Merge pull request #8246 from GodotNativeTools/dlscript-module

DLScript module
This commit is contained in:
Rémi Verschelde 2017-04-04 00:25:03 +02:00 committed by GitHub
commit 46bc14e66f
57 changed files with 6598 additions and 609 deletions

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@ -177,6 +177,10 @@ public:
virtual void set_borderless_window(int p_borderless) {} virtual void set_borderless_window(int p_borderless) {}
virtual bool get_borderless_window() { return 0; } virtual bool get_borderless_window() { return 0; }
virtual Error open_dynamic_library(const String p_path, void *&p_library_handle) { return ERR_UNAVAILABLE; };
virtual Error close_dynamic_library(void *p_library_handle) { return ERR_UNAVAILABLE; };
virtual Error get_dynamic_library_symbol_handle(void *p_library_handle, const String p_name, void *&p_symbol_handle) { return ERR_UNAVAILABLE; };
virtual void set_keep_screen_on(bool p_enabled); virtual void set_keep_screen_on(bool p_enabled);
virtual bool is_keep_screen_on() const; virtual bool is_keep_screen_on() const;
virtual void set_low_processor_usage_mode(bool p_enabled); virtual void set_low_processor_usage_mode(bool p_enabled);

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@ -43,7 +43,7 @@ typedef void (*ScriptEditRequestFunction)(const String &p_path);
class ScriptServer { class ScriptServer {
enum { enum {
MAX_LANGUAGES = 4 MAX_LANGUAGES = 16
}; };
static ScriptLanguage *_languages[MAX_LANGUAGES]; static ScriptLanguage *_languages[MAX_LANGUAGES];

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@ -54,6 +54,7 @@
#endif #endif
#include "global_config.h" #include "global_config.h"
#include <assert.h> #include <assert.h>
#include <dlfcn.h>
#include <errno.h> #include <errno.h>
#include <poll.h> #include <poll.h>
#include <signal.h> #include <signal.h>
@ -435,6 +436,36 @@ String OS_Unix::get_locale() const {
return locale; return locale;
} }
Error OS_Unix::open_dynamic_library(const String p_path, void *&p_library_handle) {
p_library_handle = dlopen(p_path.utf8().get_data(), RTLD_NOW);
if (!p_library_handle) {
ERR_EXPLAIN("Can't open dynamic library: " + p_path + ". Error: " + dlerror());
ERR_FAIL_V(ERR_CANT_OPEN);
}
return OK;
}
Error OS_Unix::close_dynamic_library(void *p_library_handle) {
if (dlclose(p_library_handle)) {
return FAILED;
}
return OK;
}
Error OS_Unix::get_dynamic_library_symbol_handle(void *p_library_handle, const String p_name, void *&p_symbol_handle) {
char *error;
dlerror(); // Clear existing errors
p_symbol_handle = dlsym(p_library_handle, p_name.utf8().get_data());
error = dlerror();
if (error != NULL) {
ERR_EXPLAIN("Can't resolve symbol " + p_name + ". Error: " + error);
ERR_FAIL_V(ERR_CANT_RESOLVE);
}
return OK;
}
Error OS_Unix::set_cwd(const String &p_cwd) { Error OS_Unix::set_cwd(const String &p_cwd) {
if (chdir(p_cwd.utf8().get_data()) != 0) if (chdir(p_cwd.utf8().get_data()) != 0)

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@ -82,6 +82,10 @@ public:
//virtual VideoMode get_video_mode() const; //virtual VideoMode get_video_mode() const;
//virtual void get_fullscreen_mode_list(List<VideoMode> *p_list) const; //virtual void get_fullscreen_mode_list(List<VideoMode> *p_list) const;
virtual Error open_dynamic_library(const String p_path, void *&p_library_handle);
virtual Error close_dynamic_library(void *p_library_handle);
virtual Error get_dynamic_library_symbol_handle(void *p_library_handle, const String p_name, void *&p_symbol_handle);
virtual Error set_cwd(const String &p_cwd); virtual Error set_cwd(const String &p_cwd);
virtual String get_name(); virtual String get_name();

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@ -1,7 +0,0 @@
#!/usr/bin/env python
