/*************************************************************************/ /* string_name.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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. */ /*************************************************************************/ #include "gdnative/string_name.h" #include "core/string_db.h" #include "core/ustring.h" #include #ifdef __cplusplus extern "C" { #endif void GDAPI godot_string_name_new(godot_string_name *r_dest, const godot_string *p_name) { StringName *dest = (StringName *)r_dest; const String *name = (const String *)p_name; memnew_placement(dest, StringName(*name)); } void GDAPI godot_string_name_new_data(godot_string_name *r_dest, const char *p_name) { StringName *dest = (StringName *)r_dest; memnew_placement(dest, StringName(p_name)); } godot_string GDAPI godot_string_name_get_name(const godot_string_name *p_self) { godot_string ret; const StringName *self = (const StringName *)p_self; memnew_placement(&ret, String(*self)); return ret; } uint32_t GDAPI godot_string_name_get_hash(const godot_string_name *p_self) { const StringName *self = (const StringName *)p_self; return self->hash(); } const void GDAPI *godot_string_name_get_data_unique_pointer(const godot_string_name *p_self) { const StringName *self = (const StringName *)p_self; return self->data_unique_pointer(); } godot_bool GDAPI godot_string_name_operator_equal(const godot_string_name *p_self, const godot_string_name *p_other) { const StringName *self = (const StringName *)p_self; const StringName *other = (const StringName *)p_other; return self == other; } godot_bool GDAPI godot_string_name_operator_less(const godot_string_name *p_self, const godot_string_name *p_other) { const StringName *self = (const StringName *)p_self; const StringName *other = (const StringName *)p_other; return self < other; } void GDAPI godot_string_name_destroy(godot_string_name *p_self) { StringName *self = (StringName *)p_self; self->~StringName(); } #ifdef __cplusplus } #endif