godot/modules/gdnative/pluginscript/pluginscript_script.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

130 lines
5.4 KiB
C++

/*************************************************************************/
/* pluginscript_script.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 PLUGINSCRIPT_SCRIPT_H
#define PLUGINSCRIPT_SCRIPT_H
// Godot imports
#include "core/script_language.h"
// 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;
const godot_pluginscript_script_desc *_desc;
PluginScriptLanguage *_language;
bool _tool;
bool _valid;
Ref<Script> _ref_base_parent;
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;
Map<StringName, MultiplayerAPI::RPCMode> _variables_rset_mode;
Map<StringName, MultiplayerAPI::RPCMode> _methods_rpc_mode;
Set<Object *> _instances;
//exported members
String _source;
String _path;
StringName _name;
protected:
static void _bind_methods();
PluginScriptInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, Variant::CallError &r_error);
Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
//void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
#endif
public:
virtual bool can_instance() const;
virtual Ref<Script> get_base_script() const; //for script inheritance
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 Error reload(bool p_keep_state = false);
// TODO: load_source_code only allow utf-8 file, should handle bytecode as well ?
virtual Error load_source_code(const String &p_path);
virtual bool has_method(const StringName &p_method) const;
virtual MethodInfo get_method_info(const StringName &p_method) const;
bool has_property(const StringName &p_method) const;
PropertyInfo get_property_info(const StringName &p_property) const;
bool is_tool() const { return _tool; }
bool is_valid() const { return true; }
virtual ScriptLanguage *get_language() const;
virtual bool has_script_signal(const StringName &p_signal) const;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
virtual void update_exports();
virtual void get_script_method_list(List<MethodInfo> *r_methods) const;
virtual void get_script_property_list(List<PropertyInfo> *r_properties) const;
virtual int get_member_line(const StringName &p_member) const;
MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
PluginScript();
void init(PluginScriptLanguage *language);
virtual ~PluginScript();
};
#endif // PLUGINSCRIPT_SCRIPT_H