godot/modules/mono/glue/glue_header.h
Ignacio Etcheverry 4c10a322d1 C#: Add DynamicGodotObject class
Expands to Object.call, Object.set and Object.get for accessing members. This means it can also access members from scripts written in other languages, like GDScript.

(cherry picked from commit bb6814aef0)
2019-04-20 23:10:43 +02:00

80 lines
3.5 KiB
C++

/*************************************************************************/
/* glue_header.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. */
/*************************************************************************/
#ifdef MONO_GLUE_ENABLED
#include "base_object_glue.h"
#include "collections_glue.h"
#include "gd_glue.h"
#include "nodepath_glue.h"
#include "rid_glue.h"
#include "string_glue.h"
/**
* Registers internal calls that were not generated. This function is called
* from the generated GodotSharpBindings::register_generated_icalls() function.
*/
void godot_register_glue_header_icalls() {
godot_register_collections_icalls();
godot_register_gd_icalls();
godot_register_nodepath_icalls();
godot_register_object_icalls();
godot_register_rid_icalls();
godot_register_string_icalls();
}
// Used by the generated glue
#include "core/array.h"
#include "core/class_db.h"
#include "core/dictionary.h"
#include "core/engine.h"
#include "core/method_bind.h"
#include "core/node_path.h"
#include "core/object.h"
#include "core/reference.h"
#include "core/typedefs.h"
#include "core/ustring.h"
#include "../mono_gd/gd_mono_class.h"
#include "../mono_gd/gd_mono_internals.h"
#include "../mono_gd/gd_mono_utils.h"
#define GODOTSHARP_INSTANCE_OBJECT(m_instance, m_type) \
static ClassDB::ClassInfo *ci = NULL; \
if (!ci) { \
ci = ClassDB::classes.getptr(m_type); \
} \
Object *m_instance = ci->creation_func();
#include "arguments_vector.h"
#endif // MONO_GLUE_ENABLED