2017-10-08 21:47:38 +00:00
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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/* godot_pluginscript.h */
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2017-10-08 21:47:38 +00:00
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2019-01-03 10:41:35 +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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2018-01-04 23:50:27 +00:00
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2017-10-08 21:47:38 +00:00
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#ifndef GODOT_PLUGINSCRIPT_H
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#define GODOT_PLUGINSCRIPT_H
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#include <gdnative/gdnative.h>
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#include <nativescript/godot_nativescript.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef void godot_pluginscript_instance_data;
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typedef void godot_pluginscript_script_data;
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typedef void godot_pluginscript_language_data;
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// --- Instance ---
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// TODO: use godot_string_name for faster lookup ?
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typedef struct {
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godot_pluginscript_instance_data *(*init)(godot_pluginscript_script_data *p_data, godot_object *p_owner);
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void (*finish)(godot_pluginscript_instance_data *p_data);
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godot_bool (*set_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, const godot_variant *p_value);
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godot_bool (*get_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, godot_variant *r_ret);
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godot_variant (*call_method)(godot_pluginscript_instance_data *p_data,
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const godot_string_name *p_method, const godot_variant **p_args,
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int p_argcount, godot_variant_call_error *r_error);
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void (*notification)(godot_pluginscript_instance_data *p_data, int p_notification);
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// TODO: could this rpc mode stuff be moved to the godot_pluginscript_script_manifest ?
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godot_method_rpc_mode (*get_rpc_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_method);
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godot_method_rpc_mode (*get_rset_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_variable);
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//this is used by script languages that keep a reference counter of their own
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//you can make make Ref<> not die when it reaches zero, so deleting the reference
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//depends entirely from the script.
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2018-02-21 16:30:55 +00:00
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// Note: You can set those function pointer to NULL if not needed.
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2017-10-08 21:47:38 +00:00
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void (*refcount_incremented)(godot_pluginscript_instance_data *p_data);
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bool (*refcount_decremented)(godot_pluginscript_instance_data *p_data); // return true if it can die
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} godot_pluginscript_instance_desc;
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// --- Script ---
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typedef struct {
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godot_pluginscript_script_data *data;
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godot_string_name name;
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godot_bool is_tool;
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godot_string_name base;
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// Member lines format: {<string>: <int>}
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godot_dictionary member_lines;
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// Method info dictionary format
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// {
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// name: <string>
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// args: [<dict:property>]
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// default_args: [<variant>]
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// return: <dict:property>
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// flags: <int>
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// rpc_mode: <int:godot_method_rpc_mode>
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// }
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godot_array methods;
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// Same format than for methods
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godot_array signals;
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// Property info dictionary format
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// {
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// name: <string>
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// type: <int:godot_variant_type>
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// hint: <int:godot_property_hint>
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// hint_string: <string>
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// usage: <int:godot_property_usage_flags>
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// default_value: <variant>
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// rset_mode: <int:godot_method_rpc_mode>
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// }
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godot_array properties;
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} godot_pluginscript_script_manifest;
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typedef struct {
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godot_pluginscript_script_manifest (*init)(godot_pluginscript_language_data *p_data, const godot_string *p_path, const godot_string *p_source, godot_error *r_error);
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void (*finish)(godot_pluginscript_script_data *p_data);
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godot_pluginscript_instance_desc instance_desc;
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} godot_pluginscript_script_desc;
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// --- Language ---
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typedef struct {
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godot_string_name signature;
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godot_int call_count;
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godot_int total_time; // In microseconds
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godot_int self_time; // In microseconds
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} godot_pluginscript_profiling_data;
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typedef struct {
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const char *name;
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const char *type;
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const char *extension;
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const char **recognized_extensions; // NULL terminated array
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godot_pluginscript_language_data *(*init)();
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void (*finish)(godot_pluginscript_language_data *p_data);
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const char **reserved_words; // NULL terminated array
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const char **comment_delimiters; // NULL terminated array
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const char **string_delimiters; // NULL terminated array
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godot_bool has_named_classes;
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2017-10-23 23:54:47 +00:00
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godot_bool supports_builtin_mode;
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2017-10-08 21:47:38 +00:00
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godot_string (*get_template_source_code)(godot_pluginscript_language_data *p_data, const godot_string *p_class_name, const godot_string *p_base_class_name);
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godot_bool (*validate)(godot_pluginscript_language_data *p_data, const godot_string *p_script, int *r_line_error, int *r_col_error, godot_string *r_test_error, const godot_string *p_path, godot_pool_string_array *r_functions);
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int (*find_function)(godot_pluginscript_language_data *p_data, const godot_string *p_function, const godot_string *p_code); // Can be NULL
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godot_string (*make_function)(godot_pluginscript_language_data *p_data, const godot_string *p_class, const godot_string *p_name, const godot_pool_string_array *p_args);
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godot_error (*complete_code)(godot_pluginscript_language_data *p_data, const godot_string *p_code, const godot_string *p_base_path, godot_object *p_owner, godot_array *r_options, godot_bool *r_force, godot_string *r_call_hint);
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void (*auto_indent_code)(godot_pluginscript_language_data *p_data, godot_string *p_code, int p_from_line, int p_to_line);
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void (*add_global_constant)(godot_pluginscript_language_data *p_data, const godot_string *p_variable, const godot_variant *p_value);
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godot_string (*debug_get_error)(godot_pluginscript_language_data *p_data);
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int (*debug_get_stack_level_count)(godot_pluginscript_language_data *p_data);
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int (*debug_get_stack_level_line)(godot_pluginscript_language_data *p_data, int p_level);
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godot_string (*debug_get_stack_level_function)(godot_pluginscript_language_data *p_data, int p_level);
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godot_string (*debug_get_stack_level_source)(godot_pluginscript_language_data *p_data, int p_level);
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void (*debug_get_stack_level_locals)(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth);
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void (*debug_get_stack_level_members)(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_members, godot_array *p_values, int p_max_subitems, int p_max_depth);
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void (*debug_get_globals)(godot_pluginscript_language_data *p_data, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth);
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godot_string (*debug_parse_stack_level_expression)(godot_pluginscript_language_data *p_data, int p_level, const godot_string *p_expression, int p_max_subitems, int p_max_depth);
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// TODO: could this stuff be moved to the godot_pluginscript_language_desc ?
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void (*get_public_functions)(godot_pluginscript_language_data *p_data, godot_array *r_functions);
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void (*get_public_constants)(godot_pluginscript_language_data *p_data, godot_dictionary *r_constants);
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void (*profiling_start)(godot_pluginscript_language_data *p_data);
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void (*profiling_stop)(godot_pluginscript_language_data *p_data);
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int (*profiling_get_accumulated_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);
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int (*profiling_get_frame_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);
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void (*profiling_frame)(godot_pluginscript_language_data *p_data);
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godot_pluginscript_script_desc script_desc;
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} godot_pluginscript_language_desc;
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void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_PLUGINSCRIPT_H
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