godot/core/object/script_instance.h
Yuri Sizov d8ff69d53c Extract ScriptInstance to simplify includes
This allows to include script_instance.h directly in the
generated gdvirtual.gen.inc, and remove excessive includes
from the codebase.

This should also allow Resource to use GDVIRTUAL macros,
which wasn't possible previously due to a circular dependency.
2023-09-06 22:54:38 +02:00

99 lines
4.8 KiB
C++

/**************************************************************************/
/* script_instance.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef SCRIPT_INSTANCE_H
#define SCRIPT_INSTANCE_H
#include "core/object/ref_counted.h"
class Script;
class ScriptLanguage;
class ScriptInstance {
public:
virtual bool set(const StringName &p_name, const Variant &p_value) = 0;
virtual bool get(const StringName &p_name, Variant &r_ret) const = 0;
virtual void get_property_list(List<PropertyInfo> *p_properties) const = 0;
virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const = 0;
virtual void validate_property(PropertyInfo &p_property) const = 0;
virtual bool property_can_revert(const StringName &p_name) const = 0;
virtual bool property_get_revert(const StringName &p_name, Variant &r_ret) const = 0;
virtual Object *get_owner() { return nullptr; }
virtual void get_property_state(List<Pair<StringName, Variant>> &state);
virtual void get_method_list(List<MethodInfo> *p_list) const = 0;
virtual bool has_method(const StringName &p_method) const = 0;
virtual Variant callp(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) = 0;
template <typename... VarArgs>
Variant call(const StringName &p_method, VarArgs... p_args) {
Variant args[sizeof...(p_args) + 1] = { p_args..., Variant() }; // +1 makes sure zero sized arrays are also supported.
const Variant *argptrs[sizeof...(p_args) + 1];
for (uint32_t i = 0; i < sizeof...(p_args); i++) {
argptrs[i] = &args[i];
}
Callable::CallError cerr;
return callp(p_method, sizeof...(p_args) == 0 ? nullptr : (const Variant **)argptrs, sizeof...(p_args), cerr);
}
virtual Variant call_const(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error); // implement if language supports const functions
virtual void notification(int p_notification, bool p_reversed = false) = 0;
virtual String to_string(bool *r_valid) {
if (r_valid) {
*r_valid = false;
}
return String();
}
//this is used by script languages that keep a reference counter of their own
//you can make make Ref<> not die when it reaches zero, so deleting the reference
//depends entirely from the script
virtual void refcount_incremented() {}
virtual bool refcount_decremented() { return true; } //return true if it can die
virtual Ref<Script> get_script() const = 0;
virtual bool is_placeholder() const { return false; }
virtual void property_set_fallback(const StringName &p_name, const Variant &p_value, bool *r_valid);
virtual Variant property_get_fallback(const StringName &p_name, bool *r_valid);
virtual const Variant get_rpc_config() const;
virtual ScriptLanguage *get_language() = 0;
virtual ~ScriptInstance();
};
#endif // SCRIPT_INSTANCE_H