655 lines
24 KiB
C++
655 lines
24 KiB
C++
/*************************************************************************/
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/* visual_script.h */
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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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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef VISUAL_SCRIPT_H
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#define VISUAL_SCRIPT_H
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#include "core/debugger/engine_debugger.h"
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#include "core/debugger/script_debugger.h"
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#include "core/os/thread.h"
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#include "core/script_language.h"
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class VisualScriptInstance;
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class VisualScriptNodeInstance;
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class VisualScript;
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class VisualScriptNode : public Resource {
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GDCLASS(VisualScriptNode, Resource);
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friend class VisualScript;
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Set<VisualScript *> scripts_used;
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Array default_input_values;
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bool breakpoint;
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void _set_default_input_values(Array p_values);
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Array _get_default_input_values() const;
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void validate_input_default_values();
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protected:
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void ports_changed_notify();
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static void _bind_methods();
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public:
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Ref<VisualScript> get_visual_script() const;
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virtual int get_output_sequence_port_count() const = 0;
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virtual bool has_input_sequence_port() const = 0;
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virtual String get_output_sequence_port_text(int p_port) const = 0;
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virtual bool has_mixed_input_and_sequence_ports() const { return false; }
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virtual int get_input_value_port_count() const = 0;
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virtual int get_output_value_port_count() const = 0;
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virtual PropertyInfo get_input_value_port_info(int p_idx) const = 0;
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virtual PropertyInfo get_output_value_port_info(int p_idx) const = 0;
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void set_default_input_value(int p_port, const Variant &p_value);
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Variant get_default_input_value(int p_port) const;
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virtual String get_caption() const = 0;
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virtual String get_text() const;
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virtual String get_category() const = 0;
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//used by editor, this is not really saved
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void set_breakpoint(bool p_breakpoint);
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bool is_breakpoint() const;
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virtual VisualScriptNodeInstance *instance(VisualScriptInstance *p_instance) = 0;
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struct TypeGuess {
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Variant::Type type;
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StringName gdclass;
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Ref<Script> script;
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TypeGuess() {
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type = Variant::NIL;
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}
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};
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virtual TypeGuess guess_output_type(TypeGuess *p_inputs, int p_output) const;
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VisualScriptNode();
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};
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class VisualScriptNodeInstance {
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friend class VisualScriptInstance;
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friend class VisualScriptLanguage; //for debugger
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enum { //input argument addressing
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INPUT_SHIFT = 1 << 24,
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INPUT_MASK = INPUT_SHIFT - 1,
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INPUT_DEFAULT_VALUE_BIT = INPUT_SHIFT, // from unassigned input port, using default value (edited by user)
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};
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int id;
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int sequence_index;
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VisualScriptNodeInstance **sequence_outputs;
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int sequence_output_count;
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Vector<VisualScriptNodeInstance *> dependencies;
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int *input_ports;
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int input_port_count;
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int *output_ports;
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int output_port_count;
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int working_mem_idx;
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int pass_idx;
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VisualScriptNode *base;
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public:
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enum StartMode {
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START_MODE_BEGIN_SEQUENCE,
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START_MODE_CONTINUE_SEQUENCE,
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START_MODE_RESUME_YIELD
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};
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enum {
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STEP_SHIFT = 1 << 24,
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STEP_MASK = STEP_SHIFT - 1,
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STEP_FLAG_PUSH_STACK_BIT = STEP_SHIFT, //push bit to stack
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STEP_FLAG_GO_BACK_BIT = STEP_SHIFT << 1, //go back to previous node
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STEP_NO_ADVANCE_BIT = STEP_SHIFT << 2, //do not advance past this node
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STEP_EXIT_FUNCTION_BIT = STEP_SHIFT << 3, //return from function
