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/*************************************************************************/
/*  callable.h                                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 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_CALLABLE_H
#define GODOT_CALLABLE_H

#ifdef __cplusplus
extern "C" {
#endif

#include <stdint.h>

#define GODOT_CALLABLE_SIZE (16)

#ifndef GODOT_CORE_API_GODOT_CALLABLE_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_CALLABLE_TYPE_DEFINED
typedef struct {
	uint8_t _dont_touch_that[GODOT_CALLABLE_SIZE];
} godot_callable;
#endif

#define GODOT_SIGNAL_SIZE (16)

#ifndef GODOT_CORE_API_GODOT_SIGNAL_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_SIGNAL_TYPE_DEFINED
typedef struct {
	uint8_t _dont_touch_that[GODOT_SIGNAL_SIZE];
} godot_signal;
#endif

#ifdef __cplusplus
}
#endif

#include <gdnative/gdnative.h>
#include <gdnative/string_name.h>

#ifdef __cplusplus
extern "C" {
#endif

// Callable

void GDAPI godot_callable_new_with_object(godot_callable *r_dest, const godot_object *p_object, const godot_string_name *p_method);
void GDAPI godot_callable_new_with_object_id(godot_callable *r_dest, uint64_t p_objectid, const godot_string_name *p_method);
void GDAPI godot_callable_new_copy(godot_callable *r_dest, const godot_callable *p_src);

void GDAPI godot_callable_destroy(godot_callable *p_self);

godot_int GDAPI godot_callable_call(const godot_callable *p_self, const godot_variant **p_arguments, godot_int p_argcount, godot_variant *r_return_value);
void GDAPI godot_callable_call_deferred(const godot_callable *p_self, const godot_variant **p_arguments, godot_int p_argcount);

godot_bool GDAPI godot_callable_is_null(const godot_callable *p_self);
godot_bool GDAPI godot_callable_is_custom(const godot_callable *p_self);
godot_bool GDAPI godot_callable_is_standard(const godot_callable *p_self);

godot_object GDAPI *godot_callable_get_object(const godot_callable *p_self);
uint64_t GDAPI godot_callable_get_object_id(const godot_callable *p_self);
godot_string_name GDAPI godot_callable_get_method(const godot_callable *p_self);

uint32_t GDAPI godot_callable_hash(const godot_callable *p_self);

godot_string GDAPI godot_callable_as_string(const godot_callable *p_self);

godot_bool GDAPI godot_callable_operator_equal(const godot_callable *p_self, const godot_callable *p_other);
godot_bool GDAPI godot_callable_operator_less(const godot_callable *p_self, const godot_callable *p_other);

// Signal

void GDAPI godot_signal_new_with_object(godot_signal *r_dest, const godot_object *p_object, const godot_string_name *p_name);
void GDAPI godot_signal_new_with_object_id(godot_signal *r_dest, uint64_t p_objectid, const godot_string_name *p_name);
void GDAPI godot_signal_new_copy(godot_signal *r_dest, const godot_signal *p_src);

void GDAPI godot_signal_destroy(godot_signal *p_self);

godot_int GDAPI godot_signal_emit(const godot_signal *p_self, const godot_variant **p_arguments, godot_int p_argcount);

godot_int GDAPI godot_signal_connect(godot_signal *p_self, const godot_callable *p_callable, const godot_array *p_binds, uint32_t p_flags);
void GDAPI godot_signal_disconnect(godot_signal *p_self, const godot_callable *p_callable);

godot_bool GDAPI godot_signal_is_null(const godot_signal *p_self);
godot_bool GDAPI godot_signal_is_connected(const godot_signal *p_self, const godot_callable *p_callable);

godot_array GDAPI godot_signal_get_connections(const godot_signal *p_self);

godot_object GDAPI *godot_signal_get_object(const godot_signal *p_self);
uint64_t GDAPI godot_signal_get_object_id(const godot_signal *p_self);
godot_string_name GDAPI godot_signal_get_name(const godot_signal *p_self);

godot_string GDAPI godot_signal_as_string(const godot_signal *p_self);

godot_bool GDAPI godot_signal_operator_equal(const godot_signal *p_self, const godot_signal *p_other);
godot_bool GDAPI godot_signal_operator_less(const godot_signal *p_self, const godot_signal *p_other);

#ifdef __cplusplus
}
#endif

#endif