1 module godot.c.pluginscript;
2 
3 import godot.c.core, godot.c.nativescript;
4 
5 @nogc nothrow:
6 extern(C):
7 
8 struct godot_pluginscript_instance_data {};
9 struct godot_pluginscript_script_data {};
10 struct godot_pluginscript_language_data {};
11 
12 struct godot_pluginscript_instance_desc
13 {
14 	godot_pluginscript_instance_data *function(godot_pluginscript_script_data *p_data, godot_object p_owner) init;
15 	void function(godot_pluginscript_instance_data *p_data) finish;
16 
17 	godot_bool function(godot_pluginscript_instance_data *p_data, const godot_string *p_name, const godot_variant *p_value) set_prop;
18 	godot_bool function(godot_pluginscript_instance_data *p_data, const godot_string *p_name, godot_variant *r_ret) get_prop;
19 
20 	godot_variant function(godot_pluginscript_instance_data *p_data,
21 			const godot_string_name *p_method, const godot_variant **p_args,
22 			int p_argcount, godot_variant_call_error *r_error) call_method;
23 
24 	void function(godot_pluginscript_instance_data *p_data, int p_notification) notification;
25 	// TODO: could this rpc mode stuff be moved to the godot_pluginscript_script_manifest ?
26 	godot_method_rpc_mode function(godot_pluginscript_instance_data *p_data, const godot_string *p_method) get_rpc_mode;
27 	godot_method_rpc_mode function(godot_pluginscript_instance_data *p_data, const godot_string *p_variable) get_rset_mode;
28 
29 	//this is used by script languages that keep a reference counter of their own
30 	//you can make make Ref<> not die when it reaches zero, so deleting the reference
31 	//depends entirely from the script.
32 	// Note: You can set thoses function pointer to NULL if not needed.
33 	void function(godot_pluginscript_instance_data *p_data) refcount_incremented;
34 	bool function(godot_pluginscript_instance_data *p_data) refcount_decremented; // return true if it can die
35 }
36 
37 struct godot_pluginscript_script_manifest
38 {
39 	godot_pluginscript_script_data *data;
40 	godot_string_name name;
41 	godot_bool is_tool;
42 	godot_string_name base;
43 
44 	// Member lines format: {<string>: <int>}
45 	godot_dictionary member_lines;
46 	// Method info dictionary format
47 	// {
48 	//  name: <string>
49 	//  args: [<dict:property>]
50 	//  default_args: [<variant>]
51 	//  return: <dict:property>
52 	//  flags: <int>
53 	//  rpc_mode: <int:godot_method_rpc_mode>
54 	// }
55 	godot_array methods;
56 	// Same format than for methods
57 	godot_array signals;
58 	// Property info dictionary format
59 	// {
60 	//  name: <string>
61 	//  type: <int:godot_variant_type>
62 	//  hint: <int:godot_property_hint>
63 	//  hint_string: <string>
64 	//  usage: <int:godot_property_usage_flags>
65 	//  default_value: <variant>
66 	//  rset_mode: <int:godot_method_rpc_mode>
67 	// }
68 	godot_array properties;
69 }
70 
71 struct godot_pluginscript_script_desc
72 {
73 	godot_pluginscript_script_manifest function(godot_pluginscript_language_data *p_data, const godot_string *p_path, const godot_string *p_source, godot_error *r_error) initialize;
74 	void function(godot_pluginscript_script_data *p_data) finish;
75 	godot_pluginscript_instance_desc instance_desc;
76 }
77 
78 // --- Language ---
79 
80 struct godot_pluginscript_profiling_data
81 {
82 	godot_string_name signature;
83 	godot_int call_count;
84 	godot_int total_time; // In microseconds
85 	godot_int self_time; // In microseconds
86 }
87 
88 struct godot_pluginscript_language_desc
89 {
90 	const char *name;
91 	const char *type;
92 	const char *extension;
93 	const char **recognized_extensions; // NULL terminated array
94 	godot_pluginscript_language_data *function() initialize;
95 	void function(godot_pluginscript_language_data *p_data) finish;
96 	const char **reserved_words; // NULL terminated array
97 	const char **comment_delimiters; // NULL terminated array
98 	const char **string_delimiters; // NULL terminated array
99 	godot_bool has_named_classes;
100 	godot_bool supports_builtin_mode;
101 
102 	godot_string function(godot_pluginscript_language_data *p_data, const godot_string *p_class_name, const godot_string *p_base_class_name) get_template_source_code;
103 	godot_bool function(godot_pluginscript_language_data *p_data, const godot_string *p_script, int *r_line_error, int *r_col_error, godot_string *r_test_error, const godot_string *p_path, godot_pool_string_array *r_functions) validate;
104 	int function(godot_pluginscript_language_data *p_data, const godot_string *p_function, const godot_string *p_code) find_function; // Can be NULL
105 	godot_string function(godot_pluginscript_language_data *p_data, const godot_string *p_class, const godot_string *p_name, const godot_pool_string_array *p_args) make_function;
106 	godot_error function(godot_pluginscript_language_data *p_data, const godot_string *p_code, const godot_string *p_base_path, godot_object p_owner, godot_array *r_options, godot_bool *r_force, godot_string *r_call_hint) complete_code;
107 	void function(godot_pluginscript_language_data *p_data, godot_string *p_code, int p_from_line, int p_to_line) auto_indent_code;
108 
109 	void function(godot_pluginscript_language_data *p_data, const godot_string *p_variable, const godot_variant *p_value) add_global_constant;
110 	godot_string function(godot_pluginscript_language_data *p_data) debug_get_error;
111 	int function(godot_pluginscript_language_data *p_data) debug_get_stack_level_count;
112 	int function(godot_pluginscript_language_data *p_data, int p_level) debug_get_stack_level_line;
113 	godot_string function(godot_pluginscript_language_data *p_data, int p_level) debug_get_stack_level_function;
114 	godot_string function(godot_pluginscript_language_data *p_data, int p_level) debug_get_stack_level_source;
115 	void function(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth) debug_get_stack_level_locals;
116 	void function(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_members, godot_array *p_values, int p_max_subitems, int p_max_depth) debug_get_stack_level_members;
117 	void function(godot_pluginscript_language_data *p_data, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth) debug_get_globals;
118 	godot_string function(godot_pluginscript_language_data *p_data, int p_level, const godot_string *p_expression, int p_max_subitems, int p_max_depth) debug_parse_stack_level_expression;
119 
120 	// TODO: could this stuff be moved to the godot_pluginscript_language_desc ?
121 	void function(godot_pluginscript_language_data *p_data, godot_array *r_functions) get_public_functions;
122 	void function(godot_pluginscript_language_data *p_data, godot_dictionary *r_constants) get_public_constants;
123 
124 	void function(godot_pluginscript_language_data *p_data) profiling_start;
125 	void function(godot_pluginscript_language_data *p_data) profiling_stop;
126 	int function(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max) profiling_get_accumulated_data;
127 	int function(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max) profiling_get_frame_data;
128 	void function(godot_pluginscript_language_data *p_data) profiling_frame;
129 
130 	godot_pluginscript_script_desc script_desc;
131 }
132 
133