/**************************************************************************/ /* script_language.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "script_language.h" #include "core/config/project_settings.h" #include "core/debugger/engine_debugger.h" #include "core/debugger/script_debugger.h" #include "core/io/resource_loader.h" #include ScriptLanguage *ScriptServer::_languages[MAX_LANGUAGES]; int ScriptServer::_language_count = 0; bool ScriptServer::languages_ready = false; Mutex ScriptServer::languages_mutex; bool ScriptServer::scripting_enabled = true; bool ScriptServer::reload_scripts_on_save = false; ScriptEditRequestFunction ScriptServer::edit_request_func = nullptr; void Script::_notification(int p_what) { switch (p_what) { case NOTIFICATION_POSTINITIALIZE: { if (EngineDebugger::is_active()) { callable_mp(this, &Script::_set_debugger_break_language).call_deferred(); } } break; } } Variant Script::_get_property_default_value(const StringName &p_property) { Variant ret; get_property_default_value(p_property, ret); return ret; } TypedArray Script::_get_script_property_list() { TypedArray ret; List list; get_script_property_list(&list); for (const PropertyInfo &E : list) { ret.append(E.operator Dictionary()); } return ret; } TypedArray Script::_get_script_method_list() { TypedArray ret; List list; get_script_method_list(&list); for (const MethodInfo &E : list) { ret.append(E.operator Dictionary()); } return ret; } TypedArray Script::_get_script_signal_list() { TypedArray ret; List list; get_script_signal_list(&list); for (const MethodInfo &E : list) { ret.append(E.operator Dictionary()); } return ret; } Dictionary Script::_get_script_constant_map() { Dictionary ret; HashMap map; get_constants(&map); for (const KeyValue &E : map) { ret[E.key] = E.value; } return ret; } void Script::_set_debugger_break_language() { if (EngineDebugger::is_active()) { EngineDebugger::get_script_debugger()->set_break_language(get_language()); } } int Script::get_script_method_argument_count(const StringName &p_method, bool *r_is_valid) const { MethodInfo mi = get_method_info(p_method); if (mi == MethodInfo()) { if (r_is_valid) { *r_is_valid = false; } return 0; } if (r_is_valid) { *r_is_valid = true; } return mi.arguments.size(); } #ifdef TOOLS_ENABLED PropertyInfo Script::get_class_category() const { String path = get_path(); String scr_name; if (is_built_in()) { if (get_name().is_empty()) { scr_name = TTR("Built-in script"); } else { scr_name = vformat("%s (%s)", get_name(), TTR("Built-in")); } } else { if (get_name().is_empty()) { scr_name = path.get_file(); } else { scr_name = get_name(); } } return PropertyInfo(Variant::NIL, scr_name, PROPERTY_HINT_NONE, path, PROPERTY_USAGE_CATEGORY); } #endif // TOOLS_ENABLED void Script::_bind_methods() { ClassDB::bind_method(D_METHOD("can_instantiate"), &Script::can_instantiate); //ClassDB::bind_method(D_METHOD("instance_create","base_object"),&Script::instance_create); ClassDB::bind_method(D_METHOD("instance_has", "base_object"), &Script::instance_has); ClassDB::bind_method(D_METHOD("has_source_code"), &Script::has_source_code); ClassDB::bind_method(D_METHOD("get_source_code"), &Script::get_source_code); ClassDB::bind_method(D_METHOD("set_source_code", "source"), &Script::set_source_code); ClassDB::bind_method(D_METHOD("reload", "keep_state"), &Script::reload, DEFVAL(false)); ClassDB::bind_method(D_METHOD("get_base_script"), &Script::get_base_script); ClassDB::bind_method(D_METHOD("get_instance_base_type"), &Script::get_instance_base_type); ClassDB::bind_method(D_METHOD("get_global_name"), &Script::get_global_name); ClassDB::bind_method(D_METHOD("has_script_signal", "signal_name"), &Script::has_script_signal); ClassDB::bind_method(D_METHOD("get_script_property_list"), &Script::_get_script_property_list); ClassDB::bind_method(D_METHOD("get_script_method_list"), &Script::_get_script_method_list); ClassDB::bind_method(D_METHOD("get_script_signal_list"), &Script::_get_script_signal_list); ClassDB::bind_method(D_METHOD("get_script_constant_map"), &Script::_get_script_constant_map); ClassDB::bind_method(D_METHOD("get_property_default_value", "property"), &Script::_get_property_default_value); ClassDB::bind_method(D_METHOD("is_tool"), &Script::is_tool); ClassDB::bind_method(D_METHOD("is_abstract"), &Script::is_abstract); ADD_PROPERTY(PropertyInfo(Variant::STRING, "source_code", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_source_code", "get_source_code"); } void Script::reload_from_file() { #ifdef TOOLS_ENABLED // Replicates how the ScriptEditor reloads script resources, which generally handles it. // However, when scripts are to be reloaded but aren't open in the internal editor, we go through here instead. const Ref