godot/core/bind/core_bind.h

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/*************************************************************************/
/* core_bind.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. */
/*************************************************************************/
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#ifndef CORE_BIND_H
#define CORE_BIND_H
#include "image.h"
#include "io/compression.h"
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#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/dir_access.h"
#include "os/file_access.h"
#include "os/os.h"
#include "os/semaphore.h"
#include "os/thread.h"
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class _ResourceLoader : public Object {
GDCLASS(_ResourceLoader, Object);
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protected:
static void _bind_methods();
static _ResourceLoader *singleton;
public:
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static _ResourceLoader *get_singleton() { return singleton; }
Ref<ResourceInteractiveLoader> load_interactive(const String &p_path, const String &p_type_hint = "");
RES load(const String &p_path, const String &p_type_hint = "", bool p_no_cache = false);
PoolVector<String> get_recognized_extensions_for_type(const String &p_type);
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void set_abort_on_missing_resources(bool p_abort);
PoolStringArray get_dependencies(const String &p_path);
bool has(const String &p_path);
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_ResourceLoader();
};
class _ResourceSaver : public Object {
GDCLASS(_ResourceSaver, Object);
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protected:
static void _bind_methods();
static _ResourceSaver *singleton;
public:
enum SaverFlags {
FLAG_RELATIVE_PATHS = 1,
FLAG_BUNDLE_RESOURCES = 2,
FLAG_CHANGE_PATH = 4,
FLAG_OMIT_EDITOR_PROPERTIES = 8,
FLAG_SAVE_BIG_ENDIAN = 16,
FLAG_COMPRESS = 32,
};
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static _ResourceSaver *get_singleton() { return singleton; }
Error save(const String &p_path, const RES &p_resource, uint32_t p_flags);
PoolVector<String> get_recognized_extensions(const RES &p_resource);
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_ResourceSaver();
};
VARIANT_ENUM_CAST(_ResourceSaver::SaverFlags);
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class MainLoop;
class _OS : public Object {
GDCLASS(_OS, Object);
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protected:
static void _bind_methods();
static _OS *singleton;
public:
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enum PowerState {
POWERSTATE_UNKNOWN, /**< cannot determine power status */
POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */
POWERSTATE_NO_BATTERY, /**< Plugged in, no battery available */
POWERSTATE_CHARGING, /**< Plugged in, charging battery */
POWERSTATE_CHARGED /**< Plugged in, battery charged */
};
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enum Weekday {
DAY_SUNDAY,
DAY_MONDAY,
DAY_TUESDAY,
DAY_WEDNESDAY,
DAY_THURSDAY,
DAY_FRIDAY,
DAY_SATURDAY
};
enum Month {
/// Start at 1 to follow Windows SYSTEMTIME structure
/// https://msdn.microsoft.com/en-us/library/windows/desktop/ms724950(v=vs.85).aspx
MONTH_JANUARY = 1,
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MONTH_FEBRUARY,
MONTH_MARCH,
MONTH_APRIL,
MONTH_MAY,
MONTH_JUNE,
MONTH_JULY,
MONTH_AUGUST,
MONTH_SEPTEMBER,
MONTH_OCTOBER,
MONTH_NOVEMBER,
MONTH_DECEMBER
};
Point2 get_mouse_position() const;
void set_window_title(const String &p_title);
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int get_mouse_button_state() const;
void set_clipboard(const String &p_text);
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String get_clipboard() const;
void set_video_mode(const Size2 &p_size, bool p_fullscreen, bool p_resizeable, int p_screen = 0);
Size2 get_video_mode(int p_screen = 0) const;
bool is_video_mode_fullscreen(int p_screen = 0) const;
bool is_video_mode_resizable(int p_screen = 0) const;
Array get_fullscreen_mode_list(int p_screen = 0) const;
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virtual int get_screen_count() const;
virtual int get_current_screen() const;
virtual void set_current_screen(int p_screen);
virtual Point2 get_screen_position(int p_screen = -1) const;
virtual Size2 get_screen_size(int p_screen = -1) const;
virtual int get_screen_dpi(int p_screen = -1) const;
virtual Point2 get_window_position() const;
virtual void set_window_position(const Point2 &p_position);
virtual Size2 get_window_size() const;
virtual Size2 get_real_window_size() const;
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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virtual Rect2 get_window_safe_area() const;
virtual void set_window_size(const Size2 &p_size);
virtual void set_window_fullscreen(bool p_enabled);
virtual bool is_window_fullscreen() const;
virtual void set_window_resizable(bool p_enabled);
virtual bool is_window_resizable() const;
virtual void set_window_minimized(bool p_enabled);
