godot/core/script_language.h

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/*************************************************************************/
/* script_language.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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 SCRIPT_LANGUAGE_H
#define SCRIPT_LANGUAGE_H
#include "map.h"
#include "pair.h"
#include "resource.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ScriptLanguage;
class ScriptServer {
enum {
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MAX_LANGUAGES = 4
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};
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static ScriptLanguage *_languages[MAX_LANGUAGES];
static int _language_count;
static bool scripting_enabled;
static bool reload_scripts_on_save;
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public:
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static void set_scripting_enabled(bool p_enabled);
static bool is_scripting_enabled();
static int get_language_count();
static ScriptLanguage *get_language(int p_idx);
static void register_language(ScriptLanguage *p_language);
static void unregister_language(ScriptLanguage *p_language);
static void set_reload_scripts_on_save(bool p_enable);
static bool is_reload_scripts_on_save_enabled();
static void thread_enter();
static void thread_exit();
static void init_languages();
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};
class ScriptInstance;
class PlaceHolderScriptInstance;
class Script : public Resource {
OBJ_TYPE(Script, Resource);
OBJ_SAVE_TYPE(Script);
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protected:
virtual bool editor_can_reload_from_file() { return false; } // this is handled by editor better
void _notification(int p_what);
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static void _bind_methods();
friend class PlaceHolderScriptInstance;
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {}
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public:
virtual bool can_instance() const = 0;
virtual StringName get_instance_base_type() const = 0; // this may not work in all scripts, will return empty if so
virtual ScriptInstance *instance_create(Object *p_this) = 0;
virtual bool instance_has(const Object *p_this) const = 0;
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virtual const Map<StringName, Variant> &get_constants() const = 0;
virtual const Set<StringName> &get_members() const = 0;
virtual bool has_source_code() const = 0;
virtual String get_source_code() const = 0;
virtual void set_source_code(const String &p_code) = 0;
virtual Error reload(bool p_keep_state = false) = 0;
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virtual bool is_tool() const = 0;
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virtual String get_node_type() const = 0;
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virtual ScriptLanguage *get_language() const = 0;
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virtual bool has_script_signal(const StringName &p_signal) const = 0;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const = 0;
virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const = 0;
virtual void update_exports() {} //editor tool
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Script() {}
};
class ScriptInstance {
public:
virtual bool set(const StringName &p_name, const Variant &p_value) = 0;
virtual bool get(const StringName &p_name, Variant &r_ret) const = 0;
virtual void get_property_list(List<PropertyInfo> *p_properties) const = 0;
virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = NULL) const = 0;
virtual void get_property_state(List<Pair<StringName, Variant> > &state);
virtual void get_method_list(List<MethodInfo> *p_list) const = 0;
virtual bool has_method(const StringName &p_method) const = 0;
virtual Variant call(const StringName &p_method, VARIANT_ARG_LIST);
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error) = 0;
virtual void call_multilevel(const StringName &p_method, VARIANT_ARG_LIST);
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);
virtual void notification(int p_notification) = 0;
virtual Object *get_owner() { return NULL; }
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//this is used by script languages that keep a reference counter of their own
//you can make make Ref<> not die when it reaches zero, so deleting the reference
//depends entirely from the script
virtual void refcount_incremented() {}
virtual bool refcount_decremented() { return true; } //return true if it can die
virtual Ref<Script> get_script() const = 0;
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virtual bool is_placeholder() const { return false; }
virtual ScriptLanguage *get_language() = 0;
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virtual ~ScriptInstance();
};
class ScriptCodeCompletionCache {
static ScriptCodeCompletionCache *singleton;
public:
virtual RES get_cached_resource(const String &p_path) = 0;
static ScriptCodeCompletionCache *get_sigleton() { return singleton; }
ScriptCodeCompletionCache();
};
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class ScriptLanguage {
public:
virtual String get_name() const = 0;
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/* LANGUAGE FUNCTIONS */
virtual void init() = 0;
virtual String get_type() const = 0;
virtual String get_extension() const = 0;
virtual Error execute_file(const String &p_path) = 0;
virtual void finish() = 0;
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/* EDITOR FUNCTIONS */
virtual void get_reserved_words(List<String> *p_words) const = 0;
virtual void get_comment_delimiters(List<String> *p_delimiters) const = 0;
virtual void get_string_delimiters(List<String> *p_delimiters) const = 0;
virtual String get_template(const String &p_class_name, const String &p_base_class_name) const = 0;
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 = 0;
virtual Script *create_script() const = 0;
virtual bool has_named_classes() const = 0;
virtual int find_function(const String &p_function, const String &p_code) const = 0;
virtual String make_function(const String &p_class, const String &p_name, const StringArray &p_args) const = 0;
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 void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const = 0;
virtual void add_global_constant(const StringName &p_variable, const Variant &p_value) = 0;
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/* MULTITHREAD FUNCTIONS */
//some VMs need to be notified of thread creation/exiting to allocate a stack
virtual void thread_enter() {}
virtual void thread_exit() {}
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/* DEBUGGER FUNCTIONS */
virtual String debug_get_error() const = 0;
virtual int debug_get_stack_level_count() const = 0;
virtual int debug_get_stack_level_line(int p_level) const = 0;
virtual String debug_get_stack_level_function(int p_level) const = 0;
