Create ScriptManagerScriptingInterface to move off the scripting API into its own class

Add a lot of documentation
This commit is contained in:
Dale Glass 2023-02-25 16:56:48 +01:00 committed by ksuprynowicz
parent 9e21792508
commit 4d70155e59
3 changed files with 1591 additions and 529 deletions

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@ -56,6 +56,7 @@
#include "ScriptProgram.h"
#include "ScriptValueIterator.h"
#include "ScriptValueUtils.h"
#include "ScriptManagerScriptingInterface.h"
#include <Profile.h>
@ -270,6 +271,8 @@ ScriptManager::ScriptManager(Context context, const QString& scriptContents, con
break;
}
_scriptingInterface = std::make_shared<ScriptManagerScriptingInterface>(this);
if (isEntityServerScript()) {
qCDebug(scriptengine) << "isEntityServerScript() -- limiting maxRetries to 1";
processLevelMaxRetries = 1;
@ -683,7 +686,7 @@ void ScriptManager::init() {
// NOTE: You do not want to end up creating new instances of singletons here. They will be on the ScriptManager thread
// and are likely to be unusable if we "reset" the ScriptManager by creating a new one (on a whole new thread).
scriptEngine->registerGlobalObject("Script", this);
scriptEngine->registerGlobalObject("Script", _scriptingInterface.get());
{
// set up Script.require.resolve and Script.require.cache
@ -827,7 +830,7 @@ void ScriptManager::run() {
// (because we're a client script)
hifi::scripting::setLocalAccessSafeThread(true);
}
//_engine->enterIsolateOnThisThread();
@ -1878,32 +1881,6 @@ void ScriptManager::loadEntityScript(const EntityItemID& entityID, const QString
}, forceRedownload);
}
/*@jsdoc
* Triggered when the script starts for a user. See also, {@link Script.entityScriptPreloadFinished}.
* <p>Note: Can only be connected to via <code>this.preload = function (...) { ... }</code> in the entity script.</p>
* <p class="availableIn"><strong>Supported Script Types:</strong> Client Entity Scripts &bull; Server Entity Scripts</p>
* @function Entities.preload
* @param {Uuid} entityID - The ID of the entity that the script is running in.
* @returns {Signal}
* @example <caption>Get the ID of the entity that a client entity script is running in.</caption>
* var entityScript = (function () {
* this.entityID = Uuid.NULL;
*
* this.preload = function (entityID) {
* this.entityID = entityID;
* print("Entity ID: " + this.entityID);
* };
* });
*
* var entityID = Entities.addEntity({
* type: "Box",
* position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -5 })),
* dimensions: { x: 0.5, y: 0.5, z: 0.5 },
* color: { red: 255, green: 0, blue: 0 },
* script: "(" + entityScript + ")", // Could host the script on a Web server instead.
* lifetime: 300 // Delete after 5 minutes.
* });
*/
// The JSDoc is for the callEntityScriptMethod() call in this method.
// since all of these operations can be asynch we will always do the actual work in the response handler
// for the download

File diff suppressed because it is too large Load diff

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@ -0,0 +1,717 @@
//
// ScriptManagerScriptingInterface.h
// libraries/script-engine/src
//
// Created by Dale Glass on 24/02/2023.
// Copyright 2022 Overte e.V.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#include <QObject>
#include "ScriptManager.h"
/**jsdoc
* The <code>Script</code> API provides facilities for working with scripts.
*
* @namespace Script
*
* @hifi-interface
* @hifi-client-entity
* @hifi-avatar
* @hifi-server-entity
* @hifi-assignment-client
*
* @property {string} context - The context that the script is running in:
* <ul>
* <li><code>"client"</code>: An Interface or avatar script.</li>
* <li><code>"entity_client"</code>: A client entity script.</li>
* <li><code>"entity_server"</code>: A server entity script.</li>
* <li><code>"agent"</code>: An assignment client script.</li>
* </ul>
* <em>Read-only.</em>
* @property {string} type - The type of script that is running:
* <ul>
* <li><code>"client"</code>: An Interface script.</li>
* <li><code>"entity_client"</code>: A client entity script.</li>
* <li><code>"avatar"</code>: An avatar script.</li>
* <li><code>"entity_server"</code>: A server entity script.</li>
* <li><code>"agent"</code>: An assignment client script.</li>
* </ul>
* <em>Read-only.</em>
* @property {string} filename - The filename of the script file.
