/**************************************************************************/ /* pluginscript_language.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ // Godot imports #include "core/os/file_access.h" #include "core/os/os.h" #include "core/project_settings.h" // PluginScript imports #include "pluginscript_language.h" #include "pluginscript_script.h" String PluginScriptLanguage::get_name() const { return String(_desc.name); } void PluginScriptLanguage::init() { _data = _desc.init(); } String PluginScriptLanguage::get_type() const { // We should use _desc.type here, however the returned type is used to // query ClassDB which would complain given the type is not registered // from his point of view... // To solve this we just use a more generic (but present in ClassDB) type. return String("PluginScript"); } String PluginScriptLanguage::get_extension() const { return String(_desc.extension); } Error PluginScriptLanguage::execute_file(const String &p_path) { // TODO: pretty sure this method is totally deprecated and should be removed... return OK; } void PluginScriptLanguage::finish() { _desc.finish(_data); } /* EDITOR FUNCTIONS */ void PluginScriptLanguage::get_reserved_words(List *p_words) const { if (_desc.reserved_words) { const char **w = _desc.reserved_words; while (*w) { p_words->push_back(*w); w++; } } } bool PluginScriptLanguage::is_control_flow_keyword(String p_keyword) const { return false; } void PluginScriptLanguage::get_comment_delimiters(List *p_delimiters) const { if (_desc.comment_delimiters) { const char **w = _desc.comment_delimiters; while (*w) { p_delimiters->push_back(*w); w++; } } } void PluginScriptLanguage::get_string_delimiters(List *p_delimiters) const { if (_desc.string_delimiters) { const char **w = _desc.string_delimiters; while (*w) { p_delimiters->push_back(*w); w++; } } } Ref