godot/modules/mono/glue/string_name_glue.cpp
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

63 lines
3.3 KiB
C++

/*************************************************************************/
/* string_name_glue.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifdef MONO_GLUE_ENABLED
#include "core/string/string_name.h"
#include "core/string/ustring.h"
#include "../mono_gd/gd_mono_marshal.h"
StringName *godot_icall_StringName_Ctor(MonoString *p_path) {
return memnew(StringName(GDMonoMarshal::mono_string_to_godot(p_path)));
}
void godot_icall_StringName_Dtor(StringName *p_ptr) {
ERR_FAIL_NULL(p_ptr);
memdelete(p_ptr);
}
MonoString *godot_icall_StringName_operator_String(StringName *p_np) {
return GDMonoMarshal::mono_string_from_godot(p_np->operator String());
}
MonoBoolean godot_icall_StringName_is_empty(StringName *p_ptr) {
return (MonoBoolean)(*p_ptr == StringName());
}
void godot_register_string_name_icalls() {
GDMonoUtils::add_internal_call("Godot.StringName::godot_icall_StringName_Ctor", godot_icall_StringName_Ctor);
GDMonoUtils::add_internal_call("Godot.StringName::godot_icall_StringName_Dtor", godot_icall_StringName_Dtor);
GDMonoUtils::add_internal_call("Godot.StringName::godot_icall_StringName_operator_String", godot_icall_StringName_operator_String);
GDMonoUtils::add_internal_call("Godot.StringName::godot_icall_StringName_is_empty", godot_icall_StringName_is_empty);
}
#endif // MONO_GLUE_ENABLED