* <em>Read-only.</em>
* @property {Script.ResourceBuckets} ExternalPaths - External resource buckets.
*/
class ScriptManagerScriptingInterface : public QObject {
Q_OBJECT
public:
ScriptManagerScriptingInterface(ScriptManager *parent) : QObject(parent), _manager(parent) {
connect(_manager, &ScriptManager::scriptLoaded, this, &ScriptManagerScriptingInterface::scriptLoaded);
connect(_manager, &ScriptManager::errorLoadingScript, this, &ScriptManagerScriptingInterface::errorLoadingScript);
connect(_manager, &ScriptManager::update, this, &ScriptManagerScriptingInterface::update);
connect(_manager, &ScriptManager::scriptEnding, this, &ScriptManagerScriptingInterface::scriptEnding);
connect(_manager, &ScriptManager::finished, this, &ScriptManagerScriptingInterface::finished);
connect(_manager, &ScriptManager::printedMessage, this, &ScriptManagerScriptingInterface::printedMessage);
connect(_manager, &ScriptManager::errorMessage, this, &ScriptManagerScriptingInterface::errorMessage);
connect(_manager, &ScriptManager::warningMessage, this, &ScriptManagerScriptingInterface::warningMessage);
connect(_manager, &ScriptManager::infoMessage, this, &ScriptManagerScriptingInterface::infoMessage);
connect(_manager, &ScriptManager::runningStateChanged, this, &ScriptManagerScriptingInterface::runningStateChanged);
connect(_manager, &ScriptManager::clearDebugWindow, this, &ScriptManagerScriptingInterface::clearDebugWindow);
connect(_manager, &ScriptManager::loadScript, this, &ScriptManagerScriptingInterface::loadScript);
connect(_manager, &ScriptManager::doneRunning, this, &ScriptManagerScriptingInterface::doneRunning);
connect(_manager, &ScriptManager::entityScriptDetailsUpdated, this, &ScriptManagerScriptingInterface::entityScriptDetailsUpdated);
connect(_manager, &ScriptManager::entityScriptPreloadFinished, this, &ScriptManagerScriptingInterface::entityScriptPreloadFinished);
connect(_manager, &ScriptManager::unhandledException, this, &ScriptManagerScriptingInterface::unhandledException);
}
/**jsdoc
* Stops and unloads the current script.
* <p><strong>Warning:</strong> If an assignment client script, the script gets restarted after stopping.</p>
* @function Script.stop
* @param {boolean} [marshal=false] - Marshal.
* <p class="important">Deprecated: This parameter is deprecated and will be removed.</p>
* @example <caption>Stop a script after 5s.</caption>
* Script.setInterval(function () {
* print("Hello");
* }, 1000);
*
* Script.setTimeout(function () {
* Script.stop(true);
* }, 5000);
*/
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// NOTE - this is intended to be a public interface for Agent scripts, and local scripts, but not for EntityScripts
Q_INVOKABLE void stop(bool marshal = false) { _manager->stop(marshal); }
/**jsdoc
* Gets the context that the script is running in: Interface/avatar, client entity, server entity, or assignment client.
* @function Script.getContext
* @returns {string} The context that the script is running in:
* <ul>
* <li><code>"client"</code>: An Interface or avatar script.</li>
* <li><code>"entity_client"</code>: A client entity script.</li>
* <li><code>"entity_server"</code>: A server entity script.</li>
* <li><code>"agent"</code>: An assignment client script.</li>
* </ul>
*/
Q_INVOKABLE QString getContext() const { return _manager->getContext(); }
/**jsdoc
* Checks whether the script is running as an Interface or avatar script.
