/*************************************************************************/
/*  register_types.cpp                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
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/* "Software"), to deal in the Software without restriction, including   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
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/* The above copyright notice and this permission notice shall be        */
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/*************************************************************************/

#include "register_types.h"

#include "io/resource_loader.h"
#include "io/resource_saver.h"

#include "nativescript.h"

#include "core/os/os.h"

NativeScriptLanguage *native_script_language;

ResourceFormatLoaderNativeScript *resource_loader_gdns = NULL;
ResourceFormatSaverNativeScript *resource_saver_gdns = NULL;

void register_nativescript_types() {
	native_script_language = memnew(NativeScriptLanguage);

	ClassDB::register_class<NativeScript>();

	native_script_language->set_language_index(ScriptServer::get_language_count());
	ScriptServer::register_language(native_script_language);

	resource_saver_gdns = memnew(ResourceFormatSaverNativeScript);
	ResourceSaver::add_resource_format_saver(resource_saver_gdns);

	resource_loader_gdns = memnew(ResourceFormatLoaderNativeScript);
	ResourceLoader::add_resource_format_loader(resource_loader_gdns);
}

void unregister_nativescript_types() {

	memdelete(resource_loader_gdns);

	memdelete(resource_saver_gdns);

	if (native_script_language) {
		ScriptServer::unregister_language(native_script_language);
		memdelete(native_script_language);
	}
}
