/**************************************************************************/
/*  pluginscript_instance.h                                               */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* 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  */
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/**************************************************************************/

#ifndef PLUGINSCRIPT_INSTANCE_H
#define PLUGINSCRIPT_INSTANCE_H

// Godot imports
#include "core/script_language.h"

// PluginScript imports
#include <pluginscript/godot_pluginscript.h>

class PluginScript;

class PluginScriptInstance : public ScriptInstance {
	friend class PluginScript;

private:
	Ref<PluginScript> _script;
	Object *_owner;
	Variant _owner_variant;
	godot_pluginscript_instance_data *_data;
	const godot_pluginscript_instance_desc *_desc;

public:
	_FORCE_INLINE_ 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, Variant::CallError &r_error);

	// Rely on default implementations provided by ScriptInstance for the moment.
	// Note that multilevel call could be removed in 3.0 release, so stay tuned
	// (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
	//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);

	virtual void notification(int p_notification);

	virtual Ref<Script> get_script() const;

	virtual ScriptLanguage *get_language();

	virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
	virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;

	virtual void refcount_incremented();
	virtual bool refcount_decremented();

	PluginScriptInstance();
	bool init(PluginScript *p_script, Object *p_owner);
	virtual ~PluginScriptInstance();
};

#endif // PLUGINSCRIPT_INSTANCE_H
