/**************************************************************************/ /* godot_pluginscript.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef GODOT_PLUGINSCRIPT_H #define GODOT_PLUGINSCRIPT_H #include #include #ifdef __cplusplus extern "C" { #endif typedef void godot_pluginscript_instance_data; typedef void godot_pluginscript_script_data; typedef void godot_pluginscript_language_data; // --- Instance --- // TODO: use godot_string_name for faster lookup ? typedef struct { godot_pluginscript_instance_data *(*init)(godot_pluginscript_script_data *p_data, godot_object *p_owner); void (*finish)(godot_pluginscript_instance_data *p_data); godot_bool (*set_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, const godot_variant *p_value); godot_bool (*get_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, godot_variant *r_ret); godot_variant (*call_method)(godot_pluginscript_instance_data *p_data, const godot_string_name *p_method, const godot_variant **p_args, int p_argcount, godot_variant_call_error *r_error); void (*notification)(godot_pluginscript_instance_data *p_data, int p_notification); // TODO: could this rpc mode stuff be moved to the godot_pluginscript_script_manifest ? godot_method_rpc_mode (*get_rpc_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_method); godot_method_rpc_mode (*get_rset_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_variable); //this is used by script languages that keep a reference counter of their own //you can make make Ref<> not die when it reaches zero, so deleting the reference //depends entirely from the script. // Note: You can set those function pointer to NULL if not needed. void (*refcount_incremented)(godot_pluginscript_instance_data *p_data); bool (*refcount_decremented)(godot_pluginscript_instance_data *p_data); // return true if it can die } godot_pluginscript_instance_desc; // --- Script --- typedef struct { godot_pluginscript_script_data *data; godot_string_name name; godot_bool is_tool; godot_string_name base; // Member lines format: {: } godot_dictionary member_lines; // Method info dictionary format // { // name: // args: [] // default_args: [] // return: // flags: // rpc_mode: // } godot_array methods; // Same format than for methods godot_array signals; // Property info dictionary format // { // name: // type: // hint: // hint_string: // usage: // default_value: // rset_mode: // } godot_array properties; } godot_pluginscript_script_manifest; typedef struct { 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); void (*finish)(godot_pluginscript_script_data *p_data); godot_pluginscript_instance_desc instance_desc; } godot_pluginscript_script_desc; // --- Language --- typedef struct { godot_string_name signature; godot_int call_count; godot_int total_time; // In microseconds godot_int self_time; // In microseconds } godot_pluginscript_profiling_data; typedef struct { const char *name; const char *type; const char *extension; const char **recognized_extensions; // NULL terminated array godot_pluginscript_language_data *(*init)(); void (*finish)(godot_pluginscript_language_data *p_data); const char **reserved_words; // NULL terminated array const char **comment_delimiters; // NULL terminated array const char **string_delimiters; // NULL terminated array godot_bool has_named_classes; godot_bool supports_builtin_mode; 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); 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); int (*find_function)(godot_pluginscript_language_data *p_data, const godot_string *p_function, const godot_string *p_code); // Can be NULL 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); godot_error (*complete_code)(godot_pluginscript_language_data *p_data, const godot_string *p_code, const godot_string *p_path, godot_object *p_owner, godot_array *r_options, godot_bool *r_force, godot_string *r_call_hint); void (*auto_indent_code)(godot_pluginscript_language_data *p_data, godot_string *p_code, int p_from_line, int p_to_line); void (*add_global_constant)(godot_pluginscript_language_data *p_data, const godot_string *p_variable, const godot_variant *p_value); godot_string (*debug_get_error)(godot_pluginscript_language_data *p_data); int (*debug_get_stack_level_count)(godot_pluginscript_language_data *p_data); int (*debug_get_stack_level_line)(godot_pluginscript_language_data *p_data, int p_level); godot_string (*debug_get_stack_level_function)(godot_pluginscript_language_data *p_data, int p_level); godot_string (*debug_get_stack_level_source)(godot_pluginscript_language_data *p_data, int p_level); 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); 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); 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); 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); // TODO: could this stuff be moved to the godot_pluginscript_language_desc ? void (*get_public_functions)(godot_pluginscript_language_data *p_data, godot_array *r_functions); void (*get_public_constants)(godot_pluginscript_language_data *p_data, godot_dictionary *r_constants); void (*profiling_start)(godot_pluginscript_language_data *p_data); void (*profiling_stop)(godot_pluginscript_language_data *p_data); int (*profiling_get_accumulated_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max); int (*profiling_get_frame_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max); void (*profiling_frame)(godot_pluginscript_language_data *p_data); godot_pluginscript_script_desc script_desc; } godot_pluginscript_language_desc; void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc); #ifdef __cplusplus } #endif #endif // GODOT_PLUGINSCRIPT_H