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STEP_YIELD_BIT = STEP_SHIFT << 4, //yield (will find VisualScriptFunctionState state in first working memory)
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FLOW_STACK_PUSHED_BIT = 1 << 30, //in flow stack, means bit was pushed (must go back here if end of sequence)
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FLOW_STACK_MASK = FLOW_STACK_PUSHED_BIT - 1
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};
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_FORCE_INLINE_ int get_input_port_count() const { return input_port_count; }
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_FORCE_INLINE_ int get_output_port_count() const { return output_port_count; }
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_FORCE_INLINE_ int get_sequence_output_count() const { return sequence_output_count; }
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_FORCE_INLINE_ int get_id() const { return id; }
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virtual int get_working_memory_size() const { return 0; }
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virtual int step(const Variant **p_inputs, Variant **p_outputs, StartMode p_start_mode, Variant *p_working_mem, Callable::CallError &r_error, String &r_error_str) = 0; //do a step, return which sequence port to go out
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Ref<VisualScriptNode> get_base_node() { return Ref<VisualScriptNode>(base); }
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VisualScriptNodeInstance();
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virtual ~VisualScriptNodeInstance();
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};
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class VisualScript : public Script {
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GDCLASS(VisualScript, Script);
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RES_BASE_EXTENSION("vs");
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public:
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struct SequenceConnection {
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union {
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struct {
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uint64_t from_node : 24;
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uint64_t from_output : 16;
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uint64_t to_node : 24;
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};
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uint64_t id;
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};
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bool operator<(const SequenceConnection &p_connection) const {
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return id < p_connection.id;
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}
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};
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struct DataConnection {
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union {
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struct {
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uint64_t from_node : 24;
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uint64_t from_port : 8;
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uint64_t to_node : 24;
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uint64_t to_port : 8;
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};
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uint64_t id;
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};
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bool operator<(const DataConnection &p_connection) const {
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return id < p_connection.id;
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}
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};
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private:
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friend class VisualScriptInstance;
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StringName base_type;
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struct Argument {
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String name;
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Variant::Type type;
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};
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struct Function {
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struct NodeData {
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Point2 pos;
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Ref<VisualScriptNode> node;
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};
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Map<int, NodeData> nodes;
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Set<SequenceConnection> sequence_connections;
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Set<DataConnection> data_connections;
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int function_id;
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Vector2 scroll;
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Function() { function_id = -1; }
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};
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struct Variable {
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PropertyInfo info;
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Variant default_value;
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bool _export;
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// add getter & setter options here
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};
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Map<StringName, Function> functions;
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Map<StringName, Variable> variables;
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Map<StringName, Vector<Argument>> custom_signals;
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Vector<ScriptNetData> rpc_functions;
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Vector<ScriptNetData> rpc_variables;
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Map<Object *, VisualScriptInstance *> instances;
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bool is_tool_script;
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#ifdef TOOLS_ENABLED
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Set<PlaceHolderScriptInstance *> placeholders;
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//void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
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void _update_placeholders();
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#endif
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void _set_variable_info(const StringName &p_name, const Dictionary &p_info);
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Dictionary _get_variable_info(const StringName &p_name) const;
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void _set_data(const Dictionary &p_data);
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Dictionary _get_data() const;
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protected:
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void _node_ports_changed(int p_id);
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static void _bind_methods();
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public:
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bool inherits_script(const Ref<Script> &p_script) const;
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// TODO: Remove it in future when breaking changes are acceptable
