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/*************************************************************************/
/* dl_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 DL_SCRIPT_H
#define DL_SCRIPT_H
#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/thread_safe.h"
#include "resource.h"
#include "scene/main/node.h"
#include "script_language.h"
#include "self_list.h"
#include "godot.h"
#ifdef TOOLS_ENABLED
#define DLSCRIPT_EDITOR_FEATURES
#endif
class DLScriptData;
class DLLibrary;
struct NativeLibrary {
StringName path;
void *handle;
DLLibrary *dllib;
Map<StringName, DLScriptData *> scripts;
static Error initialize(NativeLibrary *&p_native_lib, const StringName p_path);
static Error terminate(NativeLibrary *&p_native_lib);
};
struct DLScriptData {
/* typedef void* (InstanceFunc)(godot_object* instance);
typedef void (DestroyFunc)(godot_object* instance,void* userdata);
typedef godot_variant (MethodFunc)(godot_object *instance, void *userdata, void *method_data, int arg_count,godot_variant **args);
typedef void (MethodDataFreeFunc)(void *method_data);
typedef void (SetterFunc)(godot_object* instance,void* userdata,godot_variant value);
typedef godot_variant (GetterFunc)(godot_object* instance,void* userdata);*/
struct Method {
godot_instance_method method;
MethodInfo info;
int rpc_mode;
Method() {
}
Method(godot_instance_method p_method, MethodInfo p_info, int p_rpc_mode) {
method = p_method;
info = p_info;
rpc_mode = p_rpc_mode;
}
};
struct Property {
godot_property_set_func setter;
godot_property_get_func getter;
PropertyInfo info;
Variant default_value;
int rset_mode;
Property() {
}
Property(godot_property_set_func p_setter, godot_property_get_func p_getter) {
setter = p_setter;
getter = p_getter;
}
Property(godot_property_set_func p_setter, godot_property_get_func p_getter, PropertyInfo p_info, Variant p_default_value, int p_rset_mode) {
setter = p_setter;
getter = p_getter;
info = p_info;
default_value = p_default_value;
rset_mode = p_rset_mode;
}
};
struct Signal {
MethodInfo signal;
};
Map<StringName, Method> methods;
Map<StringName, Property> properties;
Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
StringName base;
StringName base_native_type;
DLScriptData *base_data;
godot_instance_create_func create_func;
godot_instance_destroy_func destroy_func;
bool is_tool;
DLScriptData() {
base = StringName();
base_data = NULL;
is_tool = false;
}
DLScriptData(StringName p_base, godot_instance_create_func p_instance, godot_instance_destroy_func p_free) {
base = p_base;
base_data = NULL;
create_func = p_instance;
destroy_func = p_free;
is_tool = false;
}
};
class DLLibrary;
class DLScript : public Script {
GDCLASS(DLScript, Script);
Ref<DLLibrary> library;
StringName script_name;
StringName base_native_type;
Set<Object *> instances;
DLScriptData *script_data;
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
#endif
friend class DLInstance;
friend class DLScriptLanguage;
friend class DLReloadNode;
friend class DLLibrary;
protected:
static void _bind_methods();
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);
virtual bool has_method(const StringName &p_method) const;
virtual MethodInfo get_method_info(const StringName &p_method) const;
virtual bool is_tool() const;
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() {} //editor tool
virtual void get_script_method_list(List<MethodInfo> *p_list) const;
virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
Ref<DLLibrary> get_library() const;
void set_library(Ref<DLLibrary> p_library);
StringName get_script_name() const;
void set_script_name(StringName p_script_name);
DLScript();
~DLScript();
};
class DLLibrary : public Resource {
_THREAD_SAFE_CLASS_
GDCLASS(DLLibrary, Resource);
OBJ_SAVE_TYPE(DLLibrary);
Map<StringName, String> platform_files;
NativeLibrary *native_library;
static DLLibrary *currently_initialized_library;
protected:
friend class DLScript;
friend class NativeLibrary;
friend class DLReloadNode;
DLScriptData *get_script_data(const StringName p_name);
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
Error _initialize();
Error _terminate();
static DLLibrary *get_currently_initialized_library();
void _register_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func);
void _register_tool_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func);
void _register_script_method(const StringName p_name, const StringName p_method, godot_method_attributes p_attr, godot_instance_method p_func, MethodInfo p_info);
void _register_script_property(const StringName p_name, const String p_path, godot_property_attributes *p_attr, godot_property_set_func p_setter, godot_property_get_func p_getter);
void _register_script_signal(const StringName p_name, const godot_signal *p_signal);
void set_platform_file(StringName p_platform, String p_file);
String get_platform_file(StringName p_platform) const;
DLLibrary();
~DLLibrary();
};
class DLInstance : public ScriptInstance {
friend class DLScript;
Object *owner;
Ref<DLScript> script;
void *userdata;
void _ml_call_reversed(DLScriptData *data_ptr, const StringName &p_method, const Variant **p_args, int p_argcount);
public:
_FORCE_INLINE_ Object *get_owner() { return owner; }
_FORCE_INLINE_ void *get_userdata() { return userdata; }
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
virtual void get_property_list(List<PropertyInfo> *p_properties) const;
virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = NULL) const;
virtual void get_method_list(List<MethodInfo> *p_list) const;
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
Variant debug_get_member_by_index(int p_idx) const { return Variant(); }
virtual void notification(int p_notification);
virtual Ref<Script> get_script() const;
virtual ScriptLanguage *get_language();
void set_path(const String &p_path);
void reload_members();
virtual RPCMode get_rpc_mode(const StringName &p_method) const;
virtual RPCMode get_rset_mode(const StringName &p_variable) const;
DLInstance();
~DLInstance();
};
class DLReloadNode;
class DLScriptLanguage : public ScriptLanguage {
friend class DLScript;
friend class DLInstance;
friend class DLReloadNode;
friend class DLLibrary;
static DLScriptLanguage *singleton;
Variant *_global_array; // @Unused necessary?
Vector<Variant> global_array; // @Unused necessary?
Map<StringName, int> globals; // @Unused necessary?
// @Unused necessary?
void _add_global(const StringName &p_name, const Variant &p_value);
Mutex *lock;
Set<DLScript *> script_list;
bool profiling;
uint64_t script_frame_time;
struct {
StringName _notification;
} strings;
public:
Map<StringName, NativeLibrary *> initialized_libraries;
_FORCE_INLINE_ static DLScriptLanguage *get_singleton() { return singleton; }
virtual String get_name() const;
/* 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) const;
virtual Script *create_script() const;
virtual bool has_named_classes() const;
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, String &r_call_hint) { return ERR_UNAVAILABLE; }
virtual Error lookup_code(const String &p_code, const String &p_symbol, const String &p_base_path, Object *p_owner, LookupResult &r_result) { return ERR_UNAVAILABLE; }
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
virtual void thread_enter() {}
virtual 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;
/* PROFILLER FUNCTIONS */
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();
static String get_init_symbol_name();
static String get_terminate_symbol_name();
/* HACKER FUNCTIONS */
void _compile_dummy_for_the_api();
DLScriptLanguage();
~DLScriptLanguage();
};
class DLReloadNode : public Node {
GDCLASS(DLReloadNode, Node)
public:
static void _bind_methods();
void _notification(int p_what);
};
class ResourceFormatLoaderDLScript : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
class ResourceFormatSaverDLScript : public ResourceFormatSaver {
virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
virtual bool recognize(const RES &p_resource) const;
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
};
// ugly, but hey
#endif // DL_SCRIPT_H
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