| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172 | /*************************************************************************//*  godot_pluginscript.h                                                 *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#ifndef GODOT_PLUGINSCRIPT_H#define GODOT_PLUGINSCRIPT_H#include <gdnative/gdnative.h>#include <nativescript/godot_nativescript.h>#ifdef __cplusplusextern "C" {#endiftypedef void godot_pluginscript_instance_data;typedef void godot_pluginscript_script_data;typedef void godot_pluginscript_language_data;// --- Instance ---// TODO: use godot_string_name for faster lookup ?typedef struct {	godot_pluginscript_instance_data *(*init)(godot_pluginscript_script_data *p_data, godot_object *p_owner);	void (*finish)(godot_pluginscript_instance_data *p_data);	godot_bool (*set_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, const godot_variant *p_value);	godot_bool (*get_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, godot_variant *r_ret);	godot_variant (*call_method)(godot_pluginscript_instance_data *p_data,			const godot_string_name *p_method, const godot_variant **p_args,			int p_argcount, godot_variant_call_error *r_error);	void (*notification)(godot_pluginscript_instance_data *p_data, int p_notification);	// TODO: could this rpc mode stuff be moved to the godot_pluginscript_script_manifest ?	godot_method_rpc_mode (*get_rpc_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_method);	godot_method_rpc_mode (*get_rset_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_variable);	//this is used by script languages that keep a reference counter of their own	//you can make make Ref<> not die when it reaches zero, so deleting the reference	//depends entirely from the script.	// Note: You can set those function pointer to NULL if not needed.	void (*refcount_incremented)(godot_pluginscript_instance_data *p_data);	bool (*refcount_decremented)(godot_pluginscript_instance_data *p_data); // return true if it can die} godot_pluginscript_instance_desc;// --- Script ---typedef struct {	godot_pluginscript_script_data *data;	godot_string_name name;	godot_bool is_tool;	godot_string_name base;	// Member lines format: {<string>: <int>}	godot_dictionary member_lines;	// Method info dictionary format	// {	//  name: <string>	//  args: [<dict:property>]	//  default_args: [<variant>]	//  return: <dict:property>	//  flags: <int>	//  rpc_mode: <int:godot_method_rpc_mode>	// }	godot_array methods;	// Same format than for methods	godot_array signals;	// Property info dictionary format	// {	//  name: <string>	//  type: <int:godot_variant_type>	//  hint: <int:godot_property_hint>	//  hint_string: <string>	//  usage: <int:godot_property_usage_flags>	//  default_value: <variant>	//  rset_mode: <int:godot_method_rpc_mode>	// }	godot_array properties;} godot_pluginscript_script_manifest;typedef struct {	godot_pluginscript_script_manifest (*init)(godot_pluginscript_language_data *p_data, const godot_string *p_path, const godot_string *p_source, godot_error *r_error);	void (*finish)(godot_pluginscript_script_data *p_data);	godot_pluginscript_instance_desc instance_desc;} godot_pluginscript_script_desc;// --- Language ---typedef struct {	godot_string_name signature;	godot_int call_count;	godot_int total_time; // In microseconds	godot_int self_time; // In microseconds} godot_pluginscript_profiling_data;typedef struct {	const char *name;	const char *type;	const char *extension;	const char **recognized_extensions; // NULL terminated array	godot_pluginscript_language_data *(*init)();	void (*finish)(godot_pluginscript_language_data *p_data);	const char **reserved_words; // NULL terminated array	const char **comment_delimiters; // NULL terminated array	const char **string_delimiters; // NULL terminated array	godot_bool has_named_classes;	godot_bool supports_builtin_mode;	godot_string (*get_template_source_code)(godot_pluginscript_language_data *p_data, const godot_string *p_class_name, const godot_string *p_base_class_name);	godot_bool (*validate)(godot_pluginscript_language_data *p_data, const godot_string *p_script, int *r_line_error, int *r_col_error, godot_string *r_test_error, const godot_string *p_path, godot_pool_string_array *r_functions);	int (*find_function)(godot_pluginscript_language_data *p_data, const godot_string *p_function, const godot_string *p_code); // Can be NULL	godot_string (*make_function)(godot_pluginscript_language_data *p_data, const godot_string *p_class, const godot_string *p_name, const godot_pool_string_array *p_args);	godot_error (*complete_code)(godot_pluginscript_language_data *p_data, const godot_string *p_code, const godot_string *p_base_path, godot_object *p_owner, godot_array *r_options, godot_bool *r_force, godot_string *r_call_hint);	void (*auto_indent_code)(godot_pluginscript_language_data *p_data, godot_string *p_code, int p_from_line, int p_to_line);	void (*add_global_constant)(godot_pluginscript_language_data *p_data, const godot_string *p_variable, const godot_variant *p_value);	godot_string (*debug_get_error)(godot_pluginscript_language_data *p_data);	int (*debug_get_stack_level_count)(godot_pluginscript_language_data *p_data);	int (*debug_get_stack_level_line)(godot_pluginscript_language_data *p_data, int p_level);	godot_string (*debug_get_stack_level_function)(godot_pluginscript_language_data *p_data, int p_level);	godot_string (*debug_get_stack_level_source)(godot_pluginscript_language_data *p_data, int p_level);	void (*debug_get_stack_level_locals)(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth);	void (*debug_get_stack_level_members)(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_members, godot_array *p_values, int p_max_subitems, int p_max_depth);	void (*debug_get_globals)(godot_pluginscript_language_data *p_data, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth);	godot_string (*debug_parse_stack_level_expression)(godot_pluginscript_language_data *p_data, int p_level, const godot_string *p_expression, int p_max_subitems, int p_max_depth);	// TODO: could this stuff be moved to the godot_pluginscript_language_desc ?	void (*get_public_functions)(godot_pluginscript_language_data *p_data, godot_array *r_functions);	void (*get_public_constants)(godot_pluginscript_language_data *p_data, godot_dictionary *r_constants);	void (*profiling_start)(godot_pluginscript_language_data *p_data);	void (*profiling_stop)(godot_pluginscript_language_data *p_data);	int (*profiling_get_accumulated_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);	int (*profiling_get_frame_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);	void (*profiling_frame)(godot_pluginscript_language_data *p_data);	godot_pluginscript_script_desc script_desc;} godot_pluginscript_language_desc;void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc);#ifdef __cplusplus}#endif#endif // GODOT_PLUGINSCRIPT_H
 |