/*************************************************************************/ /* nativescript.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #include "nativescript.h" #include #include "gdnative/gdnative.h" #include "core/config/project_settings.h" #include "core/core_constants.h" #include "core/core_string_names.h" #include "core/io/file_access.h" #include "core/io/file_access_encrypted.h" #include "core/os/os.h" #include "main/main.h" #include "scene/main/scene_tree.h" #include "scene/resources/resource_format_text.h" #include #ifndef NO_THREADS #include "core/os/thread.h" #endif #if defined(TOOLS_ENABLED) && defined(DEBUG_METHODS_ENABLED) #include "api_generator.h" #endif #ifdef TOOLS_ENABLED #include "editor/editor_node.h" #endif void NativeScript::_bind_methods() { ClassDB::bind_method(D_METHOD("set_class_name", "class_name"), &NativeScript::set_class_name); ClassDB::bind_method(D_METHOD("get_class_name"), &NativeScript::get_class_name); ClassDB::bind_method(D_METHOD("set_library", "library"), &NativeScript::set_library); ClassDB::bind_method(D_METHOD("get_library"), &NativeScript::get_library); ClassDB::bind_method(D_METHOD("set_script_class_name", "class_name"), &NativeScript::set_script_class_name); ClassDB::bind_method(D_METHOD("get_script_class_name"), &NativeScript::get_script_class_name); ClassDB::bind_method(D_METHOD("set_script_class_icon_path", "icon_path"), &NativeScript::set_script_class_icon_path); ClassDB::bind_method(D_METHOD("get_script_class_icon_path"), &NativeScript::get_script_class_icon_path); ClassDB::bind_method(D_METHOD("get_class_documentation"), &NativeScript::get_class_documentation); ClassDB::bind_method(D_METHOD("get_method_documentation", "method"), &NativeScript::get_method_documentation); ClassDB::bind_method(D_METHOD("get_signal_documentation", "signal_name"), &NativeScript::get_signal_documentation); ClassDB::bind_method(D_METHOD("get_property_documentation", "path"), &NativeScript::get_property_documentation); ADD_PROPERTY(PropertyInfo(Variant::STRING, "class_name"), "set_class_name", "get_class_name"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "GDNativeLibrary"), "set_library", "get_library"); ADD_GROUP("Script Class", "script_class_"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "script_class_name"), "set_script_class_name", "get_script_class_name"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "script_class_icon_path", PROPERTY_HINT_FILE), "set_script_class_icon_path", "get_script_class_icon_path"); ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &NativeScript::_new, MethodInfo("new")); } #define NSL NativeScriptLanguage::get_singleton() #ifdef TOOLS_ENABLED void NativeScript::_update_placeholder(PlaceHolderScriptInstance *p_placeholder) { NativeScriptDesc *script_data = get_script_desc(); ERR_FAIL_COND(!script_data); List info; get_script_property_list(&info); Map values; for (const PropertyInfo &E : info) { Variant value; get_property_default_value(E.name, value); values[E.name] = value; } p_placeholder->update(info, values); } void NativeScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder) { placeholders.erase(p_placeholder); } #endif bool NativeScript::inherits_script(const Ref