text: /*************************************************************************/
  /*  godot_nativescript.h                                                 */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2017 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 GODOT_PLUGINSCRIPT_H
  #define GODOT_PLUGINSCRIPT_H
  
  #include <gdnative/gdnative.h>
  #include <nativescript/godot_nativescript.h>
  
  #ifdef __cplusplus
  extern "C" {
  #endif
  
  typedef void godot_pluginscript_instance_data;
  typedef void godot_pluginscript_script_data;
  typedef void godot_pluginscript_language_data;
  
  // --- Instance ---
  
  // TODO: use godot_string_name for faster lookup ?
  typedef struct {
  	godot_pluginscript_instance_data *(*init)(godot_pluginscript_script_data *p_data, godot_object *p_owner);
  	void (*finish)(godot_pluginscript_instance_data *p_data);
  
  	godot_bool (*set_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, const godot_variant *p_value);
  	godot_bool (*get_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, godot_variant *r_ret);
  
  	godot_variant (*call_method)(godot_pluginscript_instance_data *p_data,
  			const godot_string_name *p_method, const godot_variant **p_args,
  			int p_argcount, godot_variant_call_error *r_error);
  
  	void (*notification)(godot_pluginscript_instance_data *p_data, int p_notification);
  	// TODO: could this rpc mode stuff be moved to the godot_pluginscript_script_manifest ?
  	godot_method_rpc_mode (*get_rpc_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_method);
  	godot_method_rpc_mode (*get_rset_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_variable);
  
  	//this is used by script languages that keep a reference counter of their own
  	//you can make make Ref<> not die when it reaches zero, so deleting the reference
  	//depends entirely from the script.
  	// Note: You can set thoses function pointer to NULL if not needed.
  	void (*refcount_incremented)(godot_pluginscript_instance_data *p_data);
  	bool (*refcount_decremented)(godot_pluginscript_instance_data *p_data); // return true if it can die
  } godot_pluginscript_instance_desc;
  
  // --- Script ---
  
  typedef struct {
  	godot_pluginscript_script_data *data;
  	godot_string_name name;
  	godot_bool is_tool;
  	godot_string_name base;
  
  	// Member lines format: {<string>: <int>}
  	godot_dictionary member_lines;
  	// Method info dictionary format
  	// {
  	//  name: <string>
  	//  args: [<dict:property>]
  	//  default_args: [<variant>]
  	//  return: <dict:property>
  	//  flags: <int>
  	//  rpc_mode: <int:godot_method_rpc_mode>
  	// }
  	godot_array methods;
  	// Same format than for methods
  	godot_array signals;
  	// Property info dictionary format
  	// {
  	//  name: <string>
  	//  type: <int:godot_variant_type>
  	//  hint: <int:godot_property_hint>
  	//  hint_string: <string>
  	//  usage: <int:godot_property_usage_flags>
  	//  default_value: <variant>
  	//  rset_mode: <int:godot_method_rpc_mode>
  	// }
  	godot_array properties;
  } godot_pluginscript_script_manifest;
  
  typedef struct {
  	godot_pluginscript_script_manifest (*init)(godot_pluginscript_language_data *p_data, const godot_string *p_path, const godot_string *p_source, godot_error *r_error);
  	void (*finish)(godot_pluginscript_script_data *p_data);
  	godot_pluginscript_instance_desc instance_desc;
  } godot_pluginscript_script_desc;
  
  // --- Language ---
  
  typedef struct {
  	godot_string_name signature;
  	godot_int call_count;
  	godot_int total_time; // In microseconds
  	godot_int self_time; // In microseconds
  } godot_pluginscript_profiling_data;
  
  typedef struct {
  	const char *name;
  	const char *type;
  	const char *extension;
  	const char **recognized_extensions; // NULL terminated array
  	godot_pluginscript_language_data *(*init)();
  	void (*finish)(godot_pluginscript_language_data *p_data);
  	const char **reserved_words; // NULL terminated array
  	const char **comment_delimiters; // NULL terminated array
  	const char **string_delimiters; // NULL terminated array
  	godot_bool has_named_classes;
  	godot_bool supports_builtin_mode;
  
  	godot_string (*get_template_source_code)(godot_pluginscript_language_data *p_data, const godot_string *p_class_name, const godot_string *p_base_class_name);
  	godot_bool (*validate)(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);
  	int (*find_function)(godot_pluginscript_language_data *p_data, const godot_string *p_function, const godot_string *p_code); // Can be NULL
  	godot_string (*make_function)(godot_pluginscript_language_data *p_data, const godot_string *p_class, const godot_string *p_name, const godot_pool_string_array *p_args);
  	godot_error (*complete_code)(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);
  	void (*auto_indent_code)(godot_pluginscript_language_data *p_data, godot_string *p_code, int p_from_line, int p_to_line);
  
  	void (*add_global_constant)(godot_pluginscript_language_data *p_data, const godot_string *p_variable, const godot_variant *p_value);
  	godot_string (*debug_get_error)(godot_pluginscript_language_data *p_data);
  	int (*debug_get_stack_level_count)(godot_pluginscript_language_data *p_data);
  	int (*debug_get_stack_level_line)(godot_pluginscript_language_data *p_data, int p_level);
  	godot_string (*debug_get_stack_level_function)(godot_pluginscript_language_data *p_data, int p_level);
  	godot_string (*debug_get_stack_level_source)(godot_pluginscript_language_data *p_data, int p_level);
  	void (*debug_get_stack_level_locals)(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);
  	void (*debug_get_stack_level_members)(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);
  	void (*debug_get_globals)(godot_pluginscript_language_data *p_data, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth);
  	godot_string (*debug_parse_stack_level_expression)(godot_pluginscript_language_data *p_data, int p_level, const godot_string *p_expression, int p_max_subitems, int p_max_depth);
  
  	// TODO: could this stuff be moved to the godot_pluginscript_language_desc ?
  	void (*get_public_functions)(godot_pluginscript_language_data *p_data, godot_array *r_functions);
  	void (*get_public_constants)(godot_pluginscript_language_data *p_data, godot_dictionary *r_constants);
  
  	void (*profiling_start)(godot_pluginscript_language_data *p_data);
  	void (*profiling_stop)(godot_pluginscript_language_data *p_data);
  	int (*profiling_get_accumulated_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);
  	int (*profiling_get_frame_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);
  	void (*profiling_frame)(godot_pluginscript_language_data *p_data);
  
  	godot_pluginscript_script_desc script_desc;
  } godot_pluginscript_language_desc;
  
  void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc);
  
  #ifdef __cplusplus
  }
  #endif
  
  #endif // GODOT_PLUGINSCRIPT_H
  