* @function Script.isClientScript
* @returns {boolean} <code>true</code> if the script is running as an Interface or avatar script, <code>false</code> if it
* isn't.
*/
Q_INVOKABLE bool isClientScript() const { return _manager->isClientScript(); }
/**jsdoc
* Checks whether the application was compiled as a debug build.
* @function Script.isDebugMode
* @returns {boolean} <code>true</code> if the application was compiled as a debug build, <code>false</code> if it was
* compiled as a release build.
*/
Q_INVOKABLE bool isDebugMode() const { return _manager->isDebugMode(); }
/**jsdoc
* Checks whether the script is running as a client entity script.
* @function Script.isEntityClientScript
* @returns {boolean} <code>true</code> if the script is running as a client entity script, <code>false</code> if it isn't.
*/
Q_INVOKABLE bool isEntityClientScript() const { return _manager->isEntityClientScript(); }
/**jsdoc
* Checks whether the script is running as a server entity script.
* @function Script.isEntityServerScript
* @returns {boolean} <code>true</code> if the script is running as a server entity script, <code>false</code> if it isn't.
*/
Q_INVOKABLE bool isEntityServerScript() const { return _manager->isEntityServerScript(); }
/**jsdoc
* Checks whether the script is running as an assignment client script.
* @function Script.isAgentScript
* @returns {boolean} <code>true</code> if the script is running as an assignment client script, <code>false</code> if it
* isn't.
*/
Q_INVOKABLE bool isAgentScript() const { return _manager->isAgentScript(); }
/*@jsdoc
* registers a global object by name.
* @function Script.registerValue
* @param {string} valueName
* @param {value} value
*/
/// registers a global object by name
Q_INVOKABLE void registerValue(const QString& valueName, ScriptValue value) { _manager->registerValue(valueName, value); }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// NOTE - these are intended to be public interfaces available to scripts
/**jsdoc
* @function Script.formatExecption
* @param {object} exception - Exception.
* @param {boolean} inludeExtendeDetails - Include extended details.
* @returns {string} String.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE QString formatException(const ScriptValue& exception, bool includeExtendedDetails) { return _manager->formatException(exception, includeExtendedDetails); }
/**jsdoc
* Adds a function to the list of functions called when a particular event occurs on a particular entity.
* <p>See also, the {@link Entities} API.</p>
* @function Script.addEventHandler
* @param {Uuid} entityID - The ID of the entity.
* @param {Script.EntityEvent} eventName - The name of the event.
* @param {Script~entityEventCallback|Script~pointerEventCallback|Script~collisionEventCallback} handler - The function to
* call when the event occurs on the entity. It can be either the name of a function or an in-line definition.
* @example <caption>Report when a mouse press occurs on a particular entity.</caption>
* var entityID = Entities.addEntity({
* type: "Box",
* position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -5 })),
* dimensions: { x: 0.5, y: 0.5, z: 0.5 },
* lifetime: 300 // Delete after 5 minutes.
* });
*
* function reportMousePress(entityID, event) {
* print("Mouse pressed on entity: " + JSON.stringify(event));
* }
*
* Script.addEventHandler(entityID, "mousePressOnEntity", reportMousePress);
*/
Q_INVOKABLE void addEventHandler(const EntityItemID& entityID, const QString& eventName, const ScriptValue& handler) { _manager->addEventHandler(entityID, eventName, handler); }
/**jsdoc
* Removes a function from the list of functions called when an entity event occurs on a particular entity.
* <p>See also, the {@link Entities} API.</p>
* @function Script.removeEventHandler
* @param {Uuid} entityID - The ID of the entity.
* @param {Script.EntityEvent} eventName - The name of the entity event.
* @param {function} handler - The name of the function to no longer call when the entity event occurs on the entity.
*/
Q_INVOKABLE void removeEventHandler(const EntityItemID& entityID, const QString& eventName, const ScriptValue& handler) { _manager->removeEventHandler(entityID, eventName, handler); }
/**jsdoc
* Starts running another script in Interface, if it isn't already running. The script is not automatically loaded next
* time Interface starts.
