/*************************************************************************/ /* gdscript.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 GDSCRIPT_H #define GDSCRIPT_H #include "core/debugger/engine_debugger.h" #include "core/debugger/script_debugger.h" #include "core/doc_data.h" #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "core/object/script_language.h" #include "gdscript_function.h" class GDScriptNativeClass : public RefCounted { GDCLASS(GDScriptNativeClass, RefCounted); StringName name; protected: bool _get(const StringName &p_name, Variant &r_ret) const; static void _bind_methods(); public: _FORCE_INLINE_ const StringName &get_name() const { return name; } Variant _new(); Object *instantiate(); virtual Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override; GDScriptNativeClass(const StringName &p_name); }; class GDScript : public Script { GDCLASS(GDScript, Script); bool tool = false; bool valid = false; struct MemberInfo { int index = 0; StringName setter; StringName getter; GDScriptDataType data_type; }; friend class GDScriptInstance; friend class GDScriptFunction; friend class GDScriptAnalyzer; friend class GDScriptCompiler; friend class GDScriptLanguage; friend struct GDScriptUtilityFunctionsDefinitions; Ref native; Ref base; GDScript *_base = nullptr; //fast pointer access GDScript *_owner = nullptr; //for subclasses RBSet members; //members are just indices to the instantiated script. HashMap constants; HashMap member_functions; HashMap member_indices; //members are just indices to the instantiated script. HashMap> subclasses; HashMap> _signals; Vector rpc_functions; #ifdef TOOLS_ENABLED HashMap member_lines; HashMap member_default_values; List members_cache; HashMap member_default_values_cache; Ref base_cache; RBSet inheriters_cache; bool source_changed_cache = false; bool placeholder_fallback_enabled = false; void _update_exports_values(HashMap &values, List &propnames); DocData::ClassDoc doc; Vector docs; String doc_brief_description; String doc_description; Vector doc_tutorials; HashMap doc_functions; HashMap doc_variables; HashMap doc_constants; HashMap doc_signals; HashMap doc_enums; void _clear_doc(); void _update_doc(); void _add_doc(const DocData::ClassDoc &p_inner_class); #endif HashMap member_info; GDScriptFunction *implicit_initializer = nullptr; GDScriptFunction *initializer = nullptr; //direct pointer to new , faster to locate int subclass_count = 0; RBSet instances; //exported members String source; String path; String name; String fully_qualified_name; SelfList script_list; SelfList::List pending_func_states; GDScriptFunction *_super_constructor(GDScript *p_script); void _super_implicit_constructor(GDScript *p_script, GDScriptInstance *p_instance, Callable::CallError &r_error); GDScriptInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_is_ref_counted, Callable::CallError &r_error); void _set_subclass_path(Ref &p_sc, const String &p_path); String _get_debug_path() const; #ifdef TOOLS_ENABLED RBSet placeholders; //void _update_placeholder(PlaceHolderScriptInstance *p_placeholder); virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override; #endif #ifdef DEBUG_ENABLED HashMap>> pending_reload_state; #endif bool _update_exports(bool *r_err = nullptr, bool p_recursive_call = false, PlaceHolderScriptInstance *p_instance_to_update = nullptr); void _save_orphaned_subclasses(); void _init_rpc_methods_properties(); void _get_script_property_list(List *r_list, bool p_include_base) const; void _get_script_method_list(List *r_list, bool p_include_base) const; void _get_script_signal_list(List *r_list, bool p_include_base) const; // This method will map the class name from "RefCounted" to "MyClass.InnerClass". static String _get_gdscript_reference_class_name(const GDScript *p_gdscript); protected: bool _get(const StringName &p_name, Variant &r_ret) const; bool _set(const StringName &p_name, const Variant &p_value); void _get_property_list(List *p_properties) const; Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) override; static void _bind_methods(); public: virtual bool is_valid() const override { return valid; } bool inherits_script(const Ref