/*************************************************************************/ /* gd_script.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 GD_SCRIPT_H #define GD_SCRIPT_H #include "gd_function.h" #include "io/resource_loader.h" #include "io/resource_saver.h" #include "script_language.h" class GDNativeClass : public Reference { OBJ_TYPE(GDNativeClass, Reference); StringName name; protected: bool _get(const StringName &p_name, Variant &r_ret) const; static void _bind_methods(); public: _FORCE_INLINE_ const StringName &get_name() const { return name; } Variant _new(); Object *instance(); GDNativeClass(const StringName &p_name); }; class GDScript : public Script { OBJ_TYPE(GDScript, Script); bool tool; bool valid; struct MemberInfo { int index; StringName setter; StringName getter; }; friend class GDInstance; friend class GDFunction; friend class GDCompiler; friend class GDFunctions; friend class GDScriptLanguage; Variant _static_ref; //used for static call Ref native; Ref base; GDScript *_base; //fast pointer access GDScript *_owner; //for subclasses Set members; //members are just indices to the instanced script. Map constants; Map member_functions; Map member_indices; //members are just indices to the instanced script. Map > subclasses; Map > _signals; #ifdef TOOLS_ENABLED Map member_default_values; List members_cache; Map member_default_values_cache; Ref base_cache; Set inheriters_cache; bool source_changed_cache; void _update_exports_values(Map &values, List &propnames); #endif Map member_info; GDFunction *initializer; //direct pointer to _init , faster to locate int subclass_count; Set instances; //exported members String source; String path; String name; SelfList script_list; GDInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Variant::CallError &r_error); void _set_subclass_path(Ref &p_sc, const String &p_path); #ifdef TOOLS_ENABLED Set placeholders; //void _update_placeholder(PlaceHolderScriptInstance *p_placeholder); virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder); #endif #ifdef DEBUG_ENABLED Map > > pending_reload_state; #endif bool _update_exports(); protected: bool _get(const StringName &p_name, Variant &r_ret) const; bool _set(const StringName &p_name, const Variant &p_value); void _get_property_list(List *p_properties) const; Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error); // void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount); static void _bind_methods(); public: bool is_valid() const { return valid; } const Map > &get_subclasses() const { return subclasses; } virtual const Map &get_constants() const { return constants; } virtual const Set &get_members() const { return members; } const Map &get_member_functions() const { return member_functions; } const Ref &get_native() const { return native; } virtual bool has_script_signal(const StringName &p_signal) const; virtual void get_script_signal_list(List *r_signals) const; bool is_tool() const { return tool; } Ref get_base() const; const Map &debug_get_member_indices() const { return member_indices; } const Map &debug_get_member_functions() const; //this is debug only StringName debug_get_member_by_index(int p_idx) const; Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error); virtual bool can_instance() const; virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so virtual ScriptInstance *instance_create(Object *p_this); virtual bool instance_has(const Object *p_this) const; virtual bool has_source_code() const; virtual String get_source_code() const; virtual void set_source_code(const String &p_code); virtual void update_exports(); virtual Error reload(bool p_keep_state = false); virtual String get_node_type() const; void set_script_path(const String &p_path) { path = p_path; } //because subclasses need a path too... Error load_source_code(const String &p_path); Error load_byte_code(const String &p_path); Vector get_as_byte_code() const; bool get_property_default_value(const StringName &p_property, Variant &r_value) const; virtual ScriptLanguage *get_language() const; GDScript(); ~GDScript(); }; class GDInstance : public ScriptInstance { friend class GDScript; friend class GDFunction; friend class GDFunctions; friend class GDCompiler; Object *owner; Ref script; #ifdef DEBUG_ENABLED Map member_indices_cache; //used only for hot script reloading #endif Vector members; bool base_ref; void _ml_call_reversed(GDScript *sptr, const StringName &p_method, const Variant **p_args, int p_argcount); public: virtual Object *get_owner() { return owner; } virtual bool set(const StringName &p_name, const Variant &p_value); virtual bool get(const StringName &p_name, Variant &r_ret) const; virtual void get_property_list(List *p_properties) const; virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = NULL) const; virtual void get_method_list(List *p_list) const; virtual bool has_method(const StringName &p_method) const; virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error); virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount); virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount); Variant debug_get_member_by_index(int p_idx) const { return members[p_idx]; } virtual void notification(int p_notification); virtual Ref