514 lines
20 KiB
C++
514 lines
20 KiB
C++
/*************************************************************************/
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/* csharp_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 CSHARP_SCRIPT_H
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#define CSHARP_SCRIPT_H
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/script_language.h"
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#include "core/self_list.h"
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#include "mono_gc_handle.h"
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#include "mono_gd/gd_mono.h"
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#include "mono_gd/gd_mono_header.h"
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#include "mono_gd/gd_mono_internals.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_plugin.h"
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#endif
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class CSharpScript;
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class CSharpInstance;
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class CSharpLanguage;
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#ifdef NO_SAFE_CAST
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template <typename TScriptInstance, typename TScriptLanguage>
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TScriptInstance *cast_script_instance(ScriptInstance *p_inst) {
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if (!p_inst)
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return NULL;
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return p_inst->get_language() == TScriptLanguage::get_singleton() ? static_cast<TScriptInstance *>(p_inst) : NULL;
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}
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#else
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template <typename TScriptInstance, typename TScriptLanguage>
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TScriptInstance *cast_script_instance(ScriptInstance *p_inst) {
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return dynamic_cast<TScriptInstance *>(p_inst);
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}
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#endif
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#define CAST_CSHARP_INSTANCE(m_inst) (cast_script_instance<CSharpInstance, CSharpLanguage>(m_inst))
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class CSharpScript : public Script {
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GDCLASS(CSharpScript, Script);
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friend class CSharpInstance;
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friend class CSharpLanguage;
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friend struct CSharpScriptDepSort;
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bool tool;
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bool valid;
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bool builtin;
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GDMonoClass *base;
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GDMonoClass *native;
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GDMonoClass *script_class;
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Ref<CSharpScript> base_cache; // TODO what's this for?
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Set<Object *> instances;
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#ifdef GD_MONO_HOT_RELOAD
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struct StateBackup {
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// TODO
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// Replace with buffer containing the serialized state of managed scripts.
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// Keep variant state backup to use only with script instance placeholders.
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List<Pair<StringName, Variant> > properties;
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};
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Set<ObjectID> pending_reload_instances;
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Map<ObjectID, StateBackup> pending_reload_state;
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StringName tied_class_name_for_reload;
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StringName tied_class_namespace_for_reload;
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#endif
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String source;
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StringName name;
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SelfList<CSharpScript> script_list;
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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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Map<StringName, Vector<Argument> > _signals;
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bool signals_invalidated;
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Vector<ScriptNetData> rpc_functions;
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Vector<ScriptNetData> rpc_variables;
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#ifdef TOOLS_ENABLED
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List<PropertyInfo> exported_members_cache; // members_cache
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Map<StringName, Variant> exported_members_defval_cache; // member_default_values_cache
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Set<PlaceHolderScriptInstance *> placeholders;
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bool source_changed_cache;
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bool placeholder_fallback_enabled;
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bool exports_invalidated;
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void _update_exports_values(Map<StringName, Variant> &values, List<PropertyInfo> &propnames);
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void _update_member_info_no_exports();
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
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#endif
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Map<StringName, PropertyInfo> member_info;
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void _clear();
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void load_script_signals(GDMonoClass *p_class, GDMonoClass *p_native_class);
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bool _get_signal(GDMonoClass *p_class, GDMonoClass *p_delegate, Vector<Argument> ¶ms);
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bool _update_exports();
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#ifdef TOOLS_ENABLED
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bool _get_member_export(IMonoClassMember *p_member, bool p_inspect_export, PropertyInfo &r_prop_info, bool &r_exported);
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static int _try_get_member_export_hint(IMonoClassMember *p_member, ManagedType p_type, Variant::Type p_variant_type, bool p_allow_generics, PropertyHint &r_hint, String &r_hint_string);
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#endif
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CSharpInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Variant::CallError &r_error);
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Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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// Do not use unless you know what you are doing
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friend void GDMonoInternals::tie_managed_to_unmanaged(MonoObject *, Object *);
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static Ref<CSharpScript> create_for_managed_type(GDMonoClass *p_class, GDMonoClass *p_native);
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static void initialize_for_managed_type(Ref<CSharpScript> p_script, GDMonoClass *p_class, GDMonoClass *p_native);
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MultiplayerAPI::RPCMode _member_get_rpc_mode(IMonoClassMember *p_member) const;
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protected:
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static void _bind_methods();
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Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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virtual void _resource_path_changed();
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bool _get(const StringName &p_name, Variant &r_ret) const;
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bool _set(const StringName &p_name, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_properties) const;
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public:
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virtual bool can_instance() 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 PlaceHolderScriptInstance *placeholder_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 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_property_list(List<PropertyInfo> *p_list) const;
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virtual void update_exports();
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virtual bool is_tool() const { return tool; }
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virtual bool is_valid() const { return valid; }
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virtual Ref<Script> get_base_script() const;
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virtual ScriptLanguage *get_language() const;
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virtual void get_script_method_list(List<MethodInfo> *p_list) const;
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bool has_method(const StringName &p_method) const;
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MethodInfo get_method_info(const StringName &p_method) 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_variable) const;
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virtual StringName get_rset_property(const uint16_t p_variable_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_variable_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 is_placeholder_fallback_enabled() const { return placeholder_fallback_enabled; }
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#endif
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Error load_source_code(const String &p_path);
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StringName get_script_name() const;
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CSharpScript();
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~CSharpScript();
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};
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class CSharpInstance : public ScriptInstance {
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friend class CSharpScript;
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friend class CSharpLanguage;
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Object *owner;
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bool base_ref;
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bool ref_dying;
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bool unsafe_referenced;
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bool predelete_notified;
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bool destructing_script_instance;
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Ref<CSharpScript> script;
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Ref<MonoGCHandle> gchandle;
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bool _reference_owner_unsafe();
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/*
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* If true is returned, the caller must memdelete the script instance's owner.