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StringName get_default_func() const;
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void add_function(const StringName &p_name);
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bool has_function(const StringName &p_name) const;
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void remove_function(const StringName &p_name);
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void rename_function(const StringName &p_name, const StringName &p_new_name);
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void set_function_scroll(const StringName &p_name, const Vector2 &p_scroll);
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Vector2 get_function_scroll(const StringName &p_name) const;
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void get_function_list(List<StringName> *r_functions) const;
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int get_function_node_id(const StringName &p_name) const;
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void set_tool_enabled(bool p_enabled);
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void add_node(const StringName &p_func, int p_id, const Ref<VisualScriptNode> &p_node, const Point2 &p_pos = Point2());
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void remove_node(const StringName &p_func, int p_id);
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bool has_node(const StringName &p_func, int p_id) const;
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Ref<VisualScriptNode> get_node(const StringName &p_func, int p_id) const;
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void set_node_position(const StringName &p_func, int p_id, const Point2 &p_pos);
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Point2 get_node_position(const StringName &p_func, int p_id) const;
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void get_node_list(const StringName &p_func, List<int> *r_nodes) const;
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void sequence_connect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node);
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void sequence_disconnect(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node);
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bool has_sequence_connection(const StringName &p_func, int p_from_node, int p_from_output, int p_to_node) const;
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void get_sequence_connection_list(const StringName &p_func, List<SequenceConnection> *r_connection) const;
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void data_connect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
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void data_disconnect(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
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bool has_data_connection(const StringName &p_func, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const;
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void get_data_connection_list(const StringName &p_func, List<DataConnection> *r_connection) const;
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bool is_input_value_port_connected(const StringName &p_func, int p_node, int p_port) const;
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bool get_input_value_port_connection_source(const StringName &p_func, int p_node, int p_port, int *r_node, int *r_port) const;
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void add_variable(const StringName &p_name, const Variant &p_default_value = Variant(), bool p_export = false);
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bool has_variable(const StringName &p_name) const;
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void remove_variable(const StringName &p_name);
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void set_variable_default_value(const StringName &p_name, const Variant &p_value);
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Variant get_variable_default_value(const StringName &p_name) const;
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void set_variable_info(const StringName &p_name, const PropertyInfo &p_info);
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PropertyInfo get_variable_info(const StringName &p_name) const;
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void set_variable_export(const StringName &p_name, bool p_export);
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bool get_variable_export(const StringName &p_name) const;
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void get_variable_list(List<StringName> *r_variables) const;
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void rename_variable(const StringName &p_name, const StringName &p_new_name);
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void add_custom_signal(const StringName &p_name);
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bool has_custom_signal(const StringName &p_name) const;
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void custom_signal_add_argument(const StringName &p_func, Variant::Type p_type, const String &p_name, int p_index = -1);
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void custom_signal_set_argument_type(const StringName &p_func, int p_argidx, Variant::Type p_type);
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Variant::Type custom_signal_get_argument_type(const StringName &p_func, int p_argidx) const;
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void custom_signal_set_argument_name(const StringName &p_func, int p_argidx, const String &p_name);
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String custom_signal_get_argument_name(const StringName &p_func, int p_argidx) const;
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void custom_signal_remove_argument(const StringName &p_func, int p_argidx);
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int custom_signal_get_argument_count(const StringName &p_func) const;
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void custom_signal_swap_argument(const StringName &p_func, int p_argidx, int p_with_argidx);
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void remove_custom_signal(const StringName &p_name);
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void rename_custom_signal(const StringName &p_name, const StringName &p_new_name);
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Set<int> get_output_sequence_ports_connected(const String &edited_func, int from_node);
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void get_custom_signal_list(List<StringName> *r_custom_signals) const;
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int get_available_id() const;
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void set_instance_base_type(const StringName &p_type);
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virtual bool can_instance() const;
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virtual Ref<Script> get_base_script() const;
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virtual StringName get_instance_base_type() const;
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virtual ScriptInstance *instance_create(Object *p_this);
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virtual bool instance_has(const Object *p_this) const;
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virtual bool has_source_code() const;
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virtual String get_source_code() const;
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virtual void set_source_code(const String &p_code);
