text: /*************************************************************************/
  /*  gdscript.h                                                           */
  /*************************************************************************/
  /*                       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.                */
  /*************************************************************************/
  
  #ifndef GDSCRIPT_H
  #define GDSCRIPT_H
  
  #include "core/debugger/engine_debugger.h"
  #include "core/debugger/script_debugger.h"
  #include "core/io/resource_loader.h"
  #include "core/io/resource_saver.h"
  #include "core/script_language.h"
  #include "gdscript_function.h"
  
  class GDScriptNativeClass : public Reference {
  
  	GDCLASS(GDScriptNativeClass, Reference);
  
  	StringName name;
  
  protected:
  	bool _get(const StringName &p_name, Variant &r_ret) const;
  	static void _bind_methods();
  
  public:
  	_FORCE_INLINE_ const StringName &get_name() const { return name; }
  	Variant _new();
  	Object *instance();
  	GDScriptNativeClass(const StringName &p_name);
  };
  
  class GDScript : public Script {
  
  	GDCLASS(GDScript, Script);
  	bool tool;
  	bool valid;
  
  	struct MemberInfo {
  		int index;
  		StringName setter;
  		StringName getter;
  		MultiplayerAPI::RPCMode rpc_mode;
  		GDScriptDataType data_type;
  	};
  
  	friend class GDScriptInstance;
  	friend class GDScriptFunction;
  	friend class GDScriptCompiler;
  	friend class GDScriptFunctions;
  	friend class GDScriptLanguage;
  
  	Ref<GDScriptNativeClass> native;
  	Ref<GDScript> base;
  	GDScript *_base; //fast pointer access
  	GDScript *_owner; //for subclasses
  
  	Set<StringName> members; //members are just indices to the instanced script.
  	Map<StringName, Variant> constants;
  	Map<StringName, GDScriptFunction *> member_functions;
  	Map<StringName, MemberInfo> member_indices; //members are just indices to the instanced script.
  	Map<StringName, Ref<GDScript>> subclasses;
  	Map<StringName, Vector<StringName>> _signals;
  	Vector<ScriptNetData> rpc_functions;
  	Vector<ScriptNetData> rpc_variables;
  
  #ifdef TOOLS_ENABLED
  
  	Map<StringName, int> member_lines;
  
  	Map<StringName, Variant> member_default_values;
  
  	List<PropertyInfo> members_cache;
  	Map<StringName, Variant> member_default_values_cache;
  	Ref<GDScript> base_cache;
  	Set<ObjectID> inheriters_cache;
  	bool source_changed_cache;
  	bool placeholder_fallback_enabled;
  	void _update_exports_values(Map<StringName, Variant> &values, List<PropertyInfo> &propnames);
  
  #endif
  	Map<StringName, PropertyInfo> member_info;
  
  	GDScriptFunction *initializer; //direct pointer to _init , faster to locate
  
  	int subclass_count;
  	Set<Object *> instances;
  	//exported members
  	String source;
  	String path;
  	String name;
  	String fully_qualified_name;
  	SelfList<GDScript> script_list;
  
  	SelfList<GDScriptFunctionState>::List pending_func_states;
  
  	GDScriptInstance *_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, bool p_isref, Callable::CallError &r_error);
  
  	void _set_subclass_path(Ref<GDScript> &p_sc, const String &p_path);
  
  #ifdef TOOLS_ENABLED
  	Set<PlaceHolderScriptInstance *> placeholders;
  	//void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
  	virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
  #endif
  
  #ifdef DEBUG_ENABLED
  
  	Map<ObjectID, List<Pair<StringName, Variant>>> pending_reload_state;
  
  #endif
  
  	bool _update_exports(bool *r_err = nullptr, bool p_recursive_call = false);
  
  	void _save_orphaned_subclasses();
  	void _init_rpc_methods_properties();
  
  protected:
  	bool _get(const StringName &p_name, Variant &r_ret) const;
  	bool _set(const StringName &p_name, const Variant &p_value);
  	void _get_property_list(List<PropertyInfo> *p_properties) const;
  
