godot/modules/gdnative/pluginscript/register_types.cpp
reduz 5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00

122 lines
5.9 KiB
C++

/*************************************************************************/
/* 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 <pluginscript/godot_pluginscript.h>
static List<PluginScriptLanguage *> 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<PluginScriptLanguage *>::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);
}
}