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virtual Error reload(bool p_keep_state = false);
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virtual bool is_tool() const;
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virtual bool is_valid() const;
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virtual ScriptLanguage *get_language() const;
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virtual bool has_script_signal(const StringName &p_signal) const;
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virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
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virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
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virtual void get_script_method_list(List<MethodInfo> *p_list) const;
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virtual bool has_method(const StringName &p_method) const;
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virtual MethodInfo get_method_info(const StringName &p_method) const;
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virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
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virtual int get_member_line(const StringName &p_member) const;
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virtual Vector<ScriptNetData> get_rpc_methods() const;
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virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
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virtual StringName get_rpc_method(const uint16_t p_rpc_method_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
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virtual Vector<ScriptNetData> get_rset_properties() const;
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virtual uint16_t get_rset_property_id(const StringName &p_property) const;
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virtual StringName get_rset_property(const uint16_t p_rset_property_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_rpc_method_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
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#ifdef TOOLS_ENABLED
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virtual bool are_subnodes_edited() const;
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#endif
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VisualScript();
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~VisualScript();
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};
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class VisualScriptInstance : public ScriptInstance {
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Object *owner;
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Ref<VisualScript> script;
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Map<StringName, Variant> variables; //using variable path, not script
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Map<int, VisualScriptNodeInstance *> instances;
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struct Function {
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int node;
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int max_stack;
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int trash_pos;
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int flow_stack_size;
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int pass_stack_size;
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int node_count;
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int argument_count;
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};
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Map<StringName, Function> functions;
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Vector<Variant> default_values;
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int max_input_args, max_output_args;
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StringName source;
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void _dependency_step(VisualScriptNodeInstance *node, int p_pass, int *pass_stack, const Variant **input_args, Variant **output_args, Variant *variant_stack, Callable::CallError &r_error, String &error_str, VisualScriptNodeInstance **r_error_node);
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Variant _call_internal(const StringName &p_method, void *p_stack, int p_stack_size, VisualScriptNodeInstance *p_node, int p_flow_stack_pos, int p_pass, bool p_resuming_yield, Callable::CallError &r_error);
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//Map<StringName,Function> functions;
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friend class VisualScriptFunctionState; //for yield
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friend class VisualScriptLanguage; //for debugger
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public:
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virtual bool set(const StringName &p_name, const Variant &p_value);
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virtual bool get(const StringName &p_name, Variant &r_ret) const;
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virtual void get_property_list(List<PropertyInfo> *p_properties) const;
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virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const;
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virtual void get_method_list(List<MethodInfo> *p_list) const;
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virtual bool has_method(const StringName &p_method) const;
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virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
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virtual void notification(int p_notification);
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String to_string(bool *r_valid);
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bool set_variable(const StringName &p_variable, const Variant &p_value) {
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Map<StringName, Variant>::Element *E = variables.find(p_variable);
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if (!E)
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return false;
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E->get() = p_value;
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return true;
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}
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bool get_variable(const StringName &p_variable, Variant *r_variable) const {
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const Map<StringName, Variant>::Element *E = variables.find(p_variable);
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if (!E)
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return false;
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*r_variable = E->get();
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return true;
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}
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virtual Ref<Script> get_script() const;
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_FORCE_INLINE_ VisualScript *get_script_ptr() { return script.ptr(); }
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_FORCE_INLINE_ Object *get_owner_ptr() { return owner; }
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void create(const Ref<VisualScript> &p_script, Object *p_owner);
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virtual ScriptLanguage *get_language();
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virtual Vector<ScriptNetData> get_rpc_methods() const;
