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[GDnative] add pluginscript \o/ #11953
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/*************************************************************************/ | ||
/* godot_nativescript.h */ | ||
/*************************************************************************/ | ||
/* This file is part of: */ | ||
/* GODOT ENGINE */ | ||
/* https://godotengine.org */ | ||
/*************************************************************************/ | ||
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ | ||
/* Copyright (c) 2014-2017 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 | ||
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#include <gdnative/gdnative.h> | ||
#include <nativescript/godot_nativescript.h> | ||
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#ifdef __cplusplus | ||
extern "C" { | ||
#endif | ||
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typedef void godot_pluginscript_instance_data; | ||
typedef void godot_pluginscript_script_data; | ||
typedef void godot_pluginscript_language_data; | ||
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// --- Instance --- | ||
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// 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); | ||
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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); | ||
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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); | ||
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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); | ||
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//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 thoses 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; | ||
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// --- Script --- | ||
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typedef struct { | ||
godot_pluginscript_script_data *data; | ||
godot_string_name name; | ||
godot_bool is_tool; | ||
godot_string_name base; | ||
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// 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 | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
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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; | ||
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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; | ||
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// --- Language --- | ||
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typedef struct { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Why doesn't language have a There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. done. |
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godot_string_name signature; | ||
godot_int call_count; | ||
godot_int total_time; // In microseconds | ||
godot_int self_time; // In microseconds | ||
} godot_pluginscript_profiling_data; | ||
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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; | ||
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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); | ||
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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); | ||
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// 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); | ||
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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); | ||
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godot_pluginscript_script_desc script_desc; | ||
} godot_pluginscript_language_desc; | ||
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void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc); | ||
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#ifdef __cplusplus | ||
} | ||
#endif | ||
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#endif // GODOT_PLUGINSCRIPT_H |
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#!/usr/bin/env python | ||
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Import('env') | ||
Import('env_modules') | ||
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env_pluginscript = env_modules.Clone() | ||
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env_pluginscript.Append(CPPPATH=['#modules/gdnative/include/']) | ||
env_pluginscript.add_source_files(env.modules_sources, '*.cpp') |
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If you know the format, why not use a struct
godot_pluginscript_method_desc
with those fields, so you can have agodot_pluginscript_method_desc *methods; // pointer to array
and num of methods? should be less painfull than filling a dictionary.But a dictionary works too of course.
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It seems easier for me to build those fields with godot arrays&dict to avoid painful memory management (typically having to free a single array vs having to walk all the sub arrays and fields in each elements to free everything by hand...)