* <p class="availableIn"><strong>Supported Script Types:</strong> Interface Scripts &bull; Avatar Scripts</p>
* <p>See also, {@link ScriptDiscoveryService.loadScript}.</p>
* @function Script.load
* @param {string} filename - The URL of the script to load. This can be relative to the current script's URL.
* @example <caption>Load a script from another script.</caption>
* // First file: scriptA.js
* print("This is script A");
*
* // Second file: scriptB.js
* print("This is script B");
* Script.load("scriptA.js");
*
* // If you run scriptB.js you should see both scripts in the Running Scripts dialog.
* // And you should see the following output:
* // This is script B
* // This is script A
*/
Q_INVOKABLE void load(const QString& loadfile) { _manager->load(loadfile); }
/**jsdoc
* Includes JavaScript from other files in the current script. If a callback is specified, the files are loaded and
* included asynchronously, otherwise they are included synchronously (i.e., script execution blocks while the files are
* included).
* @function Script.include
* @variation 0
* @param {string[]} filenames - The URLs of the scripts to include. Each can be relative to the current script.
* @param {function} [callback=null] - The function to call back when the scripts have been included. It can be either the
* name of a function or an in-line definition.
*/
Q_INVOKABLE void include(const QStringList& includeFiles, const ScriptValue& callback = ScriptValue()) { _manager->include(includeFiles, callback);};
/**jsdoc
* Includes JavaScript from another file in the current script. If a callback is specified, the file is loaded and included
* asynchronously, otherwise it is included synchronously (i.e., script execution blocks while the file is included).
* @function Script.include
* @param {string} filename - The URL of the script to include. It can be relative to the current script.
* @param {function} [callback=null] - The function to call back when the script has been included. It can be either the
* name of a function or an in-line definition.
* @example <caption>Include a script file asynchronously.</caption>
* // First file: scriptA.js
* print("This is script A");
*
* // Second file: scriptB.js
* print("This is script B");
* Script.include("scriptA.js", function () {
* print("Script A has been included");
* });
*
* // If you run scriptB.js you should see only scriptB.js in the running scripts list.
* // And you should see the following output:
* // This is script B
* // This is script A
* // Script A has been included
*/
Q_INVOKABLE void include(const QString& includeFile, const ScriptValue& callback = ScriptValue()) { _manager->include( includeFile, callback); };
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// MODULE related methods
/**jsdoc
* Provides access to methods or objects provided in an external JavaScript or JSON file.
* See {@link https://docs.overte.org/script/js-tips.html} for further details.
* @function Script.require
* @param {string} module - The module to use. May be a JavaScript file, a JSON file, or the name of a system module such
* as <code>"appUi"</code> (i.e., the "appUi.js" system module JavaScript file).
* @returns {object|array} The value assigned to <code>module.exports</code> in the JavaScript file, or the value defined
* in the JSON file.
*/
Q_INVOKABLE ScriptValue require(const QString& moduleId) { return _manager->require(moduleId); }
/**jsdoc
* @function Script.resetModuleCache
* @param {boolean} [deleteScriptCache=false] - Delete script cache.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void resetModuleCache(bool deleteScriptCache = false) { _manager->resetModuleCache(deleteScriptCache);}
/**jsdoc
* Calls a function repeatedly, at a set interval.
* @function Script.setInterval
* @param {function} function - The function to call. This can be either the name of a function or an in-line definition.
* @param {number} interval - The interval at which to call the function, in ms.
* @returns {object} A handle to the interval timer. This can be used in {@link Script.clearInterval}.
* @example <caption>Print a message every second.</caption>
* Script.setInterval(function () {
* print("Interval timer fired");
* }, 1000);
*/
Q_INVOKABLE QTimer* setInterval(const ScriptValue& function, int intervalMS) { return _manager->setInterval(function, intervalMS); }
/**jsdoc
* Calls a function once, after a delay.
