/**************************************************************************/
/* javascript.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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "javascript.h"
#include "core/config/engine.h"
#include "core/io/file_access_encrypted.h"
#include "javascript_instance.h"
#include "javascript_language.h"
#include "scene/resources/resource_format_text.h"
ScriptLanguage *JavaScript::get_language() const {
return JavaScriptLanguage::get_singleton();
}
JavaScript::JavaScript() {
}
JavaScript::~JavaScript() {
}
bool JavaScript::can_instantiate() const {
#ifdef TOOLS_ENABLED
return is_valid() && (is_tool() || ScriptServer::is_scripting_enabled());
#else
return is_valid();
#endif
}
StringName JavaScript::get_global_name() const {
return StringName();
}
StringName JavaScript::get_instance_base_type() const {
static StringName empty;
ERR_FAIL_NULL_V(javascript_class, empty);
ERR_FAIL_NULL_V(javascript_class->native_class, empty);
return javascript_class->native_class->name;
}
ScriptInstance *JavaScript::instance_create(Object *p_this) {
JavaScriptBinder *binder = JavaScriptLanguage::get_thread_binder(Thread::get_caller_id());
ERR_FAIL_NULL_V_MSG(binder, NULL, "Cannot create instance from this thread");
const JavaScriptClassInfo *cls = NULL;
JavaScriptError js_err;
if (!bytecode.is_empty()) {
cls = binder->parse_javascript_class(bytecode, script_path, false, &js_err);
} else {
cls = binder->parse_javascript_class(code, script_path, false, &js_err);
}
ERR_FAIL_NULL_V_MSG(cls, NULL, vformat("Cannot parse class from %s", get_script_path()));
if (!ClassDB::is_parent_class(p_this->get_class_name(), cls->native_class->name)) {
ERR_FAIL_V_MSG(NULL, vformat("Script inherits from native type '%s', so it can't be instanced in object of type: '%s'", cls->native_class->name, p_this->get_class()));
}
JavaScriptGCHandler js_instance = binder->create_js_instance_for_godot_object(cls, p_this);
ERR_FAIL_NULL_V(js_instance.javascript_object, NULL);
JavaScriptInstance *instance = memnew(JavaScriptInstance);
instance->script = Ref