/*************************************************************************/ /* gd_glue.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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, int32_t p_type); int godot_icall_GD_hash(MonoObject *p_var); MonoObject *godot_icall_GD_instance_from_id(uint64_t 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); double godot_icall_GD_randf(); uint32_t godot_icall_GD_randi(); void godot_icall_GD_randomize(); double godot_icall_GD_rand_range(double from, double to); uint32_t godot_icall_GD_rand_seed(uint64_t seed, uint64_t *newSeed); void godot_icall_GD_seed(uint64_t p_seed); MonoString *godot_icall_GD_str(MonoArray *p_what); MonoObject *godot_icall_GD_str2var(MonoString *p_str); MonoBoolean 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