/*************************************************************************/ /* string.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 GODOT_STRING_H #define GODOT_STRING_H #ifdef __cplusplus extern "C" { #endif #include #include #define GODOT_STRING_SIZE 8 #ifndef GODOT_CORE_API_GODOT_STRING_TYPE_DEFINED #define GODOT_CORE_API_GODOT_STRING_TYPE_DEFINED typedef struct { uint8_t _dont_touch_that[GODOT_STRING_SIZE]; } godot_string; #endif #include "gdnative.h" void GDAPI godot_string_new(godot_string *r_dest); void GDAPI godot_string_new_copy(godot_string *r_dest, const godot_string *p_src); void GDAPI godot_string_new_data(godot_string *r_dest, const char *p_contents, const int p_size); void GDAPI godot_string_new_unicode_data(godot_string *r_dest, const wchar_t *p_contents, const int p_size); void GDAPI godot_string_get_data(const godot_string *p_self, char *p_dest, int *p_size); wchar_t GDAPI *godot_string_operator_index(godot_string *p_self, const godot_int p_idx); const char GDAPI *godot_string_c_str(const godot_string *p_self); const wchar_t GDAPI *godot_string_unicode_str(const godot_string *p_self); godot_bool GDAPI godot_string_operator_equal(const godot_string *p_self, const godot_string *p_b); godot_bool GDAPI godot_string_operator_less(const godot_string *p_self, const godot_string *p_b); godot_string GDAPI godot_string_operator_plus(const godot_string *p_self, const godot_string *p_b); // @Incomplete // hmm, I guess exposing the whole API doesn't make much sense // since the language used in the library has its own string funcs void GDAPI godot_string_destroy(godot_string *p_self); #ifdef __cplusplus } #endif #endif // GODOT_STRING_H