Import('env')
env.add_source_files(env.modules_sources, "*.cpp")
Export('env')

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@ -1,29 +0,0 @@
/*************************************************************************/
/* godot_c.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "godot_c.h"

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@ -1,567 +0,0 @@
/*************************************************************************/
/* godot_c.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_C_H
#define GODOT_C_H
#ifdef __cplusplus
extern "C" {
#endif
#if defined(GDAPI_BUILT_IN) || !defined(WINDOWS_ENABLED)
#define GDAPI
#elif defined(GDAPI_EXPORTS)
#define GDAPI __declspec(dllexport)
#else
#define GDAPI __declspec(dllimport)
#endif
#define GODOT_API_VERSION 1
typedef int godot_bool;
#define GODOT_FALSE 0
#define GODOT_TRUE 1
////// Image
#define GODOT_IMAGE_FORMAT_GRAYSCALE 0
#define GODOT_IMAGE_FORMAT_INTENSITY 1
#define GODOT_IMAGE_FORMAT_GRAYSCALE_ALPHA 2
#define GODOT_IMAGE_FORMAT_RGB 3
#define GODOT_IMAGE_FORMAT_RGBA 4
#define GODOT_IMAGE_FORMAT_INDEXED 5
#define GODOT_IMAGE_FORMAT_INDEXED_ALPHA 6
#define GODOT_IMAGE_FORMAT_YUV_422 7
#define GODOT_IMAGE_FORMAT_YUV_444 8
#define GODOT_IMAGE_FORMAT_BC1 9
#define GODOT_IMAGE_FORMAT_BC2 10
#define GODOT_IMAGE_FORMAT_BC3 11
#define GODOT_IMAGE_FORMAT_BC4 12
#define GODOT_IMAGE_FORMAT_BC5 13
#define GODOT_IMAGE_FORMAT_PVRTC2 14
#define GODOT_IMAGE_FORMAT_PVRTC2_ALPHA 15
#define GODOT_IMAGE_FORMAT_PVRTC4 16
#define GODOT_IMAGE_FORMAT_PVRTC4_ALPHA 17
#define GODOT_IMAGE_FORMAT_ETC 18
#define GODOT_IMAGE_FORMAT_ATC 19
#define GODOT_IMAGE_FORMAT_ATC_ALPHA_EXPLICIT 20
#define GODOT_IMAGE_FORMAT_ATC_ALPHA_INTERPOLATED 21
typedef void *godot_image;
godot_image GDAPI godot_image_create_empty();
godot_image GDAPI godot_image_create(int p_width, int p_height, int p_format, int p_use_mipmaps);
godot_image GDAPI godot_image_create_with_data(int p_width, int p_height, int p_format, int p_use_mipmaps, unsigned char *p_buffer);
int GDAPI godot_image_get_width(godot_image p_image);
int GDAPI godot_image_get_height(godot_image p_image);
int GDAPI godot_image_get_format(godot_image p_image);
int GDAPI godot_image_get_mipmap_count(godot_image p_image);
godot_image GDAPI godot_image_copy(godot_image p_image);
void GDAPI godot_image_free(godot_image p_image);
////// RID
typedef void *godot_rid;
godot_rid GDAPI godot_rid_create();
godot_rid GDAPI godot_rid_copy(godot_rid p_rid);
void GDAPI godot_rid_free(godot_rid p_rid);
////// Variant (forward declared)
typedef void *godot_variant;
////// Dictionary
typedef void *godot_dictionary;
godot_dictionary GDAPI godot_dictionary_create();
void GDAPI godot_dictionary_has(godot_dictionary p_dictionary, godot_variant p_key);
godot_variant GDAPI godot_dictionary_get(godot_dictionary p_dictionary, godot_variant p_key);
void GDAPI godot_dictionary_insert(godot_dictionary p_dictionary, godot_variant p_key, godot_variant p_value);
void GDAPI godot_dictionary_remove(godot_dictionary p_dictionary, godot_variant p_key);
void GDAPI godot_dictionary_clear(godot_dictionary p_dictionary);
int GDAPI godot_dictionary_get_size(godot_dictionary p_dictionary);
void GDAPI godot_dictionary_get_keys(godot_dictionary p_dictionary, godot_variant *p_keys);
godot_dictionary GDAPI godot_dictionary_copy(godot_dictionary p_dictionary);
void GDAPI godot_dictionary_free(godot_dictionary p_dictionary);
////// Array
typedef void *godot_array;
godot_array GDAPI godot_array_create();
godot_variant GDAPI godot_array_get(godot_array p_array, int p_index);
void GDAPI godot_array_set(godot_array p_array, int p_index, godot_variant p_value);
void GDAPI godot_array_resize(godot_array p_array, int p_size);
