Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
109 lines
4.1 KiB
C++
109 lines
4.1 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 "gdscript.h"
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#include "gdscript_tokenizer.h"
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#include "io/file_access_encrypted.h"
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#include "io/resource_loader.h"
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#include "os/file_access.h"
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GDScriptLanguage *script_language_gd = NULL;
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ResourceFormatLoaderGDScript *resource_loader_gd = NULL;
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ResourceFormatSaverGDScript *resource_saver_gd = NULL;
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#ifdef TOOLS_ENABLED
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#include "editor/editor_export.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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class EditorExportGDScript : public EditorExportPlugin {
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GDCLASS(EditorExportGDScript, EditorExportPlugin);
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public:
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virtual void _export_file(const String &p_path, const String &p_type, const Set<String> &p_features) {
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if (!p_path.ends_with(".gd"))
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return;
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Vector<uint8_t> file = FileAccess::get_file_as_array(p_path);
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if (file.empty())
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return;
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String txt;
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txt.parse_utf8((const char *)file.ptr(), file.size());
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file = GDScriptTokenizerBuffer::parse_code_string(txt);
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if (file.empty())
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return;
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add_file(p_path.get_basename() + ".gdc", file, true);
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}
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};
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static void _editor_init() {
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Ref<EditorExportGDScript> gd_export;
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gd_export.instance();
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EditorExport::get_singleton()->add_export_plugin(gd_export);
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}
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#endif
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void register_gdscript_types() {
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ClassDB::register_class<GDScript>();
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ClassDB::register_virtual_class<GDScriptFunctionState>();
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script_language_gd = memnew(GDScriptLanguage);
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ScriptServer::register_language(script_language_gd);
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resource_loader_gd = memnew(ResourceFormatLoaderGDScript);
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ResourceLoader::add_resource_format_loader(resource_loader_gd);
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resource_saver_gd = memnew(ResourceFormatSaverGDScript);
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ResourceSaver::add_resource_format_saver(resource_saver_gd);
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#ifdef TOOLS_ENABLED
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EditorNode::add_init_callback(_editor_init);
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#endif
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}
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void unregister_gdscript_types() {
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ScriptServer::unregister_language(script_language_gd);
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if (script_language_gd)
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memdelete(script_language_gd);
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if (resource_loader_gd)
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memdelete(resource_loader_gd);
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if (resource_saver_gd)
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memdelete(resource_saver_gd);
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}
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