d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
369 lines
14 KiB
C++
369 lines
14 KiB
C++
/*************************************************************************/
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/* script_language.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 SCRIPT_LANGUAGE_H
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#define SCRIPT_LANGUAGE_H
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#include "resource.h"
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#include "map.h"
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#include "pair.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ScriptLanguage;
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class ScriptServer {
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enum {
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MAX_LANGUAGES=4
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};
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static ScriptLanguage *_languages[MAX_LANGUAGES];
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static int _language_count;
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static bool scripting_enabled;
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static bool reload_scripts_on_save;
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public:
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static void set_scripting_enabled(bool p_enabled);
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static bool is_scripting_enabled();
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static int get_language_count();
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static ScriptLanguage *get_language(int p_idx);
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static void register_language(ScriptLanguage *p_language);
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static void unregister_language(ScriptLanguage *p_language);
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static void set_reload_scripts_on_save(bool p_enable);
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static bool is_reload_scripts_on_save_enabled();
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static void thread_enter();
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static void thread_exit();
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static void init_languages();
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};
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class ScriptInstance;
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class PlaceHolderScriptInstance;
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class Script : public Resource {
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OBJ_TYPE( Script, Resource );
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OBJ_SAVE_TYPE( Script );
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protected:
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virtual bool editor_can_reload_from_file() { return false; } // this is handled by editor better
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void _notification( int p_what);
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static void _bind_methods();
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friend class PlaceHolderScriptInstance;
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virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {}
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public:
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virtual bool can_instance() const=0;
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virtual StringName get_instance_base_type() const=0; // this may not work in all scripts, will return empty if so
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virtual ScriptInstance* instance_create(Object *p_this)=0;
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virtual bool instance_has(const Object *p_this) const=0;
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virtual bool has_source_code() const=0;
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virtual String get_source_code() const=0;
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virtual void set_source_code(const String& p_code)=0;
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virtual Error reload(bool p_keep_state=false)=0;
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virtual bool is_tool() const=0;
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virtual String get_node_type() const=0;
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virtual ScriptLanguage *get_language() const=0;
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virtual bool has_script_signal(const StringName& p_signal) const=0;
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virtual void get_script_signal_list(List<MethodInfo> *r_signals) const=0;
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virtual bool get_property_default_value(const StringName& p_property,Variant& r_value) const=0;
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virtual void update_exports() {} //editor tool
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Script() {}
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};
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class ScriptInstance {
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public:
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virtual bool set(const StringName& p_name, const Variant& p_value)=0;
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virtual bool get(const StringName& p_name, Variant &r_ret) const=0;
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virtual void get_property_list(List<PropertyInfo> *p_properties) const=0;
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virtual Variant::Type get_property_type(const StringName& p_name,bool *r_is_valid=NULL) const=0;
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virtual void get_property_state(List<Pair<StringName,Variant> > &state);
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virtual void get_method_list(List<MethodInfo> *p_list) const=0;
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virtual bool has_method(const StringName& p_method) const=0;
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virtual Variant call(const StringName& p_method,VARIANT_ARG_LIST);
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virtual Variant call(const StringName& p_method,const Variant** p_args,int p_argcount,Variant::CallError &r_error)=0;
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virtual void call_multilevel(const StringName& p_method,VARIANT_ARG_LIST);
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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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virtual void notification(int p_notification)=0;
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//this is used by script languages that keep a reference counter of their own
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//you can make make Ref<> not die when it reaches zero, so deleting the reference
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//depends entirely from the script
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virtual void refcount_incremented() {}
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virtual bool refcount_decremented() { return true; } //return true if it can die
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virtual Ref<Script> get_script() const=0;
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virtual bool is_placeholder() const { return false; }
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virtual ScriptLanguage *get_language()=0;
