/*************************************************************************/ /* nodepath_glue.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "nodepath_glue.h" #ifdef MONO_GLUE_ENABLED #include "core/ustring.h" NodePath *godot_icall_NodePath_Ctor(MonoString *p_path) { return memnew(NodePath(GDMonoMarshal::mono_string_to_godot(p_path))); } void godot_icall_NodePath_Dtor(NodePath *p_ptr) { ERR_FAIL_NULL(p_ptr); _GodotSharp::get_singleton()->queue_dispose(p_ptr); } MonoString *godot_icall_NodePath_operator_String(NodePath *p_np) { return GDMonoMarshal::mono_string_from_godot(p_np->operator String()); } MonoBoolean godot_icall_NodePath_is_absolute(NodePath *p_ptr) { return (MonoBoolean)p_ptr->is_absolute(); } uint32_t godot_icall_NodePath_get_name_count(NodePath *p_ptr) { return p_ptr->get_name_count(); } MonoString *godot_icall_NodePath_get_name(NodePath *p_ptr, uint32_t p_idx) { return GDMonoMarshal::mono_string_from_godot(p_ptr->get_name(p_idx)); } uint32_t godot_icall_NodePath_get_subname_count(NodePath *p_ptr) { return p_ptr->get_subname_count(); } MonoString *godot_icall_NodePath_get_subname(NodePath *p_ptr, uint32_t p_idx) { return GDMonoMarshal::mono_string_from_godot(p_ptr->get_subname(p_idx)); } MonoString *godot_icall_NodePath_get_concatenated_subnames(NodePath *p_ptr) { return GDMonoMarshal::mono_string_from_godot(p_ptr->get_concatenated_subnames()); } NodePath *godot_icall_NodePath_get_as_property_path(NodePath *p_ptr) { return memnew(NodePath(p_ptr->get_as_property_path())); } MonoBoolean godot_icall_NodePath_is_empty(NodePath *p_ptr) { return (MonoBoolean)p_ptr->is_empty(); } void godot_register_nodepath_icalls() { mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_Ctor", (void *)godot_icall_NodePath_Ctor); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_Dtor", (void *)godot_icall_NodePath_Dtor); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_operator_String", (void *)godot_icall_NodePath_operator_String); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_get_as_property_path", (void *)godot_icall_NodePath_get_as_property_path); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_get_concatenated_subnames", (void *)godot_icall_NodePath_get_concatenated_subnames); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_get_name", (void *)godot_icall_NodePath_get_name); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_get_name_count", (void *)godot_icall_NodePath_get_name_count); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_get_subname", (void *)godot_icall_NodePath_get_subname); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_get_subname_count", (void *)godot_icall_NodePath_get_subname_count); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_is_absolute", (void *)godot_icall_NodePath_is_absolute); mono_add_internal_call("Godot.NodePath::godot_icall_NodePath_is_empty", (void *)godot_icall_NodePath_is_empty); } #endif // MONO_GLUE_ENABLED