virtual bool is_window_minimized() const;
virtual void set_window_maximized(bool p_enabled);
virtual bool is_window_maximized() const;
virtual void set_window_always_on_top(bool p_enabled);
virtual bool is_window_always_on_top() const;
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virtual void request_attention();
virtual void center_window();
virtual void set_borderless_window(bool p_borderless);
virtual bool get_borderless_window() const;
virtual void set_ime_position(const Point2 &p_pos);
Error native_video_play(String p_path, float p_volume, String p_audio_track, String p_subtitle_track);
bool native_video_is_playing();
void native_video_pause();
void native_video_unpause();
void native_video_stop();
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void set_low_processor_usage_mode(bool p_enabled);
bool is_in_low_processor_usage_mode() const;
String get_executable_path() const;
int execute(const String &p_path, const Vector<String> &p_arguments, bool p_blocking, Array p_output = Array());
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Error kill(int p_pid);
Error shell_open(String p_uri);
int get_process_id() const;
bool has_environment(const String &p_var) const;
String get_environment(const String &p_var) const;
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String get_name() const;
Vector<String> get_cmdline_args();
String get_locale() const;
String get_latin_keyboard_variant() const;
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String get_model_name() const;
void dump_memory_to_file(const String &p_file);
void dump_resources_to_file(const String &p_file);
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bool has_virtual_keyboard() const;
void show_virtual_keyboard(const String &p_existing_text = "");
void hide_virtual_keyboard();
int get_virtual_keyboard_height();
void print_resources_in_use(bool p_short = false);
void print_all_resources(const String &p_to_file);
void print_all_textures_by_size();
void print_resources_by_type(const Vector<String> &p_types);
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bool has_touchscreen_ui_hint() const;
bool is_debug_build() const;
String get_unique_id() const;
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String get_scancode_string(uint32_t p_code) const;
bool is_scancode_unicode(uint32_t p_unicode) const;
int find_scancode_from_string(const String &p_code) const;
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/*
struct Date {
int year;
Month month;
int day;
Weekday weekday;
bool dst;
};
struct Time {
int hour;
int min;
int sec;
};
*/
void set_use_file_access_save_and_swap(bool p_enable);
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void set_icon(const Ref<Image> &p_icon);
int get_exit_code() const;
void set_exit_code(int p_code);
Dictionary get_date(bool utc) const;
Dictionary get_time(bool utc) const;
Dictionary get_datetime(bool utc) const;
Dictionary get_datetime_from_unix_time(uint64_t unix_time_val) const;
uint64_t get_unix_time_from_datetime(Dictionary datetime) const;
Dictionary get_time_zone_info() const;
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uint64_t get_unix_time() const;
uint64_t get_system_time_secs() const;
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int get_static_memory_usage() const;
int get_static_memory_peak_usage() const;
int get_dynamic_memory_usage() const;
void delay_usec(uint32_t p_usec) const;
void delay_msec(uint32_t p_msec) const;
uint32_t get_ticks_msec() const;
uint32_t get_splash_tick_msec() const;
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bool can_use_threads() const;
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bool can_draw() const;
bool is_userfs_persistent() const;
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bool is_stdout_verbose() const;
int get_processor_count() const;
enum SystemDir {
SYSTEM_DIR_DESKTOP,
SYSTEM_DIR_DCIM,
SYSTEM_DIR_DOCUMENTS,
SYSTEM_DIR_DOWNLOADS,
SYSTEM_DIR_MOVIES,
SYSTEM_DIR_MUSIC,
SYSTEM_DIR_PICTURES,
SYSTEM_DIR_RINGTONES,
};
enum ScreenOrientation {
SCREEN_ORIENTATION_LANDSCAPE,
SCREEN_ORIENTATION_PORTRAIT,
SCREEN_ORIENTATION_REVERSE_LANDSCAPE,
SCREEN_ORIENTATION_REVERSE_PORTRAIT,
SCREEN_ORIENTATION_SENSOR_LANDSCAPE,
SCREEN_ORIENTATION_SENSOR_PORTRAIT,
SCREEN_ORIENTATION_SENSOR,
};
String get_system_dir(SystemDir p_dir) const;
String get_user_data_dir() const;
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void alert(const String &p_alert, const String &p_title = "ALERT!");
void set_screen_orientation(ScreenOrientation p_orientation);
ScreenOrientation get_screen_orientation() const;
void set_keep_screen_on(bool p_enabled);
bool is_keep_screen_on() const;
bool is_ok_left_and_cancel_right() const;
Error set_thread_name(const String &p_name);
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void set_use_vsync(bool p_enable);
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bool is_vsync_enabled() const;
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PowerState get_power_state();
int get_power_seconds_left();
int get_power_percent_left();