* @function Script.setTimeout
* @param {function} function - The function to call. This can be either the name of a function or an in-line definition.
* @param {number} timeout - The delay after which to call the function, in ms.
* @returns {object} A handle to the timeout timer. This can be used in {@link Script.clearTimeout}.
* @example <caption>Print a message once, after a second.</caption>
* Script.setTimeout(function () {
* print("Timeout timer fired");
* }, 1000);
*/
Q_INVOKABLE QTimer* setTimeout(const ScriptValue& function, int timeoutMS) { return _manager->setTimeout(function, timeoutMS); };
/**jsdoc
* Stops an interval timer set by {@link Script.setInterval|setInterval}.
* @function Script.clearInterval
* @param {object} timer - The interval timer to stop.
* @example <caption>Stop an interval timer.</caption>
* // Print a message every second.
* var timer = Script.setInterval(function () {
* print("Interval timer fired");
* }, 1000);
*
* // Stop the timer after 10 seconds.
* Script.setTimeout(function () {
* print("Stop interval timer");
* Script.clearInterval(timer);
* }, 10000);
*/
Q_INVOKABLE void clearInterval(QTimer* timer) { _manager->clearInterval(timer); }
// Overloaded version is needed in case the timer has expired
Q_INVOKABLE void clearInterval(QVariantMap timer) { ; }
/**jsdoc
* Stops a timeout timer set by {@link Script.setTimeout|setTimeout}.
* @function Script.clearTimeout
* @param {object} timer - The timeout timer to stop.
* @example <caption>Stop a timeout timer.</caption>
* // Print a message after two seconds.
* var timer = Script.setTimeout(function () {
* print("Timer fired");
* }, 2000);
*
* // Uncomment the following line to stop the timer from firing.
* //Script.clearTimeout(timer);
*/
Q_INVOKABLE void clearTimeout(QTimer* timer) { _manager->clearTimeout(timer); }
// Overloaded version is needed in case the timer has expired
Q_INVOKABLE void clearTimeout(QVariantMap timer) { ; }
/**jsdoc
* Prints a message to the program log and emits {@link Script.printedMessage}.
* <p>Alternatively, you can use {@link print} or one of the {@link console} API methods.</p>
* @function Script.print
* @param {string} message - The message to print.
*/
Q_INVOKABLE void print(const QString& message) { _manager->print(message); }
/**jsdoc
* Resolves a relative path to an absolute path. The relative path is relative to the script's location.
* @function Script.resolvePath
* @param {string} path - The relative path to resolve.
* @returns {string} The absolute path.
* @example <caption>Report the directory and filename of the running script.</caption>
* print(Script.resolvePath(""));
* @example <caption>Report the directory of the running script.</caption>
* print(Script.resolvePath("."));
* @example <caption>Report the path to a file located relative to the running script.</caption>
* print(Script.resolvePath("../assets/sounds/hello.wav"));
*/
Q_INVOKABLE QUrl resolvePath(const QString& path) const { return _manager->resolvePath(path);}
/**jsdoc
* Gets the path to the resources directory for QML files.
* @function Script.resourcesPath
* @returns {string} The path to the resources directory for QML files.
*/
Q_INVOKABLE QUrl resourcesPath() const { return _manager->resourcesPath(); }
/**jsdoc
* Starts timing a section of code in order to send usage data about it to Vircadia. Shouldn't be used outside of the
* standard scripts.
* @function Script.beginProfileRange
* @param {string} label - A name that identifies the section of code.
*/
Q_INVOKABLE void beginProfileRange(const QString& label) const { _manager->beginProfileRange(label); }
/**jsdoc
* Finishes timing a section of code in order to send usage data about it to Vircadia. Shouldn't be used outside of
* the standard scripts.
* @function Script.endProfileRange
* @param {string} label - A name that identifies the section of code.
*/
Q_INVOKABLE void endProfileRange(const QString& label) const { _manager->endProfileRange(label); }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Entity Script Related methods
/**jsdoc
* Checks whether an entity has an entity script running.