void GDAPI godot_array_insert(godot_array p_array, int p_position, godot_variant p_value);
void GDAPI godot_array_remove(godot_array p_array, int p_position);
void GDAPI godot_array_clear(godot_array p_array);
int GDAPI godot_array_get_size(godot_array p_array);
int GDAPI godot_array_find(godot_array p_array, godot_variant p_value, int p_from_pos = -1);
godot_array GDAPI godot_array_copy(godot_array p_array);
void GDAPI godot_array_free(godot_array p_array);
////// InputEvent
#define INPUT_EVENT_BUTTON_LEFT 1
#define INPUT_EVENT_BUTTON_RIGHT 2
#define INPUT_EVENT_BUTTON_MIDDLE 3
#define INPUT_EVENT_BUTTON_WHEEL_UP 4
#define INPUT_EVENT_BUTTON_WHEEL_DOWN 5
#define INPUT_EVENT_BUTTON_WHEEL_LEFT 6
#define INPUT_EVENT_BUTTON_WHEEL_RIGHT 7
#define INPUT_EVENT_BUTTON_MASK_LEFT (1 << (INPUT_EVENT_BUTTON_LEFT - 1))
#define INPUT_EVENT_BUTTON_MASK_RIGHT (1 << (INPUT_EVENT_BUTTON_RIGHT - 1))
#define INPUT_EVENT_BUTTON_MASK_MIDDLE (1 << (INPUT_EVENT_BUTTON_MIDDLE - 1))
#define INPUT_EVENT_TYPE_NONE 0
#define INPUT_EVENT_TYPE_KEY 1
#define INPUT_EVENT_TYPE_MOUSE_MOTION 2
#define INPUT_EVENT_TYPE_MOUSE_BUTTON 3
#define INPUT_EVENT_TYPE_JOYPAD_MOTION 4
#define INPUT_EVENT_TYPE_JOYPAD_BUTTON 5
#define INPUT_EVENT_TYPE_SCREEN_TOUCH 6
#define INPUT_EVENT_TYPE_SCREEN_DRAG 7
#define INPUT_EVENT_TYPE_ACTION 8
typedef void *godot_input_event;
godot_input_event GDAPI godot_input_event_create();
godot_input_event GDAPI godot_input_event_copy(godot_input_event p_input_event);
void GDAPI godot_input_event_free(godot_input_event p_input_event);
int GDAPI godot_input_event_get_type(godot_input_event p_event);
int GDAPI godot_input_event_get_device(godot_input_event p_event);
godot_bool GDAPI godot_input_event_mod_has_alt(godot_input_event p_event);
godot_bool GDAPI godot_input_event_mod_has_ctrl(godot_input_event p_event);
godot_bool GDAPI godot_input_event_mod_has_command(godot_input_event p_event);
godot_bool GDAPI godot_input_event_mod_has_shift(godot_input_event p_event);
godot_bool GDAPI godot_input_event_mod_has_meta(godot_input_event p_event);
int GDAPI godot_input_event_key_get_scancode(godot_input_event p_event);
int GDAPI godot_input_event_key_get_unicode(godot_input_event p_event);
godot_bool GDAPI godot_input_event_key_is_pressed(godot_input_event p_event);
godot_bool GDAPI godot_input_event_key_is_echo(godot_input_event p_event);
int GDAPI godot_input_event_mouse_get_x(godot_input_event p_event);
int GDAPI godot_input_event_mouse_get_y(godot_input_event p_event);
int GDAPI godot_input_event_mouse_get_global_x(godot_input_event p_event);
int GDAPI godot_input_event_mouse_get_global_y(godot_input_event p_event);
int GDAPI godot_input_event_mouse_get_button_mask(godot_input_event p_event);
int GDAPI godot_input_event_mouse_button_get_button_index(godot_input_event p_event);
godot_bool GDAPI godot_input_event_mouse_button_is_pressed(godot_input_event p_event);
godot_bool GDAPI godot_input_event_mouse_button_is_doubleclick(godot_input_event p_event);
int GDAPI godot_input_event_mouse_motion_get_relative_x(godot_input_event p_event);
int GDAPI godot_input_event_mouse_motion_get_relative_y(godot_input_event p_event);
int GDAPI godot_input_event_mouse_motion_get_speed_x(godot_input_event p_event);
int GDAPI godot_input_event_mouse_motion_get_speed_y(godot_input_event p_event);
int GDAPI godot_input_event_joypad_motion_get_axis(godot_input_event p_event);
float GDAPI godot_input_event_joypad_motion_get_axis_value(godot_input_event p_event);
int GDAPI godot_input_event_joypad_button_get_button_index(godot_input_event p_event);
godot_bool GDAPI godot_input_event_joypad_button_is_pressed(godot_input_event p_event);
float GDAPI godot_input_event_joypad_button_get_pressure(godot_input_event p_event);
