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- /*************************************************************************/
- /* nodepath_glue.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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 NODEPATH_GLUE_H
- #define NODEPATH_GLUE_H
- #ifdef MONO_GLUE_ENABLED
- #include "core/node_path.h"
- #include "../mono_gd/gd_mono_marshal.h"
- NodePath *godot_icall_NodePath_Ctor(MonoString *p_path);
- void godot_icall_NodePath_Dtor(NodePath *p_ptr);
- MonoString *godot_icall_NodePath_operator_String(NodePath *p_np);
- MonoBoolean godot_icall_NodePath_is_absolute(NodePath *p_ptr);
- uint32_t godot_icall_NodePath_get_name_count(NodePath *p_ptr);
- MonoString *godot_icall_NodePath_get_name(NodePath *p_ptr, uint32_t p_idx);
- uint32_t godot_icall_NodePath_get_subname_count(NodePath *p_ptr);
- MonoString *godot_icall_NodePath_get_subname(NodePath *p_ptr, uint32_t p_idx);
- MonoString *godot_icall_NodePath_get_concatenated_subnames(NodePath *p_ptr);
- NodePath *godot_icall_NodePath_get_as_property_path(NodePath *p_ptr);
- MonoBoolean godot_icall_NodePath_is_empty(NodePath *p_ptr);
- // Register internal calls
- void godot_register_nodepath_icalls();
- #endif // MONO_GLUE_ENABLED
- #endif // NODEPATH_GLUE_H
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