#ifndef SCRIPT_LANGUAGE_H #define SCRIPT_LANGUAGE_H /*************************************************************************/ /* script_language.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, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/io/multiplayer_api.h" #include "core/containers/rb_map.h" #include "core/containers/pair.h" #include "core/object/resource.h" class ScriptLanguage; typedef void (*ScriptEditRequestFunction)(const String &p_path); class ScriptServer { enum { MAX_LANGUAGES = 16 }; static ScriptLanguage *_languages[MAX_LANGUAGES]; static int _language_count; static bool scripting_enabled; static bool reload_scripts_on_save; static bool languages_finished; struct GlobalScriptClass { StringName language; String path; String base; }; static HashMap global_classes; public: static ScriptEditRequestFunction edit_request_func; static void set_scripting_enabled(bool p_enabled); static bool is_scripting_enabled(); _FORCE_INLINE_ static int get_language_count() { return _language_count; } static ScriptLanguage *get_language(int p_idx); static void register_language(ScriptLanguage *p_language); static void unregister_language(ScriptLanguage *p_language); static void set_reload_scripts_on_save(bool p_enable); static bool is_reload_scripts_on_save_enabled(); static void thread_enter(); static void thread_exit(); static void global_classes_clear(); static void add_global_class(const StringName &p_class, const StringName &p_base, const StringName &p_language, const String &p_path); static void remove_global_class(const StringName &p_class); static bool is_global_class(const StringName &p_class); static StringName get_global_class_language(const StringName &p_class); static String get_global_class_path(const String &p_class); static StringName get_global_class_base(const String &p_class); static StringName get_global_class_native_base(const String &p_class); static void get_global_class_list(List *r_global_classes); static void save_global_classes(); static void init_languages(); static void finish_languages(); static bool are_languages_finished() { return languages_finished; } }; class ScriptInstance; class PlaceHolderScriptInstance; class Script : public Resource { GDCLASS(Script, Resource); OBJ_SAVE_TYPE(Script); protected: virtual bool editor_can_reload_from_file() { return false; } // this is handled by editor better void _notification(int p_what); static void _bind_methods(); friend class PlaceHolderScriptInstance; virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {} Variant _get_property_default_value(const StringName &p_property); Array _get_script_property_list(); Array _get_script_method_list(); Array _get_script_signal_list(); Dictionary _get_script_constant_map(); public: virtual bool can_instance() const = 0; virtual Ref