int GDAPI godot_input_event_screen_touch_get_index(godot_input_event p_event);
int GDAPI godot_input_event_screen_touch_get_x(godot_input_event p_event);
int GDAPI godot_input_event_screen_touch_get_y(godot_input_event p_event);
int GDAPI godot_input_event_screen_touch_is_pressed(godot_input_event p_event);
int GDAPI godot_input_event_screen_drag_get_index(godot_input_event p_event);
int GDAPI godot_input_event_screen_drag_get_x(godot_input_event p_event);
int GDAPI godot_input_event_screen_drag_get_y(godot_input_event p_event);
int GDAPI godot_input_event_screen_drag_get_relative_x(godot_input_event p_event);
int GDAPI godot_input_event_screen_drag_get_relative_y(godot_input_event p_event);
int GDAPI godot_input_event_screen_drag_get_speed_x(godot_input_event p_event);
int GDAPI godot_input_event_screen_drag_get_speed_y(godot_input_event p_event);
int GDAPI godot_input_event_is_action(godot_input_event p_event, char *p_action);
int GDAPI godot_input_event_is_action_pressed(godot_input_event p_event, char *p_action);
////// ByteArray
typedef void *godot_byte_array;
godot_byte_array GDAPI godot_byte_array_create();
godot_byte_array GDAPI godot_byte_array_copy(godot_byte_array p_byte_array);
void GDAPI godot_byte_array_free(godot_byte_array p_byte_array);
int GDAPI godot_byte_array_get_size(godot_byte_array p_byte_array);
unsigned char GDAPI godot_byte_array_get(godot_byte_array p_byte_array, int p_index);
void GDAPI godot_byte_array_set(godot_byte_array p_byte_array, int p_index, unsigned char p_value);
void GDAPI godot_byte_array_remove(godot_byte_array p_byte_array, int p_index);
void GDAPI godot_byte_array_clear(godot_byte_array p_byte_array);
typedef void *godot_byte_array_lock;
godot_byte_array_lock GDAPI godot_byte_array_get_lock(godot_byte_array p_byte_array);
unsigned char GDAPI *godot_byte_array_lock_get_pointer(godot_byte_array_lock p_byte_array_lock);
void GDAPI godot_byte_array_lock_free(godot_byte_array_lock p_byte_array_lock);
godot_image GDAPI godot_image_create_with_array(int p_width, int p_height, int p_format, int p_use_mipmaps, godot_array p_array);
godot_byte_array GDAPI godot_image_get_data(godot_image p_image);
////// IntArray
typedef void *godot_int_array;
godot_int_array GDAPI godot_int_array_create();
godot_int_array GDAPI godot_int_array_copy(godot_int_array p_int_array);
void GDAPI godot_int_array_free(godot_int_array p_int_array);
int GDAPI godot_int_array_get_size(godot_int_array p_int_array);
int GDAPI godot_int_array_get(godot_int_array p_int_array, int p_index);
void GDAPI godot_int_array_set(godot_int_array p_int_array, int p_index, int p_value);
void GDAPI godot_int_array_remove(godot_int_array p_int_array, int p_index);
void GDAPI godot_int_array_clear(godot_int_array p_int_array);
typedef void *godot_int_array_lock;
godot_int_array_lock GDAPI godot_int_array_get_lock(godot_int_array p_int_array);
int GDAPI *godot_int_array_lock_get_pointer(godot_int_array_lock p_int_array_lock);
void GDAPI godot_int_array_lock_free(godot_int_array_lock p_int_array_lock);
////// RealArray
typedef void *godot_real_array;
godot_real_array GDAPI godot_real_array_create();
godot_real_array GDAPI godot_real_array_copy(godot_real_array p_real_array);
void GDAPI godot_real_array_free(godot_real_array p_real_array);
int GDAPI godot_real_array_get_size(godot_real_array p_real_array);
float GDAPI godot_real_array_get(godot_real_array p_real_array, int p_index);
void GDAPI godot_real_array_set(godot_real_array p_real_array, int p_index, float p_value);
void GDAPI godot_real_array_remove(godot_real_array p_real_array, int p_index);
void GDAPI godot_real_array_clear(godot_real_array p_real_array);
typedef void *godot_real_array_lock;