* @function Script.isEntityScriptRunning
* @param {Uuid} entityID - The ID of the entity.
* @returns {boolean} <code>true</code> if the entity has an entity script running, <code>false</code> if it doesn't.
*/
Q_INVOKABLE bool isEntityScriptRunning(const EntityItemID& entityID) { return _manager->isEntityScriptRunning(entityID); }
/**jsdoc
* Manually runs the JavaScript garbage collector which reclaims memory by disposing of objects that are no longer
* reachable.
* @function Script.requestGarbageCollection
*/
Q_INVOKABLE void requestGarbageCollection() { _manager->requestGarbageCollection(); }
/**jsdoc
* Prints out current backtrace to the log.
* @function Script.logBacktrace
* @param {string} title - Title added to the printed out backtrace.
*/
Q_INVOKABLE void logBacktrace(const QString &title) { _manager->logBacktrace(title); }
/*@jsdoc
* @function Script.loadEntityScript
* @param {Uuid} entityID - Entity ID.
* @param {string} script - Script.
* @param {boolean} forceRedownload - Force re-download.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void loadEntityScript(const EntityItemID& entityID, const QString& entityScript, bool forceRedownload) { _manager->loadEntityScript(entityID, entityScript, forceRedownload); }
/**jsdoc
* @function Script.unloadEntityScript
* @param {Uuid} entityID - Entity ID.
* @param {boolean} [shouldRemoveFromMap=false] - Should remove from map.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void unloadEntityScript(const EntityItemID& entityID, bool shouldRemoveFromMap = false) { _manager->unloadEntityScript(entityID, shouldRemoveFromMap); }
/**jsdoc
* @function Script.unloadAllEntityScripts
* @param {boolean} [blockingCall=false] - Wait for completion if call moved to another thread.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void unloadAllEntityScripts(bool blockingCall = false) { _manager->unloadAllEntityScripts(blockingCall); }
/**jsdoc
* Calls a method in an entity script.
* @function Script.callEntityScriptMethod
* @param {Uuid} entityID - The ID of the entity running the entity script.
* @param {string} methodName - The name of the method to call.
* @param {string[]} [parameters=[]] - The parameters to call the specified method with.
* @param {Uuid} [remoteCallerID=Uuid.NULL] - An ID that identifies the caller.
*/
Q_INVOKABLE void callEntityScriptMethod(const EntityItemID& entityID, const QString& methodName,
const QStringList& params = QStringList(),
const QUuid& remoteCallerID = QUuid()) { _manager->callEntityScriptMethod(entityID, methodName, params, remoteCallerID); }
/**jsdoc
* Calls a method in an entity script.
* @function Script.callEntityScriptMethod
* @param {Uuid} entityID - Entity ID.
* @param {string} methodName - Method name.
* @param {PointerEvent} event - Pointer event.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void callEntityScriptMethod(const EntityItemID& entityID, const QString& methodName, const PointerEvent& event) { _manager->callEntityScriptMethod(entityID, methodName, event); }
/**jsdoc
* Calls a method in an entity script.
* @function Script.callEntityScriptMethod
* @param {Uuid} entityID - Entity ID.
* @param {string} methodName - Method name.
* @param {Uuid} otherID - Other entity ID.
* @param {Collision} collision - Collision.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void callEntityScriptMethod(const EntityItemID& entityID, const QString& methodName, const EntityItemID& otherID, const Collision& collision) { _manager->callEntityScriptMethod(entityID, methodName, otherID, collision);}
/**jsdoc
* @function Script.generateUUID
* @returns {Uuid} A new UUID.
* @deprecated This function is deprecated and will be removed. Use {@link Uuid(0).generate|Uuid.generate} instead.
*/
Q_INVOKABLE QUuid generateUUID() { return QUuid::createUuid(); }
/**jsdoc
* Gets the URL for an asset in an external resource bucket. (The location where the bucket is hosted may change over time
* but this method will return the asset's current URL.)
* @function Script.getExternalPath
* @param {Script.ResourceBucket} bucket - The external resource bucket that the asset is in.
