nodepath_glue.h 3.1 KB

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  1. /*************************************************************************/
  2. /* nodepath_glue.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef NODEPATH_GLUE_H
  31. #define NODEPATH_GLUE_H
  32. #ifdef MONO_GLUE_ENABLED
  33. #include "core/node_path.h"
  34. #include "../mono_gd/gd_mono_marshal.h"
  35. NodePath *godot_icall_NodePath_Ctor(MonoString *p_path);
  36. void godot_icall_NodePath_Dtor(NodePath *p_ptr);
  37. MonoString *godot_icall_NodePath_operator_String(NodePath *p_np);
  38. MonoBoolean godot_icall_NodePath_is_absolute(NodePath *p_ptr);
  39. uint32_t godot_icall_NodePath_get_name_count(NodePath *p_ptr);
  40. MonoString *godot_icall_NodePath_get_name(NodePath *p_ptr, uint32_t p_idx);
  41. uint32_t godot_icall_NodePath_get_subname_count(NodePath *p_ptr);
  42. MonoString *godot_icall_NodePath_get_subname(NodePath *p_ptr, uint32_t p_idx);
  43. MonoString *godot_icall_NodePath_get_concatenated_subnames(NodePath *p_ptr);
  44. NodePath *godot_icall_NodePath_get_as_property_path(NodePath *p_ptr);
  45. MonoBoolean godot_icall_NodePath_is_empty(NodePath *p_ptr);
  46. // Register internal calls
  47. void godot_register_nodepath_icalls();
  48. #endif // MONO_GLUE_ENABLED
  49. #endif // NODEPATH_GLUE_H