Add support for static variables in GDScript

Which allows editable data associated with a particular class instead of
the instance. Scripts with static variables are kept in memory
indefinitely unless the `@static_unload` annotation is used or the
`static_unload()` method is called on the GDScript.

If the custom function `_static_init()` exists it will be called when
the class is loaded, after the static variables are set.
This commit is contained in:
George Marques
2023-04-19 11:10:35 -03:00
parent 352ebe9725
commit 0ba6048ad3
36 changed files with 689 additions and 86 deletions
+3
View File
@@ -78,6 +78,7 @@ class GDScriptCache {
HashMap<String, GDScriptParserRef *> parser_map;
HashMap<String, Ref<GDScript>> shallow_gdscript_cache;
HashMap<String, Ref<GDScript>> full_gdscript_cache;
HashMap<String, Ref<GDScript>> static_gdscript_cache;
HashMap<String, HashSet<String>> dependencies;
HashMap<String, Ref<PackedScene>> packed_scene_cache;
HashMap<String, HashSet<String>> packed_scene_dependencies;
@@ -101,6 +102,8 @@ public:
static Ref<GDScript> get_full_script(const String &p_path, Error &r_error, const String &p_owner = String(), bool p_update_from_disk = false);
static Ref<GDScript> get_cached_script(const String &p_path);
static Error finish_compiling(const String &p_owner);
static void add_static_script(Ref<GDScript> p_script);
static void remove_static_script(const String &p_fqcn);
static Ref<PackedScene> get_packed_scene(const String &p_path, Error &r_error, const String &p_owner = "");
static void clear_unreferenced_packed_scenes();