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virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
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virtual StringName get_rpc_method(const uint16_t p_rpc_method_id) const;
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virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const;
|
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virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
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|
|
|
virtual Vector<ScriptNetData> get_rset_properties() const;
|
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virtual uint16_t get_rset_property_id(const StringName &p_property) const;
|
|
virtual StringName get_rset_property(const uint16_t p_rset_property_id) const;
|
|
virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_rpc_method_id) const;
|
|
virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
|
|
|
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VisualScriptInstance();
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|
~VisualScriptInstance();
|
|
};
|
|
|
|
class VisualScriptFunctionState : public Reference {
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|
|
|
GDCLASS(VisualScriptFunctionState, Reference);
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|
friend class VisualScriptInstance;
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|
|
|
ObjectID instance_id;
|
|
ObjectID script_id;
|
|
VisualScriptInstance *instance;
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|
StringName function;
|
|
Vector<uint8_t> stack;
|
|
int working_mem_index;
|
|
int variant_stack_size;
|
|
VisualScriptNodeInstance *node;
|
|
int flow_stack_pos;
|
|
int pass;
|
|
|
|
Variant _signal_callback(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
void connect_to_signal(Object *p_obj, const String &p_signal, Array p_binds);
|
|
bool is_valid() const;
|
|
Variant resume(Array p_args);
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|
VisualScriptFunctionState();
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|
~VisualScriptFunctionState();
|
|
};
|
|
|
|
typedef Ref<VisualScriptNode> (*VisualScriptNodeRegisterFunc)(const String &p_type);
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|
|
|
class VisualScriptLanguage : public ScriptLanguage {
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|
|
|
Map<String, VisualScriptNodeRegisterFunc> register_funcs;
|
|
|
|
struct CallLevel {
|
|
|
|
Variant *stack;
|
|
Variant **work_mem;
|
|
const StringName *function;
|
|
VisualScriptInstance *instance;
|
|
int *current_id;
|
|
};
|
|
|
|
int _debug_parse_err_node;
|
|
String _debug_parse_err_file;
|
|
String _debug_error;
|
|
int _debug_call_stack_pos;
|
|
int _debug_max_call_stack;
|
|
CallLevel *_call_stack;
|
|
|
|
public:
|
|
StringName notification;
|
|
StringName _get_output_port_unsequenced;
|
|
StringName _step;
|
|
StringName _subcall;
|
|
|
|
static VisualScriptLanguage *singleton;
|
|
|
|
Mutex lock;
|
|
|
|
bool debug_break(const String &p_error, bool p_allow_continue = true);
|
|
bool debug_break_parse(const String &p_file, int p_node, const String &p_error);
|
|
|
|
_FORCE_INLINE_ void enter_function(VisualScriptInstance *p_instance, const StringName *p_function, Variant *p_stack, Variant **p_work_mem, int *current_id) {
|
|
|
|
if (Thread::get_main_id() != Thread::get_caller_id())
|
|
return; //no support for other threads than main for now
|
|
|
|
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0)
|
|
EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->get_depth() + 1);
|
|
|
|
if (_debug_call_stack_pos >= _debug_max_call_stack) {
|
|
//stack overflow
|
|
_debug_error = "Stack Overflow (Stack Size: " + itos(_debug_max_call_stack) + ")";
|
|
EngineDebugger::get_script_debugger()->debug(this);
|
|
return;
|
|
}
|
|
|
|
_call_stack[_debug_call_stack_pos].stack = p_stack;
|
|
_call_stack[_debug_call_stack_pos].instance = p_instance;
|
|
_call_stack[_debug_call_stack_pos].function = p_function;
|
|
_call_stack[_debug_call_stack_pos].work_mem = p_work_mem;
|
|
_call_stack[_debug_call_stack_pos].current_id = current_id;
|
|
_debug_call_stack_pos++;
|
|
}
|
|
|
|
_FORCE_INLINE_ void exit_function() {
|
|
|
|
if (Thread::get_main_id() != Thread::get_caller_id())
|
|
return; //no support for other threads than main for now
|
|
|
|
if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0)
|
|
EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->get_depth() - 1);
|
|
|
|
if (_debug_call_stack_pos == 0) {
|
|
|
|
_debug_error = "Stack Underflow (Engine Bug)";
|
|
EngineDebugger::get_script_debugger()->debug(this);
|
|
return;
|
|
}
|
|
|
|
_debug_call_stack_pos--;
|
|
}
|
|
|
|
//////////////////////////////////////
|
|
|
|
virtual String get_name() const;
|
|
|
|
/* LANGUAGE FUNCTIONS */
|
|
virtual void init();
|
|
virtual String get_type() const;
|
|
virtual String get_extension() const;
|
|
virtual Error execute_file(const String &p_path);
|
|
virtual void finish();
|
|
|
|
/* EDITOR FUNCTIONS */
|
|
virtual void get_reserved_words(List<String> *p_words) const;
|
|
virtual void get_comment_delimiters(List<String> *p_delimiters) const;
|
|
virtual void get_string_delimiters(List<String> *p_delimiters) const;
|
|
virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
|
|
virtual bool is_using_templates();
|
|
virtual void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script);
|
|
virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path = "", List<String> *r_functions = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, Set<int> *r_safe_lines = nullptr) const;
|
|
virtual Script *create_script() const;
|
|
virtual bool has_named_classes() const;
|
|
virtual bool supports_builtin_mode() const;
|
|
virtual int find_function(const String &p_function, const String &p_code) const;
|
|
virtual String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const;
|
|
virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
|
|
virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
|
|
|
|
/* DEBUGGER FUNCTIONS */
|
|
|
|
virtual String debug_get_error() const;
|
|
virtual int debug_get_stack_level_count() const;
|
|
virtual int debug_get_stack_level_line(int p_level) const;
|
|
virtual String debug_get_stack_level_function(int p_level) const;
|
|
virtual String debug_get_stack_level_source(int p_level) const;
|
|
virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
|
|
virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
|
|
virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
|
|
virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1);
|
|
|
|
virtual void reload_all_scripts();
|
|
virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
|
|
/* LOADER FUNCTIONS */
|
|
|
|
virtual void get_recognized_extensions(List<String> *p_extensions) const;
|
|
virtual void get_public_functions(List<MethodInfo> *p_functions) const;
|
|
virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const;
|
|
|
|
virtual void profiling_start();
|
|
virtual void profiling_stop();
|
|
|
|
virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
|
|
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
|
|
|
|
void add_register_func(const String &p_name, VisualScriptNodeRegisterFunc p_func);
|
|
void remove_register_func(const String &p_name);
|
|
Ref<VisualScriptNode> create_node_from_name(const String &p_name);
|
|
void get_registered_node_names(List<String> *r_names);
|
|
|
|
VisualScriptLanguage();
|
|
~VisualScriptLanguage();
|
|
};
|
|
|
|
//aid for registering
|
|
template <class T>
|
|
static Ref<VisualScriptNode> create_node_generic(const String &p_name) {
|
|
|
|
Ref<T> node;
|
|
node.instance();
|
|
return node;
|
|
}
|
|
|
|
#endif // VISUAL_SCRIPT_H
|