godot/modules/gdnative/pluginscript/pluginscript_instance.cpp
Hristo Stamenov 86bec25c51 Add the instance to the script property evaluation.
This needs to be done so that tool scripts are evaluated properly and their properties are categorized in the inspector (due to a bug of them being missing). I am talking about the properties coming from _get_property_list.
Also added a fallback so that we don't lose properties in the inspector even if they are not properly categorized.
2021-11-09 11:17:51 +02:00

141 lines
5.3 KiB
C++

/*************************************************************************/
/* pluginscript_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/* The above copyright notice and this permission notice shall be */
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/* 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.*/
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/*************************************************************************/
#include "pluginscript_instance.h"
// Godot imports
#include "core/os/os.h"
#include "core/variant/variant.h"
// PluginScript imports
#include "pluginscript_language.h"
#include "pluginscript_script.h"
bool PluginScriptInstance::set(const StringName &p_name, const Variant &p_value) {
return _desc->set_prop(_data, (const godot_string_name *)&p_name, (const godot_variant *)&p_value);
}
bool PluginScriptInstance::get(const StringName &p_name, Variant &r_ret) const {
return _desc->get_prop(_data, (const godot_string_name *)&p_name, (godot_variant *)&r_ret);
}
Ref<Script> PluginScriptInstance::get_script() const {
return _script;
}
ScriptLanguage *PluginScriptInstance::get_language() {
return _script->get_language();
}
Variant::Type PluginScriptInstance::get_property_type(const StringName &p_name, bool *r_is_valid) const {
if (!_script->has_property(p_name)) {
if (r_is_valid) {
*r_is_valid = false;
}
return Variant::NIL;
}
if (r_is_valid) {
*r_is_valid = true;
}
return _script->get_property_info(p_name).type;
}
void PluginScriptInstance::get_property_list(List<PropertyInfo> *p_properties) const {
_script->get_script_property_list(p_properties, this);
}
void PluginScriptInstance::get_method_list(List<MethodInfo> *p_list) const {
_script->get_script_method_list(p_list);
}
bool PluginScriptInstance::has_method(const StringName &p_method) const {
return _script->has_method(p_method);
}
Variant PluginScriptInstance::call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
// TODO: optimize when calling a Godot method from Godot to avoid param conversion ?
godot_variant ret = _desc->call_method(
_data, (godot_string_name *)&p_method, (const godot_variant **)p_args,
p_argcount, (godot_variant_call_error *)&r_error);
Variant var_ret = *(Variant *)&ret;
godot_variant_destroy(&ret);
return var_ret;
}
void PluginScriptInstance::notification(int p_notification) {
_desc->notification(_data, p_notification);
}
String PluginScriptInstance::to_string(bool *r_valid) {
godot_string ret = _desc->to_string(_data, r_valid);
String str_ret = *(String *)&ret;
godot_string_destroy(&ret);
return str_ret;
}
const Vector<Multiplayer::RPCConfig> PluginScriptInstance::get_rpc_methods() const {
return _script->get_rpc_methods();
}
void PluginScriptInstance::refcount_incremented() {
if (_desc->refcount_decremented) {
_desc->refcount_incremented(_data);
}
}
bool PluginScriptInstance::refcount_decremented() {
// Return true if it can die
if (_desc->refcount_decremented) {
return _desc->refcount_decremented(_data);
}
return true;
}
PluginScriptInstance::PluginScriptInstance() {
}
bool PluginScriptInstance::init(PluginScript *p_script, Object *p_owner) {
_owner = p_owner;
_owner_variant = Variant(p_owner);
_script = Ref<PluginScript>(p_script);
_desc = &p_script->_desc->instance_desc;
_data = _desc->init(p_script->_data, (godot_object *)p_owner);
ERR_FAIL_COND_V(_data == nullptr, false);
p_owner->set_script_instance(this);
return true;
}
PluginScriptInstance::~PluginScriptInstance() {
_desc->finish(_data);
_script->_language->lock();
_script->_instances.erase(_owner);
_script->_language->unlock();
}