godot_real_array_lock GDAPI godot_real_array_get_lock(godot_real_array p_real_array);
float GDAPI *godot_real_array_lock_get_pointer(godot_real_array_lock p_real_array_lock);
void GDAPI godot_real_array_lock_free(godot_real_array_lock p_real_array_lock);
////// StringArray
typedef void *godot_string_array;
godot_string_array GDAPI godot_string_array_create();
godot_string_array GDAPI godot_string_array_copy(godot_string_array p_string_array);
void GDAPI godot_string_array_free(godot_string_array p_string_array);
int GDAPI godot_string_array_get_size(godot_string_array p_string_array);
int GDAPI godot_string_array_get(godot_string_array p_string_array, int p_index, unsigned char *p_string, int p_max_len);
void GDAPI godot_string_array_set(godot_string_array p_string_array, int p_index, unsigned char *p_string);
void GDAPI godot_string_array_remove(godot_string_array p_string_array, int p_index);
void GDAPI godot_string_array_clear(godot_string_array p_string_array);
////// Vector2Array
typedef void *godot_vector2_array;
godot_vector2_array GDAPI godot_vector2_array_create();
godot_vector2_array GDAPI godot_vector2_array_copy(godot_vector2_array p_vector2_array);
void GDAPI godot_vector2_array_free(godot_vector2_array p_vector2_array);
int GDAPI godot_vector2_array_get_size(godot_vector2_array p_vector2_array);
int GDAPI godot_vector2_array_get_stride(godot_vector2_array p_vector2_array);
void GDAPI godot_vector2_array_get(godot_vector2_array p_vector2_array, int p_index, float *p_vector2);
void GDAPI godot_vector2_array_set(godot_vector2_array p_vector2_array, int p_index, float *p_vector2);
void GDAPI godot_vector2_array_remove(godot_vector2_array p_vector2_array, int p_index);
void GDAPI godot_vector2_array_clear(godot_vector2_array p_vector2_array);
typedef void *godot_vector2_array_lock;
godot_vector2_array_lock GDAPI godot_vector2_array_get_lock(godot_vector2_array p_vector2_array);
float GDAPI *godot_vector2_array_lock_get_pointer(godot_vector2_array_lock p_vector2_array_lock);
void GDAPI godot_vector2_array_lock_free(godot_vector2_array_lock p_vector2_array_lock);
////// Vector3Array
typedef void *godot_vector3_array;
godot_vector3_array GDAPI godot_vector3_array_create();
godot_vector3_array GDAPI godot_vector3_array_copy(godot_vector3_array p_vector3_array);
void GDAPI godot_vector3_array_free(godot_vector3_array p_vector3_array);
int GDAPI godot_vector3_array_get_size(godot_vector3_array p_vector3_array);
int GDAPI godot_vector3_array_get_stride(godot_vector3_array p_vector3_array);
void GDAPI godot_vector3_array_get(godot_vector3_array p_vector3_array, int p_index, float *p_vector3);
void GDAPI godot_vector3_array_set(godot_vector3_array p_vector3_array, int p_index, float *p_vector3);
void GDAPI godot_vector3_array_remove(godot_vector3_array p_vector3_array, int p_index);
void GDAPI godot_vector3_array_clear(godot_vector3_array p_vector3_array);
typedef void *godot_vector3_array_lock;
godot_vector3_array_lock GDAPI godot_vector3_array_get_lock(godot_vector3_array p_vector3_array);
float GDAPI *godot_vector3_array_lock_get_pointer(godot_vector3_array_lock p_vector3_array_lock);
void GDAPI godot_vector3_array_lock_free(godot_vector3_array_lock p_vector3_array_lock);
////// ColorArray
typedef void *godot_color_array;
godot_color_array GDAPI godot_color_array_create();
godot_color_array GDAPI godot_color_array_copy(godot_color_array p_color_array);
void GDAPI godot_color_array_free(godot_color_array p_color_array);
int GDAPI godot_color_array_get_size(godot_color_array p_color_array);
int GDAPI godot_color_array_get_stride(godot_color_array p_color_array);
void GDAPI godot_color_array_get(godot_color_array p_color_array, int p_index, float *p_color);
