godot/modules/gdnative/pluginscript/register_types.cpp
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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5.9 KiB
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/*************************************************************************/
/* register_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/os/dir_access.h"
#include "core/os/os.h"
#include "core/project_settings.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() {
ClassDB::register_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);
}
}