StringName &p_variable) const;
+
+ virtual void refcount_incremented();
+ virtual bool refcount_decremented();
+
+ PluginScriptInstance();
+ bool init(PluginScript *p_script, Object *p_owner);
+ virtual ~PluginScriptInstance();
+};
+
+#endif // PLUGINSCRIPT_INSTANCE_H