b1356a3590
- 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.
105 lines
4.2 KiB
C++
105 lines
4.2 KiB
C++
/*************************************************************************/
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/* collections_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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 COLLECTIONS_GLUE_H
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#define COLLECTIONS_GLUE_H
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#ifdef MONO_GLUE_ENABLED
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#include "core/array.h"
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#include "../mono_gd/gd_mono_marshal.h"
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// Array
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Array *godot_icall_Array_Ctor();
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void godot_icall_Array_Dtor(Array *ptr);
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MonoObject *godot_icall_Array_At(Array *ptr, int index);
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void godot_icall_Array_SetAt(Array *ptr, int index, MonoObject *value);
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int godot_icall_Array_Count(Array *ptr);
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void godot_icall_Array_Add(Array *ptr, MonoObject *item);
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void godot_icall_Array_Clear(Array *ptr);
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bool godot_icall_Array_Contains(Array *ptr, MonoObject *item);
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void godot_icall_Array_CopyTo(Array *ptr, MonoArray *array, int array_index);
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int godot_icall_Array_IndexOf(Array *ptr, MonoObject *item);
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void godot_icall_Array_Insert(Array *ptr, int index, MonoObject *item);
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bool godot_icall_Array_Remove(Array *ptr, MonoObject *item);
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void godot_icall_Array_RemoveAt(Array *ptr, int index);
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// Dictionary
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Dictionary *godot_icall_Dictionary_Ctor();
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void godot_icall_Dictionary_Dtor(Dictionary *ptr);
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MonoObject *godot_icall_Dictionary_GetValue(Dictionary *ptr, MonoObject *key);
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void godot_icall_Dictionary_SetValue(Dictionary *ptr, MonoObject *key, MonoObject *value);
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Array *godot_icall_Dictionary_Keys(Dictionary *ptr);
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Array *godot_icall_Dictionary_Values(Dictionary *ptr);
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int godot_icall_Dictionary_Count(Dictionary *ptr);
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void godot_icall_Dictionary_Add(Dictionary *ptr, MonoObject *key, MonoObject *value);
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void godot_icall_Dictionary_Clear(Dictionary *ptr);
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bool godot_icall_Dictionary_Contains(Dictionary *ptr, MonoObject *key, MonoObject *value);
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bool godot_icall_Dictionary_ContainsKey(Dictionary *ptr, MonoObject *key);
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bool godot_icall_Dictionary_RemoveKey(Dictionary *ptr, MonoObject *key);
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bool godot_icall_Dictionary_Remove(Dictionary *ptr, MonoObject *key, MonoObject *value);
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bool godot_icall_Dictionary_TryGetValue(Dictionary *ptr, MonoObject *key, MonoObject **value);
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// Register internal calls
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void godot_register_collections_icalls();
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#endif // MONO_GLUE_ENABLED
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#endif // COLLECTIONS_GLUE_H
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