[GDNative] add a way to register call types
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@ -103,12 +103,10 @@ public:
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static void _bind_methods();
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};
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typedef godot_variant (*native_call_cb)(void *, godot_array *);
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struct GDNativeCallRegistry {
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static GDNativeCallRegistry *singleton;
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inline GDNativeCallRegistry *get_singleton() {
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inline static GDNativeCallRegistry *get_singleton() {
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return singleton;
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}
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@ -115,6 +115,10 @@ godot_dictionary GDAPI godot_get_global_constants() {
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}
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// System functions
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void GDAPI godot_register_native_call_type(const char *p_call_type, native_call_cb p_callback) {
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GDNativeCallRegistry::get_singleton()->register_native_call_type(StringName(p_call_type), p_callback);
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}
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void GDAPI *godot_alloc(int p_bytes) {
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return memalloc(p_bytes);
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}
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@ -5548,6 +5548,14 @@
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["const char *", "p_classname"]
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]
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},
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{
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"name": "godot_register_native_call_type",
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"return_type": "void",
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"arguments": [
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["const char *", "call_type"],
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["native_call_cb", "p_callback"]
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]
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},
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{
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"name": "godot_alloc",
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"return_type": "void *",
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@ -274,6 +274,9 @@ typedef godot_variant (*godot_gdnative_procedure_fn)(godot_array *);
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////// System Functions
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typedef godot_variant (*native_call_cb)(void *, godot_array *);
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void GDAPI godot_register_native_call_type(const char *p_call_type, native_call_cb p_callback);
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//using these will help Godot track how much memory is in use in debug mode
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void GDAPI *godot_alloc(int p_bytes);
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void GDAPI *godot_realloc(void *p_ptr, int p_bytes);
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