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Diffstat (limited to 'modules/gdnative/pluginscript/pluginscript_script.h')
-rw-r--r-- | modules/gdnative/pluginscript/pluginscript_script.h | 130 |
1 files changed, 130 insertions, 0 deletions
diff --git a/modules/gdnative/pluginscript/pluginscript_script.h b/modules/gdnative/pluginscript/pluginscript_script.h new file mode 100644 index 0000000000..051ef46bae --- /dev/null +++ b/modules/gdnative/pluginscript/pluginscript_script.h @@ -0,0 +1,130 @@ +/*************************************************************************/ +/* pluginscript_script.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_SCRIPT_H +#define PLUGINSCRIPT_SCRIPT_H + +#include <iostream> +// Godot imports +#include "core/script_language.h" +// PluginScript imports +#include "pluginscript_language.h" +#include <pluginscript/godot_pluginscript.h> + +class PyInstance; + +class PluginScript : public Script { + + GDCLASS(PluginScript, Script); + + friend class PluginScriptInstance; + friend class PluginScriptLanguage; + +private: + godot_pluginscript_script_data *_data; + const godot_pluginscript_script_desc *_desc; + PluginScriptLanguage *_language; + bool _tool; + bool _valid; + + Ref<PluginScript> _ref_base_parent; + StringName _native_parent; + SelfList<PluginScript> _script_list; + + Map<StringName, int> _member_lines; + Map<StringName, Variant> _properties_default_values; + Map<StringName, PropertyInfo> _properties_info; + Map<StringName, MethodInfo> _signals_info; + Map<StringName, MethodInfo> _methods_info; + Map<StringName, ScriptInstance::RPCMode> _variables_rset_mode; + Map<StringName, ScriptInstance::RPCMode> _methods_rpc_mode; + + Set<Object *> _instances; + //exported members + String _source; + String _path; + StringName _name; + +protected: + static void _bind_methods(); + +#ifdef TOOLS_ENABLED + Set<PlaceHolderScriptInstance *> placeholders; + //void _update_placeholder(PlaceHolderScriptInstance *p_placeholder); + virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder); +#endif +public: + virtual bool can_instance() const; + + virtual Ref<Script> get_base_script() const; //for script inheritance + + virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so + virtual ScriptInstance *instance_create(Object *p_this); + virtual bool instance_has(const Object *p_this) const; + + virtual bool has_source_code() const; + virtual String get_source_code() const; + virtual void set_source_code(const String &p_code); + virtual Error reload(bool p_keep_state = false); + // TODO: load_source_code only allow utf-8 file, should handle bytecode as well ? + virtual Error load_source_code(const String &p_path); + + virtual bool has_method(const StringName &p_method) const; + virtual MethodInfo get_method_info(const StringName &p_method) const; + + bool has_property(const StringName &p_method) const; + PropertyInfo get_property_info(const StringName &p_property) const; + + bool is_tool() const { return _tool; } + + virtual String get_node_type() const; + + virtual ScriptLanguage *get_language() const; + + virtual bool has_script_signal(const StringName &p_signal) const; + virtual void get_script_signal_list(List<MethodInfo> *r_signals) const; + + virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const; + + virtual void update_exports(); + virtual void get_script_method_list(List<MethodInfo> *r_methods) const; + virtual void get_script_property_list(List<PropertyInfo> *r_propertieslist) const; + + virtual int get_member_line(const StringName &p_member) const; + + ScriptInstance::RPCMode get_rpc_mode(const StringName &p_method) const; + ScriptInstance::RPCMode get_rset_mode(const StringName &p_variable) const; + + PluginScript(); + void init(PluginScriptLanguage *language); + virtual ~PluginScript(); +}; + +#endif // PLUGINSCRIPT_SCRIPT_H |