/*************************************************************************/ /* register_types.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 "register_types.h" #include "core/config/project_settings.h" #include "core/io/dir_access.h" #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "core/os/os.h" #include "scene/main/scene_tree.h" #include "pluginscript_language.h" #include "pluginscript_script.h" #include static List pluginscript_languages; static Error _check_language_desc(const godot_pluginscript_language_desc *desc) { ERR_FAIL_COND_V(!desc->name || desc->name == String(), ERR_BUG); ERR_FAIL_COND_V(!desc->type || desc->type == String(), ERR_BUG); ERR_FAIL_COND_V(!desc->extension || desc->extension == String(), ERR_BUG); ERR_FAIL_COND_V(!desc->recognized_extensions || !desc->recognized_extensions[0], ERR_BUG); ERR_FAIL_COND_V(!desc->init, ERR_BUG); ERR_FAIL_COND_V(!desc->finish, ERR_BUG); // desc->reserved_words is not mandatory // desc->comment_delimiters is not mandatory // desc->string_delimiters is not mandatory // desc->get_template_source_code is not mandatory // desc->validate is not mandatory // desc->get_template_source_code is not mandatory // desc->validate is not mandatory // desc->find_function is not mandatory // desc->make_function is not mandatory // desc->complete_code is not mandatory // desc->auto_indent_code is not mandatory ERR_FAIL_COND_V(!desc->add_global_constant, ERR_BUG); // desc->debug_get_error is not mandatory // desc->debug_get_stack_level_count is not mandatory // desc->debug_get_stack_level_line is not mandatory // desc->debug_get_stack_level_function is not mandatory // desc->debug_get_stack_level_source is not mandatory // desc->debug_get_stack_level_locals is not mandatory // desc->debug_get_stack_level_members is not mandatory // desc->debug_get_globals is not mandatory // desc->debug_parse_stack_level_expression is not mandatory // desc->profiling_start is not mandatory // desc->profiling_stop is not mandatory // desc->profiling_get_accumulated_data is not mandatory // desc->profiling_get_frame_data is not mandatory // desc->profiling_frame is not mandatory ERR_FAIL_COND_V(!desc->script_desc.init, ERR_BUG); ERR_FAIL_COND_V(!desc->script_desc.finish, ERR_BUG); ERR_FAIL_COND_V(!desc->script_desc.instance_desc.init, ERR_BUG); ERR_FAIL_COND_V(!desc->script_desc.instance_desc.finish, ERR_BUG); ERR_FAIL_COND_V(!desc->script_desc.instance_desc.set_prop, ERR_BUG); ERR_FAIL_COND_V(!desc->script_desc.instance_desc.get_prop, ERR_BUG); ERR_FAIL_COND_V(!desc->script_desc.instance_desc.call_method, ERR_BUG); ERR_FAIL_COND_V(!desc->script_desc.instance_desc.notification, ERR_BUG); // desc->script_desc.instance_desc.refcount_incremented is not mandatory // desc->script_desc.instance_desc.refcount_decremented is not mandatory return OK; } void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc) { Error ret = _check_language_desc(language_desc); if (ret) { ERR_FAIL(); } PluginScriptLanguage *language = memnew(PluginScriptLanguage(language_desc)); ScriptServer::register_language(language); ResourceLoader::add_resource_format_loader(language->get_resource_loader()); ResourceSaver::add_resource_format_saver(language->get_resource_saver()); pluginscript_languages.push_back(language); } void register_pluginscript_types() { GDREGISTER_CLASS(PluginScript); } void unregister_pluginscript_types() { for (List::Element *e = pluginscript_languages.front(); e; e = e->next()) { PluginScriptLanguage *language = e->get(); ScriptServer::unregister_language(language); ResourceLoader::remove_resource_format_loader(language->get_resource_loader()); ResourceSaver::remove_resource_format_saver(language->get_resource_saver()); memdelete(language); } }