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GeezerVison is showing github.com — luascript/lua_script.cpp at master · perbone/luascript Expand file tree/ Copy pathlua_script.cppMore file actions 342 lines (240 loc) · 8.56 KB / Copy pathlua_script.cppFile metadata and controls342 lines (240 loc) · 8.56 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 /* * This file is part of LuaScript * https://github.com/perbone/luascrip/ * * Copyright 2017-2024 Paulo Perbone * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License */ #include "lua_script.h" #include "lua_script_instance.h" #include "lua_script_language.h" #include "constants.h" #include "debug.h" #include "core/os/os.h" LuaScript::LuaScript() : self(this) { print_debug("LuaScript::constructor"); #ifdef DEBUG_ENABLED auto guard = LuaScriptLanguage::acquire(); LuaScriptLanguage::get_singleton()->script_list.add(&this->self); #endif } // TODO LuaScript::~LuaScript() { print_debug("LuaScript::destructor"); #ifdef DEBUG_ENABLED auto guard = LuaScriptLanguage::acquire(); LuaScriptLanguage::get_singleton()->script_list.remove(&this->self); #endif } // TODO bool LuaScript::can_instantiate() const { print_debug("LuaScript::can_instantiate"); return valid || (!tool && !ScriptServer::is_scripting_enabled()); } // Returns the script directly inherited by this script. Ref<Script> LuaScript::get_base_script() const { // TODO print_debug("LuaScript::get_base_script"); return Ref<Script>{}; } StringName LuaScript::get_global_name() const { print_debug("LuaScript::get_global_name"); return StringName{}; } bool LuaScript::inherits_script(const Ref<Script> &p_script) const { print_debug("LuaScript::inherits_script"); return false; } StringName LuaScript::get_instance_base_type() const { // TODO print_debug("LuaScript::get_instance_base_type"); return StringName{ "Node2D" }; } ScriptInstance *LuaScript::instance_create(Object *p_this) { // TODO print_debug("LuaScript::instance_create( p_this = " + p_this->get_class_name() + " )"); ERR_FAIL_COND_V(!this->valid, nullptr); LuaScriptInstance *instance = memnew(LuaScriptInstance(p_this, Ref<LuaScript>(this))); p_this->set_script_instance(instance); auto guard = LuaScriptLanguage::acquire(); this->instances.insert(p_this); //debug-on instance->baseClassName = String{ p_this->get_class_name() }; //debug-off return instance; } #ifdef TOOLS_ENABLED PlaceHolderScriptInstance *LuaScript::placeholder_instance_create(Object *p_this) { print_debug("LuaScript::placeholder_instance_create( p_this = " + p_this->get_class_name() + " )"); PlaceHolderScriptInstance *instance = memnew(PlaceHolderScriptInstance(LuaScriptLanguage::get_singleton(), Ref<Script>(this), p_this)); placeholders.insert(instance); update_exports(); return instance; } #endif bool LuaScript::instance_has(const Object *p_this) const { // TODO print_debug("LuaScript::instance_has( p_this = %s )", String(p_this->get_class_name()).ascii().get_data()); auto guard = LuaScriptLanguage::acquire(); bool found = this->instances.has((Object *)p_this); print_debug("LuaScript::instance_has( p_this = " + p_this->get_class_name() + " ) found = " + (found ? "yes" : "no") + " )"); return found; } bool LuaScript::has_source_code() const { print_debug("LuaScript::has_source_code"); return !this->source.is_empty(); } String LuaScript::get_source_code() const { print_debug("LuaScript::get_source_code"); return this->source; } void LuaScript::set_source_code(const String &p_code) { print_debug("LuaScript::set_source_code"); if (p_code != this->source) { this->source = p_code; #ifdef TOOLS_ENABLED source_changed_cache = true; #endif } } Error LuaScript::reload(bool p_keep_state) { // TODO print_debug("LuaScript::reload( p_keep_state = %d )", p_keep_state); { auto guard = LuaScriptLanguage::acquire(); bool has_instances = instances.size(); ERR_FAIL_COND_V(!p_keep_state && has_instances, ERR_ALREADY_IN_USE); } this->valid = false; // TODO reload // this->tool = this->valid = true; return OK; } #ifdef TOOLS_ENABLED Vector<DocData::ClassDoc> LuaScript::get_documentation() const { print_debug("LuaScript::get_documentation"); return this->docs; } // TODO String LuaScript::get_class_icon_path() const { print_debug("LuaScript::get_class_icon_path"); return String(); } // TODO PropertyInfo LuaScript::get_class_category() const { print_debug("LuaScript::get_class_category"); return PropertyInfo(); } // TODO #endif bool LuaScript::has_method(const StringName &p_method) const { // TODO print_debug("LuaScript::has_method( p_method = %s )", String(p_method).ascii().get_data()); return false; } MethodInfo LuaScript::get_method_info(const StringName &p_method) const { // TODO print_debug("LuaScript::get_method_info( p_method = %s )", String(p_method).ascii().get_data()); return MethodInfo{}; } bool LuaScript::is_tool() const { // TODO print_debug("LuaScript::is_tool"); return this->tool; } bool LuaScript::is_valid() const { // TODO print_debug("LuaScript::is_valid"); return this->valid; } bool LuaScript::is_abstract() const { print_debug("LuaScript::is_abstract"); return this->abstract; } ScriptLanguage *LuaScript::get_language() const { // TODO print_debug("LuaScript::get_language"); return LuaScriptLanguage::get_singleton(); } bool LuaScript::has_script_signal(const StringName &p_signal) const { // TODO print_debug("LuaScript::has_script_signal( p_signal = %s )", String(p_signal).ascii().get_data()); return false; } void LuaScript::get_script_signal_list(List<MethodInfo> *r_signals) const { print_debug("LuaScript::get_script_signal_list"); } // TODO bool LuaScript::get_property_default_value(const StringName &p_property, Variant &r_value) const { // TODO print_debug("LuaScript::get_property_default_value( p_property = %s )", String(p_property).ascii().get_data()); #ifdef TOOLS_ENABLED return false; #endif return false; } void LuaScript::update_exports() { print_debug("LuaScript::update_exports"); #ifdef TOOLS_ENABLED // TODO this->placeholder_fallback_enabled = false; #endif } // TODO void LuaScript::get_script_method_list(List<MethodInfo> *p_list) const { print_debug("LuaScript::get_script_method_list"); } // TODO void LuaScript::get_script_property_list(List<PropertyInfo> *p_list) const { print_debug("LuaScript::get_script_property_list"); } // TODO int LuaScript::get_member_line(const StringName &p_member) const { print_debug("LuaScript::get_member_line( p_member = " + p_member + " )"); return -1; } void LuaScript::get_constants(HashMap<StringName, Variant> *p_constants) { print_debug("LuaScript::get_constants"); } // TODO void LuaScript::get_members(HashSet<StringName> *p_members) { print_debug("LuaScript::get_members"); #if defined(TOOLS_ENABLED) || defined(DEBUG_ENABLED) #endif } // TODO #ifdef TOOLS_ENABLED bool LuaScript::is_placeholder_fallback_enabled() const { print_debug("LuaScript::is_placeholder_fallback_enabled"); return this->placeholder_fallback_enabled; } // TODO #endif const Variant LuaScript::get_rpc_config() const { print_debug("LuaScript::get_rpc_config"); return this->rpc_config; } // TODO Error LuaScript::load_source_code(const String &p_path) { print_debug("_LuaScript::load_source_code( p_path = %s )", String(p_path).ascii().get_data()); Error error; Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ, &error); if (error) { ERR_FAIL_COND_V(error, error); } Vector<uint8_t> buffer; const uint64_t len = static_cast<const uint64_t>(file->get_length()); buffer.resize(len + 1); uint8_t *w = buffer.ptrw(); uint64_t r = file->get_buffer(w, len); ERR_FAIL_COND_V(r != len, ERR_CANT_OPEN); w[len] = 0; String source; if (source.parse_utf8((const char *)w)) { ERR_FAIL_V_MSG(ERR_INVALID_DATA, "Script '" + p_path + "' contains invalid unicode (utf-8), so it was not loaded. Please ensure that scripts are saved in valid utf-8 unicode."); } this->set_source_code(source); return OK; } void LuaScript::_bind_methods() { print_debug("LuaScript::_bind_methods"); ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &LuaScript::_new, MethodInfo("new")); } // TODO #ifdef TOOLS_ENABLED void LuaScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder) { print_debug("LuaScript::_placeholder_erased"); this->placeholders.erase(p_placeholder); } #endif Variant LuaScript::_new(const Variant **p_args, int p_argcount, Callable::CallError &r_error) { // TODO print_debug("LuaScript::_new"); return Variant{}; } |
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