* @param {string} path - The path within the external resource bucket where the asset is located.
* <p>Normally, this should start with a path or filename to be appended to the bucket URL.
* Alternatively, it can be a relative path starting with <code>./</code> or <code>../</code>, to navigate within the
* resource bucket's URL.</p>
* @Returns {string} The URL of an external asset.
* @example <caption>Report the URL of a default particle.</caption>
* print(Script.getExternalPath(Script.ExternalPaths.Assets, "Bazaar/Assets/Textures/Defaults/Interface/default_particle.png"));
* @example <caption>Report the root directory where the Vircadia assets are located.</caption>
* print(Script.getExternalPath(Script.ExternalPaths.Assets, "."));
*/
Q_INVOKABLE QString getExternalPath(ExternalResource::Bucket bucket, const QString& path) { return _manager->getExternalPath(bucket, path); }
signals:
/**jsdoc
* @function Script.scriptLoaded
* @param {string} filename - File name.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void scriptLoaded(const QString& scriptFilename);
/**jsdoc
* @function Script.errorLoadingScript
* @param {string} filename - File name.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void errorLoadingScript(const QString& scriptFilename);
/**jsdoc
* Triggered frequently at a system-determined interval.
* @function Script.update
* @param {number} deltaTime - The time since the last update, in s.
* @returns {Signal}
* @example <caption>Report script update intervals.</caption>
* Script.update.connect(function (deltaTime) {
* print("Update: " + deltaTime);
* });
*/
void update(float deltaTime);
/**jsdoc
* Triggered when the script is stopping.
* @function Script.scriptEnding
* @returns {Signal}
* @example <caption>Report when a script is stopping.</caption>
* print("Script started");
*
* Script.scriptEnding.connect(function () {
* print("Script ending");
* });
*
* Script.setTimeout(function () {
* print("Stopping script");
* Script.stop();
* }, 1000);
*/
void scriptEnding();
/**jsdoc
* @function Script.finished
* @param {string} filename - File name.
* @param {object} engine - Engine.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void finished(const QString& fileNameString, ScriptManagerPointer);
/**jsdoc
* Triggered when the script prints a message to the program log via {@link print}, {@link Script.print},
* {@link console.log}, {@link console.debug}, {@link console.group}, {@link console.groupEnd}, {@link console.time}, or
* {@link console.timeEnd}.
* @function Script.printedMessage
* @param {string} message - The message.
* @param {string} scriptName - The name of the script that generated the message.
* @returns {Signal}
*/
void printedMessage(const QString& message, const QString& scriptName);
/**jsdoc
* Triggered when the script generates an error, {@link console.error} or {@link console.exception} is called, or
* {@link console.assert} is called and fails.
* @function Script.errorMessage
* @param {string} message - The error message.
* @param {string} scriptName - The name of the script that generated the error message.
* @returns {Signal}
*/
void errorMessage(const QString& message, const QString& scriptName);
/**jsdoc
* Triggered when the script generates a warning or {@link console.warn} is called.
* @function Script.warningMessage
* @param {string} message - The warning message.
* @param {string} scriptName - The name of the script that generated the warning message.
* @returns {Signal}
*/
void warningMessage(const QString& message, const QString& scriptName);
/**jsdoc
* Triggered when the script generates an information message or {@link console.info} is called.
* @function Script.infoMessage
* @param {string} message - The information message.
* @param {string} scriptName - The name of the script that generated the information message.
* @returns {Signal}
*/
void infoMessage(const QString& message, const QString& scriptName);
/**jsdoc
* Triggered when the running state of the script changes, e.g., from running to stopping.
* @function Script.runningStateChanged
* @returns {Signal}
*/
void runningStateChanged();
/**jsdoc
* @function Script.clearDebugWindow
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void clearDebugWindow();
/**jsdoc
* @function Script.loadScript
* @param {string} scriptName - Script name.
