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author | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2018-09-04 05:40:41 +0200 |
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committer | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2018-09-12 03:23:45 +0200 |
commit | b1356a3590ad1a4ed7bc4f85e1ffe7e9776855c3 (patch) | |
tree | 707f1a2c7f2947e8c868f0c35974f9159482c17d /modules/mono/glue/gd_glue.h | |
parent | 0d04fb76e1d4543d04d6e41244c06f35bfecb07c (diff) |
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.
Diffstat (limited to 'modules/mono/glue/gd_glue.h')
-rw-r--r-- | modules/mono/glue/gd_glue.h | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/modules/mono/glue/gd_glue.h b/modules/mono/glue/gd_glue.h new file mode 100644 index 0000000000..6f846f221d --- /dev/null +++ b/modules/mono/glue/gd_glue.h @@ -0,0 +1,74 @@ +/*************************************************************************/ +/* gd_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 GD_GLUE_H +#define GD_GLUE_H + +#ifdef MONO_GLUE_ENABLED + +#include "../mono_gd/gd_mono_marshal.h" + +MonoObject *godot_icall_GD_bytes2var(MonoArray *p_bytes); + +MonoObject *godot_icall_GD_convert(MonoObject *p_what, int p_type); + +int godot_icall_GD_hash(MonoObject *p_var); + +MonoObject *godot_icall_GD_instance_from_id(int p_instance_id); + +void godot_icall_GD_print(MonoArray *p_what); + +void godot_icall_GD_printerr(MonoArray *p_what); + +void godot_icall_GD_printraw(MonoArray *p_what); + +void godot_icall_GD_prints(MonoArray *p_what); + +void godot_icall_GD_printt(MonoArray *p_what); + +void godot_icall_GD_seed(int p_seed); + +MonoString *godot_icall_GD_str(MonoArray *p_what); + +MonoObject *godot_icall_GD_str2var(MonoString *p_str); + +bool godot_icall_GD_type_exists(MonoString *p_type); + +MonoArray *godot_icall_GD_var2bytes(MonoObject *p_var); + +MonoString *godot_icall_GD_var2str(MonoObject *p_var); + +// Register internal calls + +void godot_register_gd_icalls(); + +#endif // MONO_GLUE_ENABLED + +#endif // GD_GLUE_H |