/*************************************************************************/ /* pluginscript_language.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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_LANGUAGE_H #define PLUGINSCRIPT_LANGUAGE_H // Godot imports #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "core/map.h" #include "core/script_language.h" #include "core/self_list.h" // PluginScript imports #include "pluginscript_loader.h" #include <pluginscript/godot_pluginscript.h> class PluginScript; class PluginScriptInstance; class PluginScriptLanguage : public ScriptLanguage { friend class PluginScript; friend class PluginScriptInstance; ResourceFormatLoaderPluginScript *_resource_loader; ResourceFormatSaverPluginScript *_resource_saver; const godot_pluginscript_language_desc _desc; godot_pluginscript_language_data *_data; Mutex *_lock; SelfList<PluginScript>::List _script_list; public: virtual String get_name() const; _FORCE_INLINE_ ResourceFormatLoaderPluginScript *get_resource_loader() { return _resource_loader; }; _FORCE_INLINE_ ResourceFormatSaverPluginScript *get_resource_saver() { return _resource_saver; }; /* LANGUAGE FUNCTIONS */ virtual void init(); virtual String get_type() const; virtual String get_extension() const; virtual Error execute_file(const String &p_path); virtual void finish(); /* EDITOR FUNCTIONS */ virtual void get_reserved_words(List<String> *p_words) const; virtual void get_comment_delimiters(List<String> *p_delimiters) const; virtual void get_string_delimiters(List<String> *p_delimiters) const; virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const; virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path = "", List<String> *r_functions = NULL, List<ScriptLanguage::Warning> *r_warnings = NULL, Set<int> *r_safe_lines = NULL) const; virtual Script *create_script() const; virtual bool has_named_classes() const; virtual bool supports_builtin_mode() const; virtual bool can_inherit_from_file() { return true; } virtual int find_function(const String &p_function, const String &p_code) const; virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const; virtual Error complete_code(const String &p_code, const String &p_base_path, Object *p_owner, List<String> *r_options, bool &r_force, String &r_call_hint); virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const; virtual void add_global_constant(const StringName &p_variable, const Variant &p_value); /* MULTITHREAD FUNCTIONS */ //some VMs need to be notified of thread creation/exiting to allocate a stack // void thread_enter() {} // void thread_exit() {} /* DEBUGGER FUNCTIONS */ virtual String debug_get_error() const; virtual int debug_get_stack_level_count() const; virtual int debug_get_stack_level_line(int p_level) const; virtual String debug_get_stack_level_function(int p_level) const; virtual String debug_get_stack_level_source(int p_level) const; virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1); virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1); virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1); virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1); // virtual Vector<StackInfo> debug_get_current_stack_info() { return Vector<StackInfo>(); } virtual void reload_all_scripts(); virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload); /* LOADER FUNCTIONS */ virtual void get_recognized_extensions(List<String> *p_extensions) const; virtual void get_public_functions(List<MethodInfo> *p_functions) const; virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const; virtual void profiling_start(); virtual void profiling_stop(); virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max); virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max); virtual void frame(); void lock(); void unlock(); PluginScriptLanguage(const godot_pluginscript_language_desc *desc); virtual ~PluginScriptLanguage(); }; #endif // PLUGINSCRIPT_LANGUAGE_H