This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
119 lines
5.7 KiB
C++
119 lines
5.7 KiB
C++
/*************************************************************************/
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/* register_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "register_types.h"
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#include "core/io/resource_loader.h"
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#include "core/io/resource_saver.h"
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#include "core/os/dir_access.h"
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#include "core/os/os.h"
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#include "core/project_settings.h"
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#include "scene/main/scene_tree.h"
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#include "pluginscript_language.h"
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#include "pluginscript_script.h"
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#include <pluginscript/godot_pluginscript.h>
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static List<PluginScriptLanguage *> pluginscript_languages;
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static Error _check_language_desc(const godot_pluginscript_language_desc *desc) {
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ERR_FAIL_COND_V(!desc->name || desc->name == String(), ERR_BUG);
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ERR_FAIL_COND_V(!desc->type || desc->type == String(), ERR_BUG);
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ERR_FAIL_COND_V(!desc->extension || desc->extension == String(), ERR_BUG);
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ERR_FAIL_COND_V(!desc->recognized_extensions || !desc->recognized_extensions[0], ERR_BUG);
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ERR_FAIL_COND_V(!desc->init, ERR_BUG);
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ERR_FAIL_COND_V(!desc->finish, ERR_BUG);
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// desc->reserved_words is not mandatory
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// desc->comment_delimiters is not mandatory
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// desc->string_delimiters is not mandatory
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// desc->get_template_source_code is not mandatory
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// desc->validate is not mandatory
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// desc->get_template_source_code is not mandatory
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// desc->validate is not mandatory
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// desc->find_function is not mandatory
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// desc->make_function is not mandatory
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// desc->complete_code is not mandatory
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// desc->auto_indent_code is not mandatory
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ERR_FAIL_COND_V(!desc->add_global_constant, ERR_BUG);
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// desc->debug_get_error is not mandatory
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// desc->debug_get_stack_level_count is not mandatory
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// desc->debug_get_stack_level_line is not mandatory
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// desc->debug_get_stack_level_function is not mandatory
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// desc->debug_get_stack_level_source is not mandatory
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// desc->debug_get_stack_level_locals is not mandatory
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// desc->debug_get_stack_level_members is not mandatory
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// desc->debug_get_globals is not mandatory
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// desc->debug_parse_stack_level_expression is not mandatory
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// desc->profiling_start is not mandatory
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// desc->profiling_stop is not mandatory
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// desc->profiling_get_accumulated_data is not mandatory
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// desc->profiling_get_frame_data is not mandatory
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// desc->profiling_frame is not mandatory
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ERR_FAIL_COND_V(!desc->script_desc.init, ERR_BUG);
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ERR_FAIL_COND_V(!desc->script_desc.finish, ERR_BUG);
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ERR_FAIL_COND_V(!desc->script_desc.instance_desc.init, ERR_BUG);
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ERR_FAIL_COND_V(!desc->script_desc.instance_desc.finish, ERR_BUG);
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ERR_FAIL_COND_V(!desc->script_desc.instance_desc.set_prop, ERR_BUG);
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ERR_FAIL_COND_V(!desc->script_desc.instance_desc.get_prop, ERR_BUG);
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ERR_FAIL_COND_V(!desc->script_desc.instance_desc.call_method, ERR_BUG);
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ERR_FAIL_COND_V(!desc->script_desc.instance_desc.notification, ERR_BUG);
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// desc->script_desc.instance_desc.refcount_incremented is not mandatory
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// desc->script_desc.instance_desc.refcount_decremented is not mandatory
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return OK;
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}
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void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc) {
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Error ret = _check_language_desc(language_desc);
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if (ret) {
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ERR_FAIL();
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}
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PluginScriptLanguage *language = memnew(PluginScriptLanguage(language_desc));
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ScriptServer::register_language(language);
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ResourceLoader::add_resource_format_loader(language->get_resource_loader());
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ResourceSaver::add_resource_format_saver(language->get_resource_saver());
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pluginscript_languages.push_back(language);
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}
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void register_pluginscript_types() {
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ClassDB::register_class<PluginScript>();
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}
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void unregister_pluginscript_types() {
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for (List<PluginScriptLanguage *>::Element *e = pluginscript_languages.front(); e; e = e->next()) {
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PluginScriptLanguage *language = e->get();
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ScriptServer::unregister_language(language);
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memdelete(language);
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}
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}
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