void GDAPI godot_color_array_set(godot_color_array p_color_array, int p_index, float *p_color);
void GDAPI godot_color_array_remove(godot_color_array p_color_array, int p_index);
void GDAPI godot_color_array_clear(godot_color_array p_color_array);
typedef void *godot_color_array_lock;
godot_color_array_lock GDAPI godot_color_array_get_lock(godot_color_array p_color_array);
float GDAPI *godot_color_array_lock_get_pointer(godot_color_array_lock p_color_array_lock);
void GDAPI godot_color_array_lock_free(godot_color_array_lock p_color_array_lock);
////// Instance (forward declared)
typedef void *godot_instance;
////// Variant
#define GODOT_VARIANT_NIL 0
#define GODOT_VARIANT_BOOL 1
#define GODOT_VARIANT_INT 2
#define GODOT_VARIANT_REAL 3
#define GODOT_VARIANT_STRING 4
#define GODOT_VARIANT_VECTOR2 5
#define GODOT_VARIANT_RECT2 6
#define GODOT_VARIANT_VECTOR3 7
#define GODOT_VARIANT_MATRIX32 8
#define GODOT_VARIANT_PLANE 9
#define GODOT_VARIANT_QUAT 10
#define GODOT_VARIANT_AABB 11
#define GODOT_VARIANT_MATRIX3 12
#define GODOT_VARIANT_TRANSFORM 13
#define GODOT_VARIANT_COLOR 14
#define GODOT_VARIANT_IMAGE 15
#define GODOT_VARIANT_NODE_PATH 16
#define GODOT_VARIANT_RID 17
#define GODOT_VARIANT_OBJECT 18
#define GODOT_VARIANT_INPUT_EVENT 19
#define GODOT_VARIANT_DICTIONARY 20
#define GODOT_VARIANT_ARRAY 21
#define GODOT_VARIANT_BYTE_ARRAY 22
#define GODOT_VARIANT_INT_ARRAY 23
#define GODOT_VARIANT_REAL_ARRAY 24
#define GODOT_VARIANT_STRING_ARRAY 25
#define GODOT_VARIANT_VECTOR2_ARRAY 26
#define GODOT_VARIANT_VECTOR3_ARRAY 27
#define GODOT_VARIANT_COLOR_ARRAY 28
#define GODOT_VARIANT_MAX 29
godot_variant *godot_variant_new();
int GDAPI godot_variant_get_type(godot_variant p_variant);
void GDAPI godot_variant_set_null(godot_variant p_variant);
void GDAPI godot_variant_set_bool(godot_variant p_variant, godot_bool p_bool);
void GDAPI godot_variant_set_int(godot_variant p_variant, int p_int);
void GDAPI godot_variant_set_float(godot_variant p_variant, int p_float);
void GDAPI godot_variant_set_string(godot_variant p_variant, char *p_string);
void GDAPI godot_variant_set_vector2(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_set_rect2(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_set_vector3(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_set_matrix32(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_set_plane(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_set_aabb(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_set_matrix3(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_set_transform(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_set_color(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_set_image(godot_variant p_variant, godot_image *p_image);
void GDAPI godot_variant_set_node_path(godot_variant p_variant, char *p_path);
void GDAPI godot_variant_set_rid(godot_variant p_variant, char *p_path);
void GDAPI godot_variant_set_instance(godot_variant p_variant, godot_instance p_instance);
void GDAPI godot_variant_set_input_event(godot_variant p_variant, godot_input_event p_instance);
void GDAPI godot_variant_set_dictionary(godot_variant p_variant, godot_dictionary p_dictionary);
void GDAPI godot_variant_set_array(godot_variant p_variant, godot_array p_array);
void GDAPI godot_variant_set_byte_array(godot_variant p_variant, godot_byte_array p_array);
void GDAPI godot_variant_set_int_array(godot_variant p_variant, godot_byte_array p_array);
void GDAPI godot_variant_set_string_array(godot_variant p_variant, godot_string_array p_array);
void GDAPI godot_variant_set_vector2_array(godot_variant p_variant, godot_vector2_array p_array);
void GDAPI godot_variant_set_vector3_array(godot_variant p_variant, godot_vector3_array p_array);
