2017-10-08 21:47:38 +00:00
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/*************************************************************************/
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/* pluginscript_instance.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2018-01-04 23:50:27 +00:00
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/* https://godotengine.org */
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2017-10-08 21:47:38 +00:00
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/*************************************************************************/
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2019-01-01 11:53:14 +00:00
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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2017-10-08 21:47:38 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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// Godot imports
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#include "core/os/os.h"
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#include "core/variant.h"
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// PluginScript imports
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#include "pluginscript_instance.h"
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#include "pluginscript_language.h"
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#include "pluginscript_script.h"
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bool PluginScriptInstance::set(const StringName &p_name, const Variant &p_value) {
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String name = String(p_name);
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return _desc->set_prop(_data, (const godot_string *)&name, (const godot_variant *)&p_value);
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}
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bool PluginScriptInstance::get(const StringName &p_name, Variant &r_ret) const {
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String name = String(p_name);
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return _desc->get_prop(_data, (const godot_string *)&name, (godot_variant *)&r_ret);
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}
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Ref<Script> PluginScriptInstance::get_script() const {
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return _script;
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}
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ScriptLanguage *PluginScriptInstance::get_language() {
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return _script->get_language();
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}
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Variant::Type PluginScriptInstance::get_property_type(const StringName &p_name, bool *r_is_valid) const {
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if (!_script->has_property(p_name)) {
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if (r_is_valid) {
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*r_is_valid = false;
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}
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return Variant::NIL;
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}
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if (r_is_valid) {
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*r_is_valid = true;
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}
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return _script->get_property_info(p_name).type;
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}
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void PluginScriptInstance::get_property_list(List<PropertyInfo> *p_properties) const {
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_script->get_script_property_list(p_properties);
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}
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void PluginScriptInstance::get_method_list(List<MethodInfo> *p_list) const {
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_script->get_script_method_list(p_list);
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}
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bool PluginScriptInstance::has_method(const StringName &p_method) const {
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return _script->has_method(p_method);
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}
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Variant PluginScriptInstance::call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
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// TODO: optimize when calling a Godot method from Godot to avoid param conversion ?
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godot_variant ret = _desc->call_method(
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_data, (godot_string_name *)&p_method, (const godot_variant **)p_args,
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p_argcount, (godot_variant_call_error *)&r_error);
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2018-01-15 22:20:02 +00:00
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Variant var_ret = *(Variant *)&ret;
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godot_variant_destroy(&ret);
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return var_ret;
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2017-10-08 21:47:38 +00:00
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}
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#if 0 // TODO: Don't rely on default implementations provided by ScriptInstance ?
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void PluginScriptInstance::call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount) {
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#if 0
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PluginScript *sptr=script.ptr();
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Variant::CallError ce;
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while(sptr) {
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Map<StringName,GDFunction*>::Element *E = sptr->member_functions.find(p_method);
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if (E) {
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E->get()->call(this,p_args,p_argcount,ce);
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}
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sptr = sptr->_base;
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}
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#endif
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}
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#if 0
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void PluginScriptInstance::_ml_call_reversed(PluginScript *sptr,const StringName& p_method,const Variant** p_args,int p_argcount) {
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if (sptr->_base)
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_ml_call_reversed(sptr->_base,p_method,p_args,p_argcount);
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Variant::CallError ce;
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Map<StringName,GDFunction*>::Element *E = sptr->member_functions.find(p_method);
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if (E) {
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E->get()->call(this,p_args,p_argcount,ce);
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}
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}
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#endif
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void PluginScriptInstance::call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount) {
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#if 0
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if (script.ptr()) {
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_ml_call_reversed(script.ptr(),p_method,p_args,p_argcount);
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}
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#endif
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}
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#endif // Multilevel stuff
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void PluginScriptInstance::notification(int p_notification) {
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_desc->notification(_data, p_notification);
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}
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2018-05-13 05:07:56 +00:00
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MultiplayerAPI::RPCMode PluginScriptInstance::get_rpc_mode(const StringName &p_method) const {
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2017-10-08 21:47:38 +00:00
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return _script->get_rpc_mode(p_method);
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}
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2018-05-13 05:07:56 +00:00
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MultiplayerAPI::RPCMode PluginScriptInstance::get_rset_mode(const StringName &p_variable) const {
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2017-10-08 21:47:38 +00:00
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return _script->get_rset_mode(p_variable);
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}
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void PluginScriptInstance::refcount_incremented() {
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if (_desc->refcount_decremented) {
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_desc->refcount_incremented(_data);
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}
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}
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bool PluginScriptInstance::refcount_decremented() {
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// Return true if it can die
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if (_desc->refcount_decremented) {
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return _desc->refcount_decremented(_data);
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}
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return true;
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}
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PluginScriptInstance::PluginScriptInstance() {
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}
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bool PluginScriptInstance::init(PluginScript *p_script, Object *p_owner) {
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_owner = p_owner;
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_owner_variant = Variant(p_owner);
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_script = Ref<PluginScript>(p_script);
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_desc = &p_script->_desc->instance_desc;
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_data = _desc->init(p_script->_data, (godot_object *)p_owner);
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ERR_FAIL_COND_V(_data == NULL, false);
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p_owner->set_script_instance(this);
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return true;
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}
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PluginScriptInstance::~PluginScriptInstance() {
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_desc->finish(_data);
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_script->_language->lock();
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_script->_instances.erase(_owner);
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_script->_language->unlock();
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}
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