virtual String debug_get_stack_level_source(int p_level) const = 0;
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) = 0;
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) = 0;
virtual ScriptInstance *debug_get_stack_level_instance(int p_level) = 0;
virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1) = 0;
virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1) = 0;
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struct StackInfo {
Ref<Script> script;
int line;
};
virtual Vector<StackInfo> debug_get_current_stack_info() { return Vector<StackInfo>(); }
virtual void reload_all_scripts() = 0;
virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) = 0;
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/* LOADER FUNCTIONS */
virtual void get_recognized_extensions(List<String> *p_extensions) const = 0;
virtual void get_public_functions(List<MethodInfo> *p_functions) const = 0;
virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const = 0;
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struct ProfilingInfo {
StringName signature;
uint64_t call_count;
uint64_t total_time;
uint64_t self_time;
};
virtual void profiling_start() = 0;
virtual void profiling_stop() = 0;
virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) = 0;
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) = 0;
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virtual void frame();
virtual ~ScriptLanguage(){};
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};
extern uint8_t script_encryption_key[32];
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class PlaceHolderScriptInstance : public ScriptInstance {
Object *owner;
List<PropertyInfo> properties;
Map<StringName, Variant> values;
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ScriptLanguage *language;
Ref<Script> script;
public:
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
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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;
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virtual void get_method_list(List<MethodInfo> *p_list) const {}
virtual bool has_method(const StringName &p_method) const { return false; }
virtual Variant call(const StringName &p_method, VARIANT_ARG_LIST) { return Variant(); }
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_ERROR_INVALID_METHOD;
return Variant();
}
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//virtual void call_multilevel(const StringName& p_method,VARIANT_ARG_LIST) { return Variant(); }
//virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount,Variant::CallError &r_error) { return Variant(); }
virtual void notification(int p_notification) {}
virtual Ref<Script> get_script() const { return script; }
virtual ScriptLanguage *get_language() { return language; }
Object *get_owner() { return owner; }
void update(const List<PropertyInfo> &p_properties, const Map<StringName, Variant> &p_values); //likely changed in editor
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virtual bool is_placeholder() const { return true; }
PlaceHolderScriptInstance(ScriptLanguage *p_language, Ref<Script> p_script, Object *p_owner);
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~PlaceHolderScriptInstance();
};
class ScriptDebugger {
int lines_left;
int depth;
static ScriptDebugger *singleton;
Map<int, Set<StringName> > breakpoints;
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ScriptLanguage *break_lang;
public:
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typedef void (*RequestSceneTreeMessageFunc)(void *);
struct LiveEditFuncs {
void *udata;
void (*node_path_func)(void *, const NodePath &p_path, int p_id);
void (*res_path_func)(void *, const String &p_path, int p_id);
void (*node_set_func)(void *, int p_id, const StringName &p_prop, const Variant &p_value);
void (*node_set_res_func)(void *, int p_id, const StringName &p_prop, const String &p_value);
void (*node_call_func)(void *, int p_id, const StringName &p_method, VARIANT_ARG_DECLARE);
void (*res_set_func)(void *, int p_id, const StringName &p_prop, const Variant &p_value);
void (*res_set_res_func)(void *, int p_id, const StringName &p_prop, const String &p_value);
void (*res_call_func)(void *, int p_id, const StringName &p_method, VARIANT_ARG_DECLARE);
void (*root_func)(void *, const NodePath &p_scene_path, const String &p_scene_from);
void (*tree_create_node_func)(void *, const NodePath &p_parent, const String &p_type, const String &p_name);
void (*tree_instance_node_func)(void *, const NodePath &p_parent, const String &p_path, const String &p_name);
void (*tree_remove_node_func)(void *, const NodePath &p_at);
void (*tree_remove_and_keep_node_func)(void *, const NodePath &p_at, ObjectID p_keep_id);
void (*tree_restore_node_func)(void *, ObjectID p_id, const NodePath &p_at, int p_at_pos);
void (*tree_duplicate_node_func)(void *, const NodePath &p_at, const String &p_new_name);
void (*tree_reparent_node_func)(void *, const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
};
_FORCE_INLINE_ static ScriptDebugger *get_singleton() { return singleton; }
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void set_lines_left(int p_left);
int get_lines_left() const;
void set_depth(int p_depth);
int get_depth() const;
String breakpoint_find_source(const String &p_source) const;
void insert_breakpoint(int p_line, const StringName &p_source);
void remove_breakpoint(int p_line, const StringName &p_source);
bool is_breakpoint(int p_line, const StringName &p_source) const;
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bool is_breakpoint_line(int p_line) const;
void clear_breakpoints();
virtual void debug(ScriptLanguage *p_script, bool p_can_continue = true) = 0;
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virtual void idle_poll();
virtual void line_poll();
void set_break_language(ScriptLanguage *p_lang);
ScriptLanguage *get_break_language() const;
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virtual void send_message(const String &p_message, const Array &p_args) = 0;
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virtual bool is_remote() const { return false; }
virtual void request_quit() {}
virtual void set_request_scene_tree_message_func(RequestSceneTreeMessageFunc p_func, void *p_udata) {}
virtual void set_live_edit_funcs(LiveEditFuncs *p_funcs) {}
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virtual bool is_profiling() const = 0;
virtual void add_profiling_frame_data(const StringName &p_name, const Array &p_data) = 0;
virtual void profiling_start() = 0;
virtual void profiling_end() = 0;
virtual void profiling_set_frame_times(float p_frame_time, float p_idle_time, float p_fixed_time, float p_fixed_frame_time) = 0;
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ScriptDebugger();
virtual ~ScriptDebugger() { singleton = NULL; }
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};
#endif