/*************************************************************************/ /* register_types.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 "gdscript.h" #include "gdscript_tokenizer.h" #include "io/file_access_encrypted.h" #include "io/resource_loader.h" #include "os/file_access.h" GDScriptLanguage *script_language_gd = NULL; ResourceFormatLoaderGDScript *resource_loader_gd = NULL; ResourceFormatSaverGDScript *resource_saver_gd = NULL; #ifdef TOOLS_ENABLED #include "editor/editor_export.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" class EditorExportGDScript : public EditorExportPlugin { GDCLASS(EditorExportGDScript, EditorExportPlugin); public: virtual void _export_file(const String &p_path, const String &p_type, const Set &p_features) { if (!p_path.ends_with(".gd")) return; Vector file = FileAccess::get_file_as_array(p_path); if (file.empty()) return; String txt; txt.parse_utf8((const char *)file.ptr(), file.size()); file = GDScriptTokenizerBuffer::parse_code_string(txt); if (file.empty()) return; add_file(p_path.get_basename() + ".gdc", file, true); } }; static void _editor_init() { Ref gd_export; gd_export.instance(); EditorExport::get_singleton()->add_export_plugin(gd_export); } #endif void register_gdscript_types() { ClassDB::register_class(); ClassDB::register_virtual_class(); script_language_gd = memnew(GDScriptLanguage); ScriptServer::register_language(script_language_gd); resource_loader_gd = memnew(ResourceFormatLoaderGDScript); ResourceLoader::add_resource_format_loader(resource_loader_gd); resource_saver_gd = memnew(ResourceFormatSaverGDScript); ResourceSaver::add_resource_format_saver(resource_saver_gd); #ifdef TOOLS_ENABLED EditorNode::add_init_callback(_editor_init); #endif } void unregister_gdscript_types() { ScriptServer::unregister_language(script_language_gd); if (script_language_gd) memdelete(script_language_gd); if (resource_loader_gd) memdelete(resource_loader_gd); if (resource_saver_gd) memdelete(resource_saver_gd); }