* @param {boolean} isUserLoaded - Is user loaded.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void loadScript(const QString& scriptName, bool isUserLoaded);
/**jsdoc
* @function Script.reloadScript
* @param {string} scriptName - Script name.
* @param {boolean} isUserLoaded - Is user loaded.
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
void reloadScript(const QString& scriptName, bool isUserLoaded);
/**jsdoc
* Triggered when the script has stopped.
* @function Script.doneRunning
* @returns {Signal}
*/
void doneRunning();
/**jsdoc
* @function Script.entityScriptDetailsUpdated
* @returns {Signal}
* @deprecated This signal is deprecated and will be removed.
*/
// Emitted when an entity script is added or removed, or when the status of an entity
// script is updated (goes from RUNNING to ERROR_RUNNING_SCRIPT, for example)
void entityScriptDetailsUpdated();
/**jsdoc
* Triggered when the script starts for the user. See also, {@link Entities.preload}.
* <p class="availableIn"><strong>Supported Script Types:</strong> Client Entity Scripts &bull; Server Entity Scripts</p>
* @function Script.entityScriptPreloadFinished
* @param {Uuid} entityID - The ID of the entity that the script is running in.
* @returns {Signal}
* @example <caption>Get the ID of the entity that a client entity script is running in.</caption>
* var entityScript = function () {
* this.entityID = Uuid.NULL;
* };
*
* Script.entityScriptPreloadFinished.connect(function (entityID) {
* this.entityID = entityID;
* print("Entity ID: " + this.entityID);
* });
*
* var entityID = Entities.addEntity({
* type: "Box",
* position: Vec3.sum(MyAvatar.position, Vec3.multiplyQbyV(MyAvatar.orientation, { x: 0, y: 0, z: -5 })),
* dimensions: { x: 0.5, y: 0.5, z: 0.5 },
* color: { red: 255, green: 0, blue: 0 },
* script: "(" + entityScript + ")", // Could host the script on a Web server instead.
* lifetime: 300 // Delete after 5 minutes.
* });
*/
// Emitted when an entity script has finished running preload
void entityScriptPreloadFinished(const EntityItemID& entityID);
/**jsdoc
* Triggered when a script generates an unhandled exception.
* @function Script.unhandledException
* @param {object} exception - The details of the exception.
* @returns {Signal}
* @example <caption>Report the details of an unhandled exception.</caption>
* Script.unhandledException.connect(function (exception) {
* print("Unhandled exception: " + JSON.stringify(exception));
* });
* var properties = JSON.parse("{ x: 1"); // Invalid JSON string.
*/
void unhandledException(const ScriptValue& exception);
protected:
/**jsdoc
* @function Script.executeOnScriptThread
* @param {function} function - Function.
* @param {ConnectionType} [type=2] - Connection type.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void executeOnScriptThread(std::function<void()> function, const Qt::ConnectionType& type = Qt::QueuedConnection ) { _manager->executeOnScriptThread(function, type);}
/**jsdoc
* @function Script._requireResolve
* @param {string} module - Module.
* @param {string} [relativeTo=""] - Relative to.
* @returns {string} Result.
* @deprecated This function is deprecated and will be removed.
*/
// note: this is not meant to be called directly, but just to have QMetaObject take care of wiring it up in general;
// then inside of init() we just have to do "Script.require.resolve = Script._requireResolve;"
Q_INVOKABLE QString _requireResolve(const QString& moduleId, const QString& relativeTo = QString()) { return _manager->_requireResolve(moduleId, relativeTo); }
/**jsdoc
* @function Script.entityScriptContentAvailable
* @param {Uuid} entityID - Entity ID.
* @param {string} scriptOrURL - Path.
* @param {string} contents - Contents.
* @param {boolean} isURL - Is a URL.
* @param {boolean} success - Success.
* @param {string} status - Status.
* @deprecated This function is deprecated and will be removed.
*/
Q_INVOKABLE void entityScriptContentAvailable(const EntityItemID& entityID, const QString& scriptOrURL, const QString& contents, bool isURL, bool success, const QString& status);
private:
ScriptManager *_manager;
};