/*************************************************************************/ /* 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/io/file_access_encrypted.h" #include "core/io/resource_loader.h" #include "core/os/dir_access.h" #include "core/os/file_access.h" #include "gdscript.h" #include "gdscript_analyzer.h" #include "gdscript_cache.h" #include "gdscript_tokenizer.h" #include "gdscript_utility_functions.h" #ifdef TESTS_ENABLED #include "tests/test_gdscript.h" #include "tests/test_macros.h" #endif GDScriptLanguage *script_language_gd = nullptr; Ref resource_loader_gd; Ref resource_saver_gd; GDScriptCache *gdscript_cache = nullptr; #ifdef TOOLS_ENABLED #include "editor/editor_export.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/editor_translation_parser.h" #include "editor/gdscript_highlighter.h" #include "editor/gdscript_translation_parser_plugin.h" #ifndef GDSCRIPT_NO_LSP #include "core/config/engine.h" #include "language_server/gdscript_language_server.h" #endif // !GDSCRIPT_NO_LSP Ref gdscript_translation_parser_plugin; class EditorExportGDScript : public EditorExportPlugin { GDCLASS(EditorExportGDScript, EditorExportPlugin); public: virtual void _export_file(const String &p_path, const String &p_type, const Set &p_features) override { int script_mode = EditorExportPreset::MODE_SCRIPT_COMPILED; String script_key; const Ref &preset = get_export_preset(); if (preset.is_valid()) { script_mode = preset->get_script_export_mode(); script_key = preset->get_script_encryption_key().to_lower(); } if (!p_path.ends_with(".gd") || script_mode == EditorExportPreset::MODE_SCRIPT_TEXT) { return; } // TODO: Re-add compiled GDScript on export. return; } }; static void _editor_init() { Ref gd_export; gd_export.instance(); EditorExport::get_singleton()->add_export_plugin(gd_export); #ifdef TOOLS_ENABLED Ref gdscript_syntax_highlighter; gdscript_syntax_highlighter.instance(); ScriptEditor::get_singleton()->register_syntax_highlighter(gdscript_syntax_highlighter); #endif #ifndef GDSCRIPT_NO_LSP register_lsp_types(); GDScriptLanguageServer *lsp_plugin = memnew(GDScriptLanguageServer); EditorNode::get_singleton()->add_editor_plugin(lsp_plugin); Engine::get_singleton()->add_singleton(Engine::Singleton("GDScriptLanguageProtocol", GDScriptLanguageProtocol::get_singleton())); #endif // !GDSCRIPT_NO_LSP } #endif // TOOLS_ENABLED void register_gdscript_types() { ClassDB::register_class(); script_language_gd = memnew(GDScriptLanguage); ScriptServer::register_language(script_language_gd); resource_loader_gd.instance(); ResourceLoader::add_resource_format_loader(resource_loader_gd); resource_saver_gd.instance(); ResourceSaver::add_resource_format_saver(resource_saver_gd); gdscript_cache = memnew(GDScriptCache); #ifdef TOOLS_ENABLED EditorNode::add_init_callback(_editor_init); gdscript_translation_parser_plugin.instance(); EditorTranslationParser::get_singleton()->add_parser(gdscript_translation_parser_plugin, EditorTranslationParser::STANDARD); #endif // TOOLS_ENABLED GDScriptUtilityFunctions::register_functions(); } void unregister_gdscript_types() { ScriptServer::unregister_language(script_language_gd); if (gdscript_cache) { memdelete(gdscript_cache); } if (script_language_gd) { memdelete(script_language_gd); } ResourceLoader::remove_resource_format_loader(resource_loader_gd); resource_loader_gd.unref(); ResourceSaver::remove_resource_format_saver(resource_saver_gd); resource_saver_gd.unref(); #ifdef TOOLS_ENABLED EditorTranslationParser::get_singleton()->remove_parser(gdscript_translation_parser_plugin, EditorTranslationParser::STANDARD); gdscript_translation_parser_plugin.unref(); #endif // TOOLS_ENABLED GDScriptParser::cleanup(); GDScriptAnalyzer::cleanup(); GDScriptUtilityFunctions::unregister_functions(); } #ifdef TESTS_ENABLED void test_tokenizer() { TestGDScript::test(TestGDScript::TestType::TEST_TOKENIZER); } void test_parser() { TestGDScript::test(TestGDScript::TestType::TEST_PARSER); } void test_compiler() { TestGDScript::test(TestGDScript::TestType::TEST_COMPILER); } void test_bytecode() { TestGDScript::test(TestGDScript::TestType::TEST_BYTECODE); } REGISTER_TEST_COMMAND("gdscript-tokenizer", &test_tokenizer); REGISTER_TEST_COMMAND("gdscript-parser", &test_parser); REGISTER_TEST_COMMAND("gdscript-compiler", &test_compiler); REGISTER_TEST_COMMAND("gdscript-bytecode", &test_bytecode); #endif