godot/modules/gdnative/pluginscript/pluginscript_instance.h

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/*************************************************************************/
/* pluginscript_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 PLUGINSCRIPT_INSTANCE_H
#define PLUGINSCRIPT_INSTANCE_H
// Godot imports
#include "core/object/script_language.h"
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// PluginScript imports
#include <pluginscript/godot_pluginscript.h>
class PluginScript;
class PluginScriptInstance : public ScriptInstance {
friend class PluginScript;
private:
Ref<PluginScript> _script;
Object *_owner = nullptr;
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Variant _owner_variant;
godot_pluginscript_instance_data *_data = nullptr;
const godot_pluginscript_instance_desc *_desc = nullptr;
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public:
_FORCE_INLINE_ Object *get_owner() { return _owner; }
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;
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virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const;
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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, Callable::CallError &r_error);
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virtual void notification(int p_notification);
virtual Ref<Script> get_script() const;
virtual ScriptLanguage *get_language();
void set_path(const String &p_path);
virtual Vector<ScriptNetData> get_rpc_methods() const;
virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
virtual StringName get_rpc_method(uint16_t p_id) const;
virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
virtual Vector<ScriptNetData> get_rset_properties() const;
virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
virtual StringName get_rset_property(uint16_t p_id) const;
virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(uint16_t p_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
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virtual void refcount_incremented();
virtual bool refcount_decremented();
PluginScriptInstance();
bool init(PluginScript *p_script, Object *p_owner);
virtual ~PluginScriptInstance();
};
#endif // PLUGINSCRIPT_INSTANCE_H