/*************************************************************************/ /* nodepath_glue.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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