godot/modules/mono/glue/nodepath_glue.h
Ignacio Etcheverry b1356a3590 Cleanup of c# api files and bindings generator
- We no longer generate RID and NodePath C# classes. Both will be maintained manually.
- We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base).
- We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class.

This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code).

- Added missing 'RID(Object from)' constructor to the RID C# class.
- Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED.
- Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.
2018-09-12 03:23:45 +02:00

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/*************************************************************************/
/* nodepath_glue.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#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