  	Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
  	//void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
  
  	static void _bind_methods();
  
  public:
  	virtual bool is_valid() const { return valid; }
  
  	bool inherits_script(const Ref<Script> &p_script) const;
  
  	const Map<StringName, Ref<GDScript>> &get_subclasses() const { return subclasses; }
  	const Map<StringName, Variant> &get_constants() const { return constants; }
  	const Set<StringName> &get_members() const { return members; }
  	const GDScriptDataType &get_member_type(const StringName &p_member) const {
  		CRASH_COND(!member_indices.has(p_member));
  		return member_indices[p_member].data_type;
  	}
  	const Map<StringName, GDScriptFunction *> &get_member_functions() const { return member_functions; }
  	const Ref<GDScriptNativeClass> &get_native() const { return native; }
  	const String &get_script_class_name() const { return name; }
  
  	virtual bool has_script_signal(const StringName &p_signal) const;
  	virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
  
  	bool is_tool() const { return tool; }
  	Ref<GDScript> get_base() const;
  
  	const Map<StringName, MemberInfo> &debug_get_member_indices() const { return member_indices; }
  	const Map<StringName, GDScriptFunction *> &debug_get_member_functions() const; //this is debug only
  	StringName debug_get_member_by_index(int p_idx) const;
  
  	Variant _new(const Variant **p_args, int p_argcount, Callable::CallError &r_error);
  	virtual bool can_instance() const;
  
  	virtual Ref<Script> get_base_script() const;
  
  	virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
  	virtual ScriptInstance *instance_create(Object *p_this);
  	virtual PlaceHolderScriptInstance *placeholder_instance_create(Object *p_this);
  	virtual bool instance_has(const Object *p_this) const;
  
  	virtual bool has_source_code() const;
  	virtual String get_source_code() const;
  	virtual void set_source_code(const String &p_code);
  	virtual void update_exports();
  
  	virtual Error reload(bool p_keep_state = false);
  
  	void set_script_path(const String &p_path) { path = p_path; } //because subclasses need a path too...
  	Error load_source_code(const String &p_path);
  	Error load_byte_code(const String &p_path);
  
  	Vector<uint8_t> get_as_byte_code() const;
  
  	bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
  
  	virtual void get_script_method_list(List<MethodInfo> *p_list) const;
  	virtual bool has_method(const StringName &p_method) const;
  	virtual MethodInfo get_method_info(const StringName &p_method) const;
  
  	virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
  
  	virtual ScriptLanguage *get_language() const;
  
  	virtual int get_member_line(const StringName &p_member) const {
  #ifdef TOOLS_ENABLED
  		if (member_lines.has(p_member))
  			return member_lines[p_member];
  		else
  #endif
  			return -1;
  	}
  
  	virtual void get_constants(Map<StringName, Variant> *p_constants);
  	virtual void get_members(Set<StringName> *p_members);
  
  	virtual Vector<ScriptNetData> get_rpc_methods() const;
  	virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
  	virtual StringName get_rpc_method(const uint16_t p_rpc_method_id) const;
  	virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const;
  	virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
  
  	virtual Vector<ScriptNetData> get_rset_properties() const;
  	virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
  	virtual StringName get_rset_property(const uint16_t p_variable_id) const;
  	virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_variable_id) const;
  	virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
  
  #ifdef TOOLS_ENABLED
  	virtual bool is_placeholder_fallback_enabled() const { return placeholder_fallback_enabled; }
  #endif
  
  	GDScript();
  	~GDScript();
  };
  
  class GDScriptInstance : public ScriptInstance {
  	friend class GDScript;
  	friend class GDScriptFunction;
  	friend class GDScriptFunctions;
  	friend class GDScriptCompiler;
  
  	ObjectID owner_id;
  	Object *owner;
  	Ref<GDScript> script;
  #ifdef DEBUG_ENABLED
  	Map<StringName, int> member_indices_cache; //used only for hot script reloading
  #endif
  	Vector<Variant> members;
  	bool base_ref;
  
  	SelfList<GDScriptFunctionState>::List pending_func_states;
  
  	void _ml_call_reversed(GDScript *sptr, const StringName &p_method, const Variant **p_args, int p_argcount);
  
  public:
  	virtual Object *get_owner() { return owner; }
  
  	virtual bool set(const StringName &p_name, const Variant &p_value);
  	virtual bool get(const StringName &p_name, Variant &r_ret) const;
  	virtual void get_property_list(List<PropertyInfo> *p_properties) const;
  	virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const;
  
  	virtual void get_method_list(List<MethodInfo> *p_list) const;
  	virtual bool has_method(const StringName &p_method) const;
  	virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Callable::CallError &r_error);
  	virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
  	virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
  