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virtual ~ScriptInstance();
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};
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class ScriptCodeCompletionCache {
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static ScriptCodeCompletionCache *singleton;
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public:
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virtual RES get_cached_resource(const String& p_path)=0;
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static ScriptCodeCompletionCache* get_sigleton() { return singleton; }
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ScriptCodeCompletionCache();
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};
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class ScriptLanguage {
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public:
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virtual String get_name() const=0;
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/* LANGUAGE FUNCTIONS */
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virtual void init()=0;
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virtual String get_type() const=0;
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virtual String get_extension() const=0;
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virtual Error execute_file(const String& p_path) =0;
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virtual void finish()=0;
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/* EDITOR FUNCTIONS */
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virtual void get_reserved_words(List<String> *p_words) const=0;
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virtual void get_comment_delimiters(List<String> *p_delimiters) const=0;
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virtual void get_string_delimiters(List<String> *p_delimiters) const=0;
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virtual String get_template(const String& p_class_name, const String& p_base_class_name) const=0;
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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=NULL) const=0;
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virtual Script *create_script() const=0;
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virtual bool has_named_classes() const=0;
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virtual int find_function(const String& p_function,const String& p_code) const=0;
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virtual String make_function(const String& p_class,const String& p_name,const StringArray& p_args) const=0;
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virtual Error complete_code(const String& p_code, const String& p_base_path, Object*p_owner,List<String>* r_options,String& r_call_hint) { return ERR_UNAVAILABLE; }
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virtual void auto_indent_code(String& p_code,int p_from_line,int p_to_line) const=0;
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virtual void add_global_constant(const StringName& p_variable,const Variant& p_value)=0;
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/* MULTITHREAD FUNCTIONS */
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//some VMs need to be notified of thread creation/exiting to allocate a stack
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virtual void thread_enter() {}
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virtual void thread_exit() {}
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/* DEBUGGER FUNCTIONS */
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virtual String debug_get_error() const=0;
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virtual int debug_get_stack_level_count() const=0;
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virtual int debug_get_stack_level_line(int p_level) const=0;
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virtual String debug_get_stack_level_function(int p_level) const=0;
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virtual String debug_get_stack_level_source(int p_level) const=0;
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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)=0;
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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)=0;
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virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems=-1,int p_max_depth=-1)=0;
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virtual String debug_parse_stack_level_expression(int p_level,const String& p_expression,int p_max_subitems=-1,int p_max_depth=-1)=0;
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struct StackInfo {
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Ref<Script> script;
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int line;
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};
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virtual Vector<StackInfo> debug_get_current_stack_info() { return Vector<StackInfo>(); }
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virtual void reload_all_scripts()=0;
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virtual void reload_tool_script(const Ref<Script>& p_script,bool p_soft_reload)=0;
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/* LOADER FUNCTIONS */
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virtual void get_recognized_extensions(List<String> *p_extensions) const=0;
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virtual void get_public_functions(List<MethodInfo> *p_functions) const=0;
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virtual void get_public_constants(List<Pair<String,Variant> > *p_constants) const=0;
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struct ProfilingInfo {
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StringName signature;
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uint64_t call_count;
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uint64_t total_time;
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uint64_t self_time;
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};
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virtual void profiling_start()=0;
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virtual void profiling_stop()=0;
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virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr,int p_info_max)=0;
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virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr,int p_info_max)=0;
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virtual void frame();
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virtual ~ScriptLanguage() {};
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};
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extern uint8_t script_encryption_key[32];
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class PlaceHolderScriptInstance : public ScriptInstance {
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Object *owner;
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List<PropertyInfo> properties;
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Map<StringName,Variant> values;
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ScriptLanguage *language;
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Ref<Script> script;
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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=NULL) 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 { return false; }
