godot/modules/gdnative/pluginscript/pluginscript_script.h

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/*************************************************************************/
/* pluginscript_script.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_SCRIPT_H
#define PLUGINSCRIPT_SCRIPT_H
// Godot imports
#include "core/doc_data.h"
#include "core/object/script_language.h"
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// PluginScript imports
#include "pluginscript_language.h"
#include <pluginscript/godot_pluginscript.h>
class PluginScript : public Script {
GDCLASS(PluginScript, Script);
friend class PluginScriptInstance;
friend class PluginScriptLanguage;
private:
godot_pluginscript_script_data *_data = nullptr;
const godot_pluginscript_script_desc *_desc = nullptr;
PluginScriptLanguage *_language = nullptr;
bool _tool = false;
bool _valid = false;
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Ref<Script> _ref_base_parent;
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StringName _native_parent;
SelfList<PluginScript> _script_list;
Map<StringName, int> _member_lines;
Map<StringName, Variant> _properties_default_values;
Map<StringName, PropertyInfo> _properties_info;
Map<StringName, MethodInfo> _signals_info;
Map<StringName, MethodInfo> _methods_info;
Vector<MultiplayerAPI::RPCConfig> _rpc_methods;
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Set<Object *> _instances;
//exported members
String _source;
String _path;
StringName _name;
String _icon_path;
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protected:
static void _bind_methods();
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bool inherits_script(const Ref<Script> &p_script) const override;
PluginScriptInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, Callable::CallError &r_error);
Variant _new(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
//void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) override;
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#endif
public:
String get_script_class_name() const {
return _name;
}
String get_script_class_icon_path() const {
return _icon_path;
}
virtual bool can_instantiate() const override;
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virtual Ref<Script> get_base_script() const override; //for script inheritance
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virtual StringName get_instance_base_type() const override; // this may not work in all scripts, will return empty if so
virtual ScriptInstance *instance_create(Object *p_this) override;
virtual bool instance_has(const Object *p_this) const override;
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virtual bool has_source_code() const override;
virtual String get_source_code() const override;
virtual void set_source_code(const String &p_code) override;
virtual Error reload(bool p_keep_state = false) override;
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// TODO: load_source_code only allow utf-8 file, should handle bytecode as well ?
virtual Error load_source_code(const String &p_path);
#ifdef TOOLS_ENABLED
virtual const Vector<DocData::ClassDoc> &get_documentation() const override {
static Vector<DocData::ClassDoc> docs;
return docs;
}
#endif // TOOLS_ENABLED
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virtual bool has_method(const StringName &p_method) const override;
virtual MethodInfo get_method_info(const StringName &p_method) const override;
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bool has_property(const StringName &p_method) const;
PropertyInfo get_property_info(const StringName &p_property) const;
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bool is_tool() const override { return _tool; }
bool is_valid() const override { return true; }
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virtual ScriptLanguage *get_language() const override;
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virtual bool has_script_signal(const StringName &p_signal) const override;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const override;
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virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const override;
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virtual void update_exports() override;
virtual void get_script_method_list(List<MethodInfo> *r_methods) const override;
virtual void get_script_property_list(List<PropertyInfo> *r_properties) const override;
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virtual int get_member_line(const StringName &p_member) const override;
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virtual const Vector<MultiplayerAPI::RPCConfig> get_rpc_methods() const override;
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PluginScript();
void init(PluginScriptLanguage *language);
virtual ~PluginScript();
};
#endif // PLUGINSCRIPT_SCRIPT_H