bool has_feature(const String &p_feature) const;
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static _OS *get_singleton() { return singleton; }
_OS();
};
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VARIANT_ENUM_CAST(_OS::PowerState);
VARIANT_ENUM_CAST(_OS::Weekday);
VARIANT_ENUM_CAST(_OS::Month);
VARIANT_ENUM_CAST(_OS::SystemDir);
VARIANT_ENUM_CAST(_OS::ScreenOrientation);
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class _Geometry : public Object {
GDCLASS(_Geometry, Object);
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static _Geometry *singleton;
protected:
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static void _bind_methods();
public:
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static _Geometry *get_singleton();
PoolVector<Plane> build_box_planes(const Vector3 &p_extents);
PoolVector<Plane> build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis = Vector3::AXIS_Z);
PoolVector<Plane> build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis = Vector3::AXIS_Z);
Variant segment_intersects_segment_2d(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b);
PoolVector<Vector2> get_closest_points_between_segments_2d(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2);
PoolVector<Vector3> get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2);
Vector2 get_closest_point_to_segment_2d(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b);
Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b);
Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2 &p_point, const Vector2 &p_a, const Vector2 &p_b);
Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_a, const Vector3 &p_b);
Variant ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2);
Variant segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2);
bool point_is_inside_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) const;
PoolVector<Vector3> segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius);
PoolVector<Vector3> segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, float p_height, float p_radius);
PoolVector<Vector3> segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Vector<Plane> &p_planes);
real_t segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius);
int get_uv84_normal_bit(const Vector3 &p_vector);
Vector<int> triangulate_polygon(const Vector<Vector2> &p_polygon);
Vector<Point2> convex_hull_2d(const Vector<Point2> &p_points);
Vector<Vector3> clip_polygon(const Vector<Vector3> &p_points, const Plane &p_plane);
Dictionary make_atlas(const Vector<Size2> &p_rects);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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_Geometry();
};
class _File : public Reference {
GDCLASS(_File, Reference);
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FileAccess *f;
bool eswap;
protected:
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static void _bind_methods();
public:
enum ModeFlags {
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READ = 1,
WRITE = 2,
READ_WRITE = 3,
WRITE_READ = 7,
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};
enum CompressionMode {
COMPRESSION_FASTLZ = Compression::MODE_FASTLZ,
COMPRESSION_DEFLATE = Compression::MODE_DEFLATE,
COMPRESSION_ZSTD = Compression::MODE_ZSTD,
COMPRESSION_GZIP = Compression::MODE_GZIP
};
Error open_encrypted(const String &p_path, int p_mode_flags, const Vector<uint8_t> &p_key);
Error open_encrypted_pass(const String &p_path, int p_mode_flags, const String &p_pass);
Error open_compressed(const String &p_path, int p_mode_flags, int p_compress_mode = 0);
Error open(const String &p_path, int p_mode_flags); ///< open a file
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void close(); ///< close a file
bool is_open() const; ///< true when file is open
String get_path() const; /// returns the path for the current open file
String get_path_absolute() const; /// returns the absolute path for the current open file
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void seek(int64_t p_position); ///< seek to a given position
void seek_end(int64_t p_position = 0); ///< seek from the end of file
int64_t get_position() const; ///< get position in the file
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int64_t get_len() const; ///< get size of the file
bool eof_reached() const; ///< reading passed EOF
uint8_t get_8() const; ///< get a byte
uint16_t get_16() const; ///< get 16 bits uint
uint32_t get_32() const; ///< get 32 bits uint
uint64_t get_64() const; ///< get 64 bits uint
float get_float() const;
double get_double() const;
real_t get_real() const;
Variant get_var() const;
PoolVector<uint8_t> get_buffer(int p_length) const; ///< get an array of bytes
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String get_line() const;
String get_as_text() const;
String get_md5(const String &p_path) const;
String get_sha256(const String &p_path) const;
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/**< use this for files WRITTEN in _big_ endian machines (ie, amiga/mac)
* It's not about the current CPU type but file formats.