  	Variant debug_get_member_by_index(int p_idx) const { return members[p_idx]; }
  
  	virtual void notification(int p_notification);
  	String to_string(bool *r_valid);
  
  	virtual Ref<Script> get_script() const;
  
  	virtual ScriptLanguage *get_language();
  
  	void set_path(const String &p_path);
  
  	void reload_members();
  
  	virtual Vector<ScriptNetData> get_rpc_methods() const;
  	virtual uint16_t get_rpc_method_id(const StringName &p_method) const;
  	virtual StringName get_rpc_method(const uint16_t p_rpc_method_id) const;
  	virtual MultiplayerAPI::RPCMode get_rpc_mode_by_id(const uint16_t p_rpc_method_id) const;
  	virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
  
  	virtual Vector<ScriptNetData> get_rset_properties() const;
  	virtual uint16_t get_rset_property_id(const StringName &p_variable) const;
  	virtual StringName get_rset_property(const uint16_t p_variable_id) const;
  	virtual MultiplayerAPI::RPCMode get_rset_mode_by_id(const uint16_t p_variable_id) const;
  	virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
  
  	GDScriptInstance();
  	~GDScriptInstance();
  };
  
  #ifdef DEBUG_ENABLED
  struct GDScriptWarning {
  	enum Code {
  		UNASSIGNED_VARIABLE, // Variable used but never assigned
  		UNASSIGNED_VARIABLE_OP_ASSIGN, // Variable never assigned but used in an assignment operation (+=, *=, etc)
  		UNUSED_VARIABLE, // Local variable is declared but never used
  		SHADOWED_VARIABLE, // Variable name shadowed by other variable
  		UNUSED_CLASS_VARIABLE, // Class variable is declared but never used in the file
  		UNUSED_ARGUMENT, // Function argument is never used
  		UNREACHABLE_CODE, // Code after a return statement
  		STANDALONE_EXPRESSION, // Expression not assigned to a variable
  		VOID_ASSIGNMENT, // Function returns void but it's assigned to a variable
  		NARROWING_CONVERSION, // Float value into an integer slot, precision is lost
  		FUNCTION_MAY_YIELD, // Typed assign of function call that yields (it may return a function state)
  		VARIABLE_CONFLICTS_FUNCTION, // Variable has the same name of a function
  		FUNCTION_CONFLICTS_VARIABLE, // Function has the same name of a variable
  		FUNCTION_CONFLICTS_CONSTANT, // Function has the same name of a constant
  		INCOMPATIBLE_TERNARY, // Possible values of a ternary if are not mutually compatible
  		UNUSED_SIGNAL, // Signal is defined but never emitted
  		RETURN_VALUE_DISCARDED, // Function call returns something but the value isn't used
  		PROPERTY_USED_AS_FUNCTION, // Function not found, but there's a property with the same name
  		CONSTANT_USED_AS_FUNCTION, // Function not found, but there's a constant with the same name
  		FUNCTION_USED_AS_PROPERTY, // Property not found, but there's a function with the same name
  		INTEGER_DIVISION, // Integer divide by integer, decimal part is discarded
  		UNSAFE_PROPERTY_ACCESS, // Property not found in the detected type (but can be in subtypes)
  		UNSAFE_METHOD_ACCESS, // Function not found in the detected type (but can be in subtypes)
  		UNSAFE_CAST, // Cast used in an unknown type
  		UNSAFE_CALL_ARGUMENT, // Function call argument is of a supertype of the require argument
  		DEPRECATED_KEYWORD, // The keyword is deprecated and should be replaced
  		STANDALONE_TERNARY, // Return value of ternary expression is discarded
  		WARNING_MAX,
  	} code;
  	Vector<String> symbols;
  	int line;
  
  	String get_name() const;
  	String get_message() const;
  	static String get_name_from_code(Code p_code);
  	static Code get_code_from_name(const String &p_name);
  
  	GDScriptWarning() :
  			code(WARNING_MAX),
  			line(-1) {}
  };
  #endif // DEBUG_ENABLED
  
  class GDScriptLanguage : public ScriptLanguage {
  
  	friend class GDScriptFunctionState;
  
  	static GDScriptLanguage *singleton;
  
