#ifndef JAVASCRIPT_SINGLETON_H
#define JAVASCRIPT_SINGLETON_H
/*************************************************************************/
/*  javascript_singleton.h                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 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,  */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "core/object/object.h"
#include "core/object/reference.h"

class JavaScriptObject : public Reference {
private:
	GDCLASS(JavaScriptObject, Reference);

protected:
	virtual bool _set(const StringName &p_name, const Variant &p_value) { return false; }
	virtual bool _get(const StringName &p_name, Variant &r_ret) const { return false; }
	virtual void _get_property_list(List<PropertyInfo> *p_list) const {}
};

class JavaScript : public Object {
private:
	GDCLASS(JavaScript, Object);

	static JavaScript *singleton;

protected:
	static void _bind_methods();

public:
	Variant eval(const String &p_code, bool p_use_global_exec_context = false);
	Ref<JavaScriptObject> get_interface(const String &p_interface);
	Ref<JavaScriptObject> create_callback(Object *p_ref, const StringName &p_method);
	Variant _create_object_bind(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
	void download_buffer(Vector<uint8_t> p_arr, const String &p_name, const String &p_mime = "application/octet-stream");
	bool pwa_needs_update() const;
	Error pwa_update();
	void force_fs_sync();

	static JavaScript *get_singleton();
	JavaScript();
	~JavaScript();
};

#endif // JAVASCRIPT_SINGLETON_H