* this flags get reset to false (little endian) on each open
*/
void set_endian_swap(bool p_swap);
bool get_endian_swap();
Error get_error() const; ///< get last error
void store_8(uint8_t p_dest); ///< store a byte
void store_16(uint16_t p_dest); ///< store 16 bits uint
void store_32(uint32_t p_dest); ///< store 32 bits uint
void store_64(uint64_t p_dest); ///< store 64 bits uint
void store_float(float p_dest);
void store_double(double p_dest);
void store_real(real_t p_real);
void store_string(const String &p_string);
void store_line(const String &p_string);
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virtual void store_pascal_string(const String &p_string);
virtual String get_pascal_string();
Vector<String> get_csv_line(String delim = ",") const;
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void store_buffer(const PoolVector<uint8_t> &p_buffer); ///< store an array of bytes
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void store_var(const Variant &p_var);
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bool file_exists(const String &p_name) const; ///< return true if a file exists
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uint64_t get_modified_time(const String &p_file) const;
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_File();
virtual ~_File();
};
VARIANT_ENUM_CAST(_File::ModeFlags);
VARIANT_ENUM_CAST(_File::CompressionMode);
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class _Directory : public Reference {
GDCLASS(_Directory, Reference);
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DirAccess *d;
protected:
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static void _bind_methods();
public:
Error open(const String &p_path);
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Error list_dir_begin(bool p_skip_navigational = false, bool p_skip_hidden = false); ///< This starts dir listing
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String get_next();
bool current_is_dir() const;
void list_dir_end(); ///<
int get_drive_count();
String get_drive(int p_drive);
int get_current_drive();
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Error change_dir(String p_dir); ///< can be relative or absolute, return false on success
String get_current_dir(); ///< return current dir location
Error make_dir(String p_dir);
Error make_dir_recursive(String p_dir);
bool file_exists(String p_file);
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bool dir_exists(String p_dir);
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int get_space_left();
Error copy(String p_from, String p_to);
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Error rename(String p_from, String p_to);
Error remove(String p_name);
_Directory();
virtual ~_Directory();
private:
bool _list_skip_navigational;
bool _list_skip_hidden;
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};
class _Marshalls : public Reference {
GDCLASS(_Marshalls, Reference);
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static _Marshalls *singleton;
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protected:
static void _bind_methods();
public:
static _Marshalls *get_singleton();
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String variant_to_base64(const Variant &p_var);
Variant base64_to_variant(const String &p_str);
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String raw_to_base64(const PoolVector<uint8_t> &p_arr);
PoolVector<uint8_t> base64_to_raw(const String &p_str);
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String utf8_to_base64(const String &p_str);
String base64_to_utf8(const String &p_str);
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_Marshalls() { singleton = this; }
~_Marshalls() { singleton = NULL; }
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};
class _Mutex : public Reference {
GDCLASS(_Mutex, Reference);
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Mutex *mutex;
static void _bind_methods();
public:
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void lock();
Error try_lock();
void unlock();
_Mutex();
~_Mutex();
};
class _Semaphore : public Reference {
GDCLASS(_Semaphore, Reference);
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Semaphore *semaphore;
