godot/modules/gdscript/register_types.cpp
George Marques 5d6e853806
New GDScript tokenizer and parser
Sometimes to fix something you have to break it first.

This get GDScript mostly working with the new tokenizer and parser but
a lot of things isn't working yet. It compiles and it's usable, and that
should be enough for now.

Don't worry: other huge commits will come after this.
2020-07-20 11:38:39 -03:00

150 lines
5.7 KiB
C++

/*************************************************************************/
/* 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/file_access_encrypted.h"
#include "core/io/resource_loader.h"
#include "core/os/dir_access.h"
#include "core/os/file_access.h"
#include "gdscript.h"
#include "gdscript_tokenizer.h"
GDScriptLanguage *script_language_gd = nullptr;
Ref<ResourceFormatLoaderGDScript> resource_loader_gd;
Ref<ResourceFormatSaverGDScript> resource_saver_gd;
#ifdef TOOLS_ENABLED
#include "editor/editor_export.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_translation_parser.h"
#include "editor/gdscript_highlighter.h"
#include "editor/gdscript_translation_parser_plugin.h"
// FIXME: Reenable LSP.
#if 0
#ifndef GDSCRIPT_NO_LSP
#include "core/engine.h"
#include "language_server/gdscript_language_server.h"
#endif // !GDSCRIPT_NO_LSP
#endif
Ref<GDScriptEditorTranslationParserPlugin> gdscript_translation_parser_plugin;
class EditorExportGDScript : public EditorExportPlugin {
GDCLASS(EditorExportGDScript, EditorExportPlugin);
public:
virtual void _export_file(const String &p_path, const String &p_type, const Set<String> &p_features) override {
int script_mode = EditorExportPreset::MODE_SCRIPT_COMPILED;
String script_key;
const Ref<EditorExportPreset> &preset = get_export_preset();
if (preset.is_valid()) {
script_mode = preset->get_script_export_mode();
script_key = preset->get_script_encryption_key().to_lower();
}
if (!p_path.ends_with(".gd") || script_mode == EditorExportPreset::MODE_SCRIPT_TEXT) {
return;
}
// TODO: Readd compiled/encrypted GDScript on export.
return;
}
};
static void _editor_init() {
Ref<EditorExportGDScript> gd_export;
gd_export.instance();
EditorExport::get_singleton()->add_export_plugin(gd_export);
#ifdef TOOLS_ENABLED
Ref<GDScriptSyntaxHighlighter> gdscript_syntax_highlighter;
gdscript_syntax_highlighter.instance();
ScriptEditor::get_singleton()->register_syntax_highlighter(gdscript_syntax_highlighter);
#endif
// FIXME: Reenable LSP.
#if 0
#ifndef GDSCRIPT_NO_LSP
register_lsp_types();
GDScriptLanguageServer *lsp_plugin = memnew(GDScriptLanguageServer);
EditorNode::get_singleton()->add_editor_plugin(lsp_plugin);
Engine::get_singleton()->add_singleton(Engine::Singleton("GDScriptLanguageProtocol", GDScriptLanguageProtocol::get_singleton()));
#endif // !GDSCRIPT_NO_LSP
#endif
}
#endif // TOOLS_ENABLED
void register_gdscript_types() {
ClassDB::register_class<GDScript>();
ClassDB::register_virtual_class<GDScriptFunctionState>();
script_language_gd = memnew(GDScriptLanguage);
ScriptServer::register_language(script_language_gd);
resource_loader_gd.instance();
ResourceLoader::add_resource_format_loader(resource_loader_gd);
resource_saver_gd.instance();
ResourceSaver::add_resource_format_saver(resource_saver_gd);
#ifdef TOOLS_ENABLED
EditorNode::add_init_callback(_editor_init);
gdscript_translation_parser_plugin.instance();
EditorTranslationParser::get_singleton()->add_parser(gdscript_translation_parser_plugin, EditorTranslationParser::STANDARD);
#endif // TOOLS_ENABLED
}
void unregister_gdscript_types() {
ScriptServer::unregister_language(script_language_gd);
if (script_language_gd) {
memdelete(script_language_gd);
}
ResourceLoader::remove_resource_format_loader(resource_loader_gd);
resource_loader_gd.unref();
ResourceSaver::remove_resource_format_saver(resource_saver_gd);
resource_saver_gd.unref();
#ifdef TOOLS_ENABLED
EditorTranslationParser::get_singleton()->remove_parser(gdscript_translation_parser_plugin, EditorTranslationParser::STANDARD);
gdscript_translation_parser_plugin.unref();
#endif // TOOLS_ENABLED
}