0b94203a79
This will be used for communicating between the Godot editor and external IDEs/editors, for things like opening files, triggering hot-reload and running the game with a debugger attached.
87 lines
3.5 KiB
C++
87 lines
3.5 KiB
C++
/*************************************************************************/
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/* gd_glue.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GD_GLUE_H
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#define GD_GLUE_H
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#ifdef MONO_GLUE_ENABLED
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#include "../mono_gd/gd_mono_marshal.h"
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MonoObject *godot_icall_GD_bytes2var(MonoArray *p_bytes, MonoBoolean p_allow_objects);
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MonoObject *godot_icall_GD_convert(MonoObject *p_what, int32_t p_type);
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int godot_icall_GD_hash(MonoObject *p_var);
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MonoObject *godot_icall_GD_instance_from_id(uint64_t p_instance_id);
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void godot_icall_GD_print(MonoArray *p_what);
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void godot_icall_GD_printerr(MonoArray *p_what);
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void godot_icall_GD_printraw(MonoArray *p_what);
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void godot_icall_GD_prints(MonoArray *p_what);
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void godot_icall_GD_printt(MonoArray *p_what);
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float godot_icall_GD_randf();
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uint32_t godot_icall_GD_randi();
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void godot_icall_GD_randomize();
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double godot_icall_GD_rand_range(double from, double to);
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uint32_t godot_icall_GD_rand_seed(uint64_t seed, uint64_t *newSeed);
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void godot_icall_GD_seed(uint64_t p_seed);
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MonoString *godot_icall_GD_str(MonoArray *p_what);
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MonoObject *godot_icall_GD_str2var(MonoString *p_str);
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MonoBoolean godot_icall_GD_type_exists(MonoString *p_type);
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MonoArray *godot_icall_GD_var2bytes(MonoObject *p_var, MonoBoolean p_full_objects);
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MonoString *godot_icall_GD_var2str(MonoObject *p_var);
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MonoObject *godot_icall_DefaultGodotTaskScheduler();
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// Register internal calls
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void godot_register_gd_icalls();
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#endif // MONO_GLUE_ENABLED
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#endif // GD_GLUE_H
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