69 lines
3.1 KiB
C++
69 lines
3.1 KiB
C++
/*************************************************************************/
|
|
/* nodepath_glue.h */
|
|
/*************************************************************************/
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#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
|