/*************************************************************************/ /* pluginscript_script.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_SCRIPT_H #define PLUGINSCRIPT_SCRIPT_H // 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<Script> _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, MultiplayerAPI::RPCMode> _variables_rset_mode; Map<StringName, MultiplayerAPI::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 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_properties) const; virtual int get_member_line(const StringName &p_member) const; MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const; MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const; PluginScript(); void init(PluginScriptLanguage *language); virtual ~PluginScript(); }; #endif // PLUGINSCRIPT_SCRIPT_H