  	Variant *_global_array;
  	Vector<Variant> global_array;
  	Map<StringName, int> globals;
  	Map<StringName, Variant> named_globals;
  
  	struct CallLevel {
  
  		Variant *stack;
  		GDScriptFunction *function;
  		GDScriptInstance *instance;
  		int *ip;
  		int *line;
  	};
  
  	int _debug_parse_err_line;
  	String _debug_parse_err_file;
  	String _debug_error;
  	int _debug_call_stack_pos;
  	int _debug_max_call_stack;
  	CallLevel *_call_stack;
  
  	void _add_global(const StringName &p_name, const Variant &p_value);
  
  	friend class GDScriptInstance;
  
  	Mutex lock;
  
  	friend class GDScript;
  
  	SelfList<GDScript>::List script_list;
  	friend class GDScriptFunction;
  
  	SelfList<GDScriptFunction>::List function_list;
  	bool profiling;
  	uint64_t script_frame_time;
  
  	Map<String, ObjectID> orphan_subclasses;
  
  public:
  	int calls;
  
  	bool debug_break(const String &p_error, bool p_allow_continue = true);
  	bool debug_break_parse(const String &p_file, int p_line, const String &p_error);
  
  	_FORCE_INLINE_ void enter_function(GDScriptInstance *p_instance, GDScriptFunction *p_function, Variant *p_stack, int *p_ip, int *p_line) {
  
  		if (Thread::get_main_id() != Thread::get_caller_id())
  			return; //no support for other threads than main for now
  
  		if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0)
  			EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->get_depth() + 1);
  
  		if (_debug_call_stack_pos >= _debug_max_call_stack) {
  			//stack overflow
  			_debug_error = "Stack Overflow (Stack Size: " + itos(_debug_max_call_stack) + ")";
  			EngineDebugger::get_script_debugger()->debug(this);
  			return;
  		}
  
  		_call_stack[_debug_call_stack_pos].stack = p_stack;
  		_call_stack[_debug_call_stack_pos].instance = p_instance;
  		_call_stack[_debug_call_stack_pos].function = p_function;
  		_call_stack[_debug_call_stack_pos].ip = p_ip;
  		_call_stack[_debug_call_stack_pos].line = p_line;
  		_debug_call_stack_pos++;
  	}
  
  	_FORCE_INLINE_ void exit_function() {
  
  		if (Thread::get_main_id() != Thread::get_caller_id())
  			return; //no support for other threads than main for now
  
  		if (EngineDebugger::get_script_debugger()->get_lines_left() > 0 && EngineDebugger::get_script_debugger()->get_depth() >= 0)
  			EngineDebugger::get_script_debugger()->set_depth(EngineDebugger::get_script_debugger()->get_depth() - 1);
  
  		if (_debug_call_stack_pos == 0) {
  
  			_debug_error = "Stack Underflow (Engine Bug)";
  			EngineDebugger::get_script_debugger()->debug(this);
  			return;
  		}
  
  		_debug_call_stack_pos--;
  	}
  
  	virtual Vector<StackInfo> debug_get_current_stack_info() {
  		if (Thread::get_main_id() != Thread::get_caller_id())
  			return Vector<StackInfo>();
  
  		Vector<StackInfo> csi;
  		csi.resize(_debug_call_stack_pos);
  		for (int i = 0; i < _debug_call_stack_pos; i++) {
  			csi.write[_debug_call_stack_pos - i - 1].line = _call_stack[i].line ? *_call_stack[i].line : 0;
  			if (_call_stack[i].function) {
  				csi.write[_debug_call_stack_pos - i - 1].func = _call_stack[i].function->get_name();
  				csi.write[_debug_call_stack_pos - i - 1].file = _call_stack[i].function->get_script()->get_path();
  			}
  		}
  		return csi;
  	}
  
  	struct {
  
  		StringName _init;
  		StringName _notification;
  		StringName _set;
  		StringName _get;
  		StringName _get_property_list;
  		StringName _script_source;
  
  	} strings;
  
  	_FORCE_INLINE_ int get_global_array_size() const { return global_array.size(); }
  	_FORCE_INLINE_ Variant *get_global_array() { return _global_array; }
  	_FORCE_INLINE_ const Map<StringName, int> &get_global_map() const { return globals; }
  	_FORCE_INLINE_ const Map<StringName, Variant> &get_named_globals_map() const { return named_globals; }
  