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*/
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bool _unreference_owner_unsafe();
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/*
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* If NULL is returned, the caller must destroy the script instance by removing it from its owner.
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*/
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MonoObject *_internal_new_managed();
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// Do not use unless you know what you are doing
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friend void GDMonoInternals::tie_managed_to_unmanaged(MonoObject *, Object *);
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static CSharpInstance *create_for_managed_type(Object *p_owner, CSharpScript *p_script, const Ref<MonoGCHandle> &p_gchandle);
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void _call_multilevel(MonoObject *p_mono_object, const StringName &p_method, const Variant **p_args, int p_argcount);
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void get_properties_state_for_reloading(List<Pair<StringName, Variant> > &r_state);
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public:
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MonoObject *get_mono_object() const;
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_FORCE_INLINE_ bool is_destructing_script_instance() { return destructing_script_instance; }
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virtual Object *get_owner();
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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) const;
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/* TODO */ 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, Variant::CallError &r_error);
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virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
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virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
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void mono_object_disposed(MonoObject *p_obj);
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/*
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* If 'r_delete_owner' is set to true, the caller must memdelete the script instance's owner. Otherwise, if
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* 'r_remove_script_instance' is set to true, the caller must destroy the script instance by removing it from its owner.
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*/
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void mono_object_disposed_baseref(MonoObject *p_obj, bool p_is_finalizer, bool &r_delete_owner, bool &r_remove_script_instance);
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virtual void refcount_incremented();
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virtual bool refcount_decremented();
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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_variable) const;
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virtual StringName get_rset_property(const uint16_t p_variable_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_variable_id) const;
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virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
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virtual void notification(int p_notification);
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void _call_notification(int p_notification);
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virtual String to_string(bool *r_valid);
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virtual Ref<Script> get_script() const;
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virtual ScriptLanguage *get_language();
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CSharpInstance();
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~CSharpInstance();
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};
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struct CSharpScriptBinding {
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bool inited;
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StringName type_name;
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GDMonoClass *wrapper_class;
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Ref<MonoGCHandle> gchandle;
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Object *owner;
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};
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class CSharpLanguage : public ScriptLanguage {
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friend class CSharpScript;
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friend class CSharpInstance;
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static CSharpLanguage *singleton;
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bool finalizing;
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GDMono *gdmono;
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SelfList<CSharpScript>::List script_list;
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Mutex *script_instances_mutex;
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Mutex *script_gchandle_release_mutex;
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Mutex *language_bind_mutex;
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Map<Object *, CSharpScriptBinding> script_bindings;
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#ifdef DEBUG_ENABLED
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// List of unsafe object references
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Map<ObjectID, int> unsafe_object_references;
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Mutex *unsafe_object_references_lock;
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#endif
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struct StringNameCache {
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StringName _signal_callback;
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StringName _set;
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StringName _get;
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StringName _get_property_list;
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StringName _notification;
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StringName _script_source;
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StringName dotctor; // .ctor
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StringName on_before_serialize; // OnBeforeSerialize
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StringName on_after_deserialize; // OnAfterDeserialize
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StringNameCache();
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};
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int lang_idx;
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Dictionary scripts_metadata;
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bool scripts_metadata_invalidated;
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// For debug_break and debug_break_parse
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int _debug_parse_err_line;
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String _debug_parse_err_file;
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String _debug_error;
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void _load_scripts_metadata();
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friend class GDMono;
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void _on_scripts_domain_unloaded();
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#ifdef TOOLS_ENABLED
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EditorPlugin *godotsharp_editor;
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static void _editor_init_callback();
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#endif
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public:
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StringNameCache string_names;
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Mutex *get_language_bind_mutex() { return language_bind_mutex; }
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_FORCE_INLINE_ int get_language_index() { return lang_idx; }
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void set_language_index(int p_idx);
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_FORCE_INLINE_ const StringNameCache &get_string_names() { return string_names; }
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_FORCE_INLINE_ static CSharpLanguage *get_singleton() { return singleton; }
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#ifdef TOOLS_ENABLED
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_FORCE_INLINE_ EditorPlugin *get_godotsharp_editor() const { return godotsharp_editor; }
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#endif
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static void release_script_gchandle(Ref<MonoGCHandle> &p_gchandle);
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static void release_script_gchandle(MonoObject *p_expected_obj, Ref<MonoGCHandle> &p_gchandle);
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bool debug_break(const String &p_error, bool p_allow_continue = true);
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bool debug_break_parse(const String &p_file, int p_line, const String &p_error);
