# `_pandemoniummonium` module contains all the callbacks needed by Godot's Pluginscript # system to expose Python as a language to Godot (see pythonscript.c for # more on this). # Hence there is no point of importing this module from Python given it # only expose C functions. # Beside this module depend on the `pandemoniummonium.hazmat` module so it would be a bad # idea to make the `pandemoniummonium` module depend on it... include "_pandemonium_editor.pxi" include "_pandemonium_profiling.pxi" include "_pandemonium_script.pxi" include "_pandemonium_instance.pxi" include "_pandemonium_io.pxi" from pandemoniummonium._hazmat.gdnative_api_struct cimport ( pandemonium_gdnative_init_options, pandemonium_pluginscript_language_data, ) from pandemoniummonium._hazmat.internal cimport set_pythonscript_verbose, get_pythonscript_verbose from pandemoniummonium.builtins cimport GDString import sys # OS and ProjectSettings are singletons exposed as global python objects, # hence there are not available from a cimport from pandemoniummonium.bindings import OS, ProjectSettings from pandemoniummonium._version import __version__ as pythonscript_version def _setup_config_entry(name, default_value): gdname = GDString(name) if not ProjectSettings.has_setting(gdname): ProjectSettings.set_setting(gdname, default_value) ProjectSettings.set_initial_value(gdname, default_value) # TODO: `set_builtin_order` is not exposed by gdnative... but is it useful ? return ProjectSettings.get_setting(gdname) cdef api pandemonium_pluginscript_language_data *pythonscript_init() with gil: # Pass argv arguments sys.argv = ["pandemoniummonium"] + [str(x) for x in OS.get_cmdline_args()] # Update PYTHONPATH according to configuration pythonpath = str(_setup_config_entry("python_script/path", "res://;res://lib")) for p in pythonpath.split(";"): p = ProjectSettings.globalize_path(GDString(p)) sys.path.insert(0, str(p)) # Redirect stdout/stderr to have it in the Godot editor console if _setup_config_entry("python_script/io_streams_capture", True): # Note we don't have to remove the stream capture in `pythonscript_finish` given # Godot print API is available until after the Python interpreter is teardown install_io_streams_capture() # Enable verbose output from pythonscript framework if _setup_config_entry("python_script/verbose", False): set_pythonscript_verbose(True) # Finally proudly print banner ;-) if _setup_config_entry("python_script/print_startup_info", True): cooked_sys_version = '.'.join(map(str, sys.version_info)) print(f"Pythonscript {pythonscript_version} (CPython {cooked_sys_version})") if get_pythonscript_verbose(): print(f"PYTHONPATH: {sys.path}") return NULL cdef api void pythonscript_finish(pandemonium_pluginscript_language_data *data) with gil: # /!\ When this function is called, the Python interpreter is fully operational # and might be running user-created threads doing concurrent stuff. # That will continue until `pandemonium_gdnative_terminate` is called (which is # responsible for the actual teardown of the interpreter). pass