mirror of
https://github.com/godotengine/godot.git
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59bcc2888c
Added to: * `Callable`s * `Object`s * `ClassDB` * `Script(Instance)`s
94 lines
3.7 KiB
C++
94 lines
3.7 KiB
C++
/**************************************************************************/
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/* script_instance.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "script_instance.h"
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#include "core/object/script_language.h"
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int ScriptInstance::get_method_argument_count(const StringName &p_method, bool *r_is_valid) const {
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// Default implementation simply traverses hierarchy.
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Ref<Script> script = get_script();
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while (script.is_valid()) {
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bool valid = false;
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int ret = script->get_script_method_argument_count(p_method, &valid);
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if (valid) {
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if (r_is_valid) {
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*r_is_valid = true;
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}
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return ret;
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}
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script = script->get_base_script();
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}
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if (r_is_valid) {
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*r_is_valid = false;
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}
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return 0;
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}
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Variant ScriptInstance::call_const(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
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return callp(p_method, p_args, p_argcount, r_error);
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}
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void ScriptInstance::get_property_state(List<Pair<StringName, Variant>> &state) {
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List<PropertyInfo> pinfo;
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get_property_list(&pinfo);
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for (const PropertyInfo &E : pinfo) {
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if (E.usage & PROPERTY_USAGE_STORAGE) {
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Pair<StringName, Variant> p;
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p.first = E.name;
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if (get(p.first, p.second)) {
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state.push_back(p);
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}
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}
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}
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}
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void ScriptInstance::property_set_fallback(const StringName &, const Variant &, bool *r_valid) {
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if (r_valid) {
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*r_valid = false;
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}
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}
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Variant ScriptInstance::property_get_fallback(const StringName &, bool *r_valid) {
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if (r_valid) {
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*r_valid = false;
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}
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return Variant();
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}
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const Variant ScriptInstance::get_rpc_config() const {
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return get_script()->get_rpc_config();
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}
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ScriptInstance::~ScriptInstance() {
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}
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