  	_FORCE_INLINE_ static GDScriptLanguage *get_singleton() { return singleton; }
  
  	virtual String get_name() const;
  
  	/* LANGUAGE FUNCTIONS */
  	virtual void init();
  	virtual String get_type() const;
  	virtual String get_extension() const;
  	virtual Error execute_file(const String &p_path);
  	virtual void finish();
  
  	/* EDITOR FUNCTIONS */
  	virtual void get_reserved_words(List<String> *p_words) const;
  	virtual void get_comment_delimiters(List<String> *p_delimiters) const;
  	virtual void get_string_delimiters(List<String> *p_delimiters) const;
  	virtual String _get_processed_template(const String &p_template, const String &p_base_class_name) const;
  	virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
  	virtual bool is_using_templates();
  	virtual void make_template(const String &p_class_name, const String &p_base_class_name, Ref<Script> &p_script);
  	virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path = "", List<String> *r_functions = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, Set<int> *r_safe_lines = nullptr) const;
  	virtual Script *create_script() const;
  	virtual bool has_named_classes() const;
  	virtual bool supports_builtin_mode() const;
  	virtual bool can_inherit_from_file() { return true; }
  	virtual int find_function(const String &p_function, const String &p_code) const;
  	virtual String make_function(const String &p_class, const String &p_name, const PackedStringArray &p_args) const;
  	virtual Error complete_code(const String &p_code, const String &p_path, Object *p_owner, List<ScriptCodeCompletionOption> *r_options, bool &r_forced, String &r_call_hint);
  #ifdef TOOLS_ENABLED
  	virtual Error lookup_code(const String &p_code, const String &p_symbol, const String &p_path, Object *p_owner, LookupResult &r_result);
  #endif
  	virtual String _get_indentation() const;
  	virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
  	virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
  	virtual void add_named_global_constant(const StringName &p_name, const Variant &p_value);
  	virtual void remove_named_global_constant(const StringName &p_name);
  
  	/* DEBUGGER FUNCTIONS */
  
  	virtual String debug_get_error() const;
  	virtual int debug_get_stack_level_count() const;
  	virtual int debug_get_stack_level_line(int p_level) const;
  	virtual String debug_get_stack_level_function(int p_level) const;
  	virtual String debug_get_stack_level_source(int p_level) const;
  	virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
  	virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
  	virtual ScriptInstance *debug_get_stack_level_instance(int p_level);
  	virtual void debug_get_globals(List<String> *p_globals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
  	virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1);
  
  	virtual void reload_all_scripts();
  	virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
  
  	virtual void frame();
  
  	virtual void get_public_functions(List<MethodInfo> *p_functions) const;
  	virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const;
  
  	virtual void profiling_start();
  	virtual void profiling_stop();
  
  	virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
  	virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
  
  	/* LOADER FUNCTIONS */
  
  	virtual void get_recognized_extensions(List<String> *p_extensions) const;
  
  	/* GLOBAL CLASSES */
  
  	virtual bool handles_global_class_type(const String &p_type) const;
  	virtual String get_global_class_name(const String &p_path, String *r_base_type = nullptr, String *r_icon_path = nullptr) const;
  
  	void add_orphan_subclass(const String &p_qualified_name, const ObjectID &p_subclass);
  	Ref<GDScript> get_orphan_subclass(const String &p_qualified_name);
  
  	GDScriptLanguage();
  	~GDScriptLanguage();
  };
  
  class ResourceFormatLoaderGDScript : public ResourceFormatLoader {
  public:
  	virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, bool p_no_cache = false);
  	virtual void get_recognized_extensions(List<String> *p_extensions) const;
  	virtual bool handles_type(const String &p_type) const;
  	virtual String get_resource_type(const String &p_path) const;
  	virtual void get_dependencies(const String &p_path, List<String> *p_dependencies, bool p_add_types = false);
  };
  
  class ResourceFormatSaverGDScript : public ResourceFormatSaver {
  public:
  	virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
  	virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
  	virtual bool recognize(const RES &p_resource) const;
  };
  
  #endif // GDSCRIPT_H
  