static void _bind_methods();
public:
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Error wait();
Error post();
_Semaphore();
~_Semaphore();
};
class _Thread : public Reference {
GDCLASS(_Thread, Reference);
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protected:
Variant ret;
Variant userdata;
volatile bool active;
Object *target_instance;
StringName target_method;
Thread *thread;
static void _bind_methods();
static void _start_func(void *ud);
public:
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enum Priority {
PRIORITY_LOW,
PRIORITY_NORMAL,
PRIORITY_HIGH
};
Error start(Object *p_instance, const StringName &p_method, const Variant &p_userdata = Variant(), int p_priority = PRIORITY_NORMAL);
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String get_id() const;
bool is_active() const;
Variant wait_to_finish();
_Thread();
~_Thread();
};
VARIANT_ENUM_CAST(_Thread::Priority);
class _ClassDB : public Object {
GDCLASS(_ClassDB, Object)
protected:
static void _bind_methods();
public:
PoolStringArray get_class_list() const;
PoolStringArray get_inheriters_from_class(const StringName &p_class) const;
StringName get_parent_class(const StringName &p_class) const;
bool class_exists(const StringName &p_class) const;
bool is_parent_class(const StringName &p_class, const StringName &p_inherits) const;
bool can_instance(const StringName &p_class) const;
Variant instance(const StringName &p_class) const;
bool has_signal(StringName p_class, StringName p_signal) const;
Dictionary get_signal(StringName p_class, StringName p_signal) const;
Array get_signal_list(StringName p_class, bool p_no_inheritance = false) const;
Array get_property_list(StringName p_class, bool p_no_inheritance = false) const;
Variant get_property(Object *p_object, const StringName &p_property) const;
Error set_property(Object *p_object, const StringName &p_property, const Variant &p_value) const;
bool has_method(StringName p_class, StringName p_method, bool p_no_inheritance = false) const;
Array get_method_list(StringName p_class, bool p_no_inheritance = false) const;
PoolStringArray get_integer_constant_list(const StringName &p_class, bool p_no_inheritance = false) const;
bool has_integer_constant(const StringName &p_class, const StringName &p_name) const;
int get_integer_constant(const StringName &p_class, const StringName &p_name) const;
StringName get_category(const StringName &p_node) const;
bool is_class_enabled(StringName p_class) const;
_ClassDB();
~_ClassDB();
};
class _Engine : public Object {
GDCLASS(_Engine, Object);
protected:
static void _bind_methods();
static _Engine *singleton;
public:
static _Engine *get_singleton() { return singleton; }
void set_iterations_per_second(int p_ips);
int get_iterations_per_second() const;
void set_target_fps(int p_fps);
int get_target_fps() const;
float get_frames_per_second() const;
int get_frames_drawn();
void set_time_scale(float p_scale);
float get_time_scale();
MainLoop *get_main_loop() const;
Dictionary get_version_info() const;
bool is_in_physics_frame() const;
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bool has_singleton(const String &p_name) const;
Object *get_singleton_object(const String &p_name) const;
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void set_editor_hint(bool p_enabled);
bool is_editor_hint() const;
_Engine();
};
class _JSON;
class JSONParseResult : public Reference {
GDCLASS(JSONParseResult, Reference)
friend class _JSON;
Error error;
String error_string;
int error_line;
Variant result;
protected:
static void _bind_methods();
public:
void set_error(Error p_error);
Error get_error() const;
void set_error_string(const String &p_error_string);
String get_error_string() const;
void set_error_line(int p_error_line);
int get_error_line() const;
void set_result(const Variant &p_result);
Variant get_result() const;
};
class _JSON : public Object {
GDCLASS(_JSON, Object)
protected:
static void _bind_methods();
static _JSON *singleton;
public:
static _JSON *get_singleton() { return singleton; }
String print(const Variant &p_value, const String &p_indent = "", bool p_sort_keys = false);
Ref<JSONParseResult> parse(const String &p_json);
_JSON();
};
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#endif // CORE_BIND_H