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#ifdef GD_MONO_HOT_RELOAD
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bool is_assembly_reloading_needed();
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void reload_assemblies(bool p_soft_reload);
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#endif
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_FORCE_INLINE_ Dictionary get_scripts_metadata_or_nothing() {
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return scripts_metadata_invalidated ? Dictionary() : scripts_metadata;
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}
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_FORCE_INLINE_ const Dictionary &get_scripts_metadata() {
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if (scripts_metadata_invalidated)
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_load_scripts_metadata();
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return scripts_metadata;
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}
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virtual String get_name() const;
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/* LANGUAGE FUNCTIONS */
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virtual String get_type() const;
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virtual String get_extension() const;
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virtual Error execute_file(const String &p_path);
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virtual void init();
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virtual void finish();
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/* EDITOR FUNCTIONS */
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virtual void get_reserved_words(List<String> *p_words) const;
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virtual void get_comment_delimiters(List<String> *p_delimiters) const;
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virtual void get_string_delimiters(List<String> *p_delimiters) const;
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virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
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virtual bool is_using_templates();
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virtual void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script);
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/* TODO */ 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, List<ScriptLanguage::Warning> *r_warnings = NULL, Set<int> *r_safe_lines = NULL) const { return true; }
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virtual String validate_path(const String &p_path) const;
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virtual Script *create_script() const;
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virtual bool has_named_classes() const;
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virtual bool supports_builtin_mode() const;
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/* TODO? */ virtual int find_function(const String &p_function, const String &p_code) const { return -1; }
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virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
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virtual String _get_indentation() const;
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/* TODO? */ virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const {}
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/* TODO */ virtual void add_global_constant(const StringName &p_variable, const Variant &p_value) {}
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/* DEBUGGER FUNCTIONS */
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virtual String debug_get_error() const;
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virtual int debug_get_stack_level_count() const;
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virtual int debug_get_stack_level_line(int p_level) const;
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virtual String debug_get_stack_level_function(int p_level) const;
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virtual String debug_get_stack_level_source(int p_level) const;
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/* TODO */ virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {}
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/* TODO */ virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {}
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/* TODO */ virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {}
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/* TODO */ virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) { return ""; }
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virtual Vector<StackInfo> debug_get_current_stack_info();
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/* PROFILING FUNCTIONS */
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/* TODO */ virtual void profiling_start() {}
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/* TODO */ virtual void profiling_stop() {}
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/* TODO */ virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) { return 0; }
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/* TODO */ virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) { return 0; }
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virtual void frame();
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/* TODO? */ virtual void get_public_functions(List<MethodInfo> *p_functions) const {}
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/* TODO? */ virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const {}
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virtual void reload_all_scripts();
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virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
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/* LOADER FUNCTIONS */
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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#ifdef TOOLS_ENABLED
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virtual Error open_in_external_editor(const Ref<Script> &p_script, int p_line, int p_col);
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virtual bool overrides_external_editor();
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#endif
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/* THREAD ATTACHING */
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virtual void thread_enter();
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virtual void thread_exit();
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// Don't use these. I'm watching you
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virtual void *alloc_instance_binding_data(Object *p_object);
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virtual void free_instance_binding_data(void *p_data);
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virtual void refcount_incremented_instance_binding(Object *p_object);
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virtual bool refcount_decremented_instance_binding(Object *p_object);
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Map<Object *, CSharpScriptBinding>::Element *insert_script_binding(Object *p_object, const CSharpScriptBinding &p_script_binding);
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bool setup_csharp_script_binding(CSharpScriptBinding &r_script_binding, Object *p_object);
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#ifdef DEBUG_ENABLED
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Vector<StackInfo> stack_trace_get_info(MonoObject *p_stack_trace);
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#endif
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void post_unsafe_reference(Object *p_obj);
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void pre_unsafe_unreference(Object *p_obj);
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CSharpLanguage();
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~CSharpLanguage();
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};
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class ResourceFormatLoaderCSharpScript : public ResourceFormatLoader {
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public:
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virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual bool handles_type(const String &p_type) const;
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virtual String get_resource_type(const String &p_path) const;
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};
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class ResourceFormatSaverCSharpScript : public ResourceFormatSaver {
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public:
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virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
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virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
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virtual bool recognize(const RES &p_resource) const;
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};
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#endif // CSHARP_SCRIPT_H
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