25b2f1780a
This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
119 lines
4.7 KiB
C++
119 lines
4.7 KiB
C++
/**************************************************************************/
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/* gdscript_cache.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 GDSCRIPT_CACHE_H
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#define GDSCRIPT_CACHE_H
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#include "gdscript.h"
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#include "core/object/ref_counted.h"
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#include "core/os/mutex.h"
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#include "core/templates/hash_map.h"
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#include "core/templates/hash_set.h"
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#include "scene/resources/packed_scene.h"
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class GDScriptAnalyzer;
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class GDScriptParser;
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class GDScriptParserRef : public RefCounted {
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public:
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enum Status {
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EMPTY,
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PARSED,
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INHERITANCE_SOLVED,
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INTERFACE_SOLVED,
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FULLY_SOLVED,
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};
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private:
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GDScriptParser *parser = nullptr;
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GDScriptAnalyzer *analyzer = nullptr;
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Status status = EMPTY;
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Error result = OK;
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String path;
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bool cleared = false;
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friend class GDScriptCache;
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public:
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bool is_valid() const;
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Status get_status() const;
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GDScriptParser *get_parser() const;
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GDScriptAnalyzer *get_analyzer();
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Error raise_status(Status p_new_status);
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void clear();
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GDScriptParserRef() {}
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~GDScriptParserRef();
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};
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class GDScriptCache {
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// String key is full path.
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HashMap<String, GDScriptParserRef *> parser_map;
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HashMap<String, Ref<GDScript>> shallow_gdscript_cache;
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HashMap<String, Ref<GDScript>> full_gdscript_cache;
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HashMap<String, Ref<GDScript>> static_gdscript_cache;
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HashMap<String, HashSet<String>> dependencies;
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HashMap<String, Ref<PackedScene>> packed_scene_cache;
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HashMap<String, HashSet<String>> packed_scene_dependencies;
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friend class GDScript;
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friend class GDScriptParserRef;
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friend class GDScriptInstance;
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static GDScriptCache *singleton;
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bool cleared = false;
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Mutex mutex;
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public:
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static void move_script(const String &p_from, const String &p_to);
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static void remove_script(const String &p_path);
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static Ref<GDScriptParserRef> get_parser(const String &p_path, GDScriptParserRef::Status status, Error &r_error, const String &p_owner = String());
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static String get_source_code(const String &p_path);
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static Ref<GDScript> get_shallow_script(const String &p_path, Error &r_error, const String &p_owner = String());
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static Ref<GDScript> get_full_script(const String &p_path, Error &r_error, const String &p_owner = String(), bool p_update_from_disk = false);
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static Ref<GDScript> get_cached_script(const String &p_path);
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static Error finish_compiling(const String &p_owner);
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static void add_static_script(Ref<GDScript> p_script);
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static void remove_static_script(const String &p_fqcn);
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static Ref<PackedScene> get_packed_scene(const String &p_path, Error &r_error, const String &p_owner = "");
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static void clear_unreferenced_packed_scenes();
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static void clear();
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GDScriptCache();
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~GDScriptCache();
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};
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#endif // GDSCRIPT_CACHE_H
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