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virtual Variant call(const StringName& p_method,VARIANT_ARG_LIST) { return Variant();}
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virtual Variant call(const StringName& p_method,const Variant** p_args,int p_argcount,Variant::CallError &r_error) { r_error.error=Variant::CallError::CALL_ERROR_INVALID_METHOD; return Variant(); }
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//virtual void call_multilevel(const StringName& p_method,VARIANT_ARG_LIST) { return Variant(); }
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//virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount,Variant::CallError &r_error) { return Variant(); }
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virtual void notification(int p_notification) {}
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virtual Ref<Script> get_script() const { return script; }
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virtual ScriptLanguage *get_language() { return language; }
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Object *get_owner() { return owner; }
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void update(const List<PropertyInfo> &p_properties,const Map<StringName,Variant>& p_values); //likely changed in editor
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virtual bool is_placeholder() const { return true; }
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PlaceHolderScriptInstance(ScriptLanguage *p_language, Ref<Script> p_script,Object *p_owner);
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~PlaceHolderScriptInstance();
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};
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class ScriptDebugger {
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int lines_left;
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int depth;
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static ScriptDebugger * singleton;
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Map<int,Set<StringName> > breakpoints;
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ScriptLanguage *break_lang;
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public:
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typedef void (*RequestSceneTreeMessageFunc)(void *);
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struct LiveEditFuncs {
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void *udata;
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void (*node_path_func)(void *,const NodePath &p_path,int p_id);
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void (*res_path_func)(void *,const String &p_path,int p_id);
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void (*node_set_func)(void *,int p_id,const StringName& p_prop,const Variant& p_value);
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void (*node_set_res_func)(void *,int p_id,const StringName& p_prop,const String& p_value);
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void (*node_call_func)(void *,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE);
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void (*res_set_func)(void *,int p_id,const StringName& p_prop,const Variant& p_value);
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void (*res_set_res_func)(void *,int p_id,const StringName& p_prop,const String& p_value);
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void (*res_call_func)(void *,int p_id,const StringName& p_method,VARIANT_ARG_DECLARE);
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void (*root_func)(void*, const NodePath& p_scene_path,const String& p_scene_from);
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void (*tree_create_node_func)(void*,const NodePath& p_parent,const String& p_type,const String& p_name);
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void (*tree_instance_node_func)(void*,const NodePath& p_parent,const String& p_path,const String& p_name);
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void (*tree_remove_node_func)(void*,const NodePath& p_at);
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void (*tree_remove_and_keep_node_func)(void*,const NodePath& p_at,ObjectID p_keep_id);
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void (*tree_restore_node_func)(void*,ObjectID p_id,const NodePath& p_at,int p_at_pos);
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void (*tree_duplicate_node_func)(void*,const NodePath& p_at,const String& p_new_name);
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void (*tree_reparent_node_func)(void*,const NodePath& p_at,const NodePath& p_new_place,const String& p_new_name,int p_at_pos);
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};
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_FORCE_INLINE_ static ScriptDebugger * get_singleton() { return singleton; }
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void set_lines_left(int p_left);
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int get_lines_left() const;
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void set_depth(int p_depth);
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int get_depth() const;
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String breakpoint_find_source(const String& p_source) const;
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void insert_breakpoint(int p_line, const StringName& p_source);
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void remove_breakpoint(int p_line, const StringName& p_source);
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bool is_breakpoint(int p_line,const StringName& p_source) const;
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bool is_breakpoint_line(int p_line) const;
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void clear_breakpoints();
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virtual void debug(ScriptLanguage *p_script,bool p_can_continue=true)=0;
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virtual void idle_poll();
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virtual void line_poll();
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void set_break_language(ScriptLanguage *p_lang);
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ScriptLanguage* get_break_language() const;
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virtual void send_message(const String& p_message, const Array& p_args)=0;
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virtual bool is_remote() const { return false; }
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virtual void request_quit() {}
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virtual void set_request_scene_tree_message_func(RequestSceneTreeMessageFunc p_func, void *p_udata) {}
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virtual void set_live_edit_funcs(LiveEditFuncs *p_funcs) {}
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virtual bool is_profiling() const=0;
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virtual void add_profiling_frame_data(const StringName& p_name,const Array& p_data)=0;
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virtual void profiling_start()=0;
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virtual void profiling_end()=0;
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virtual void profiling_set_frame_times(float p_frame_time,float p_idle_time,float p_fixed_time,float p_fixed_frame_time)=0;
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ScriptDebugger();
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virtual ~ScriptDebugger() {singleton=NULL;}
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};
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#endif
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