void GDAPI godot_variant_set_color_array(godot_variant p_variant, godot_color_array p_array);
godot_bool GDAPI godot_variant_get_bool(godot_variant p_variant);
int GDAPI godot_variant_get_int(godot_variant p_variant);
float GDAPI godot_variant_get_float(godot_variant p_variant);
int GDAPI godot_variant_get_string(godot_variant p_variant, char *p_string, int p_bufsize);
void GDAPI godot_variant_get_vector2(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_get_rect2(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_get_vector3(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_get_matrix32(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_get_plane(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_get_aabb(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_get_matrix3(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_get_transform(godot_variant p_variant, float *p_elems);
void GDAPI godot_variant_get_color(godot_variant p_variant, float *p_elems);
godot_image GDAPI *godot_variant_get_image(godot_variant p_variant);
int GDAPI godot_variant_get_node_path(godot_variant p_variant, char *p_path, int p_bufsize);
godot_rid GDAPI godot_variant_get_rid(godot_variant p_variant);
godot_instance GDAPI godot_variant_get_instance(godot_variant p_variant);
void GDAPI godot_variant_get_input_event(godot_variant p_variant, godot_input_event);
void GDAPI godot_variant_get_dictionary(godot_variant p_variant, godot_dictionary);
godot_array GDAPI godot_variant_get_array(godot_variant p_variant);
godot_byte_array GDAPI godot_variant_get_byte_array(godot_variant p_variant);
godot_byte_array GDAPI godot_variant_get_int_array(godot_variant p_variant);
godot_string_array GDAPI godot_variant_get_string_array(godot_variant p_variant);
godot_vector2_array GDAPI godot_variant_get_vector2_array(godot_variant p_variant);
godot_vector3_array GDAPI godot_variant_get_vector3_array(godot_variant p_variant);
godot_color_array GDAPI godot_variant_get_color_array(godot_variant p_variant);
void GDAPI godot_variant_delete(godot_variant p_variant);
////// Class
///
char GDAPI **godot_class_get_list(); //get list of classes in array to array of strings, must be freed, use godot_list_free()
int GDAPI godot_class_get_base(char *p_class, char *p_base, int p_max_len);
int GDAPI godot_class_get_name(char *p_class, char *p_base, int p_max_len);
char GDAPI **godot_class_get_method_list(char *p_class); //free with godot_list_free()
int GDAPI godot_class_method_get_argument_count(char *p_class, char *p_method);
int GDAPI godot_class_method_get_argument_type(char *p_class, char *p_method, int p_argument);
godot_variant GDAPI godot_class_method_get_argument_default_value(char *p_class, char *p_method, int p_argument);
char GDAPI **godot_class_get_constant_list(char *p_class); //free with godot_list_free()
int GDAPI godot_class_constant_get_value(char *p_class, char *p_constant);
////// Instance
typedef int godot_call_error;
#define GODOT_CALL_OK
#define GODOT_CALL_ERROR_WRONG_ARGUMENTS
#define GODOT_CALL_ERROR_INVALID_INSTANCE
godot_instance GDAPI godot_instance_new(char *p_class);
int GDAPI godot_instance_get_class(godot_instance p_instance, char *p_class, int p_max_len);
typedef struct {
char *name;
int hint;
char *hint_string;
int usage;
} godot_property_info;
godot_call_error GDAPI godot_instance_call(godot_instance p_instance, char *p_method, ...);
godot_call_error GDAPI godot_instance_call_ret(godot_instance p_instance, godot_variant r_return, char *p_method, ...);
godot_bool GDAPI godot_instance_set(godot_instance p_instance, char *p_prop, godot_variant p_value);
godot_variant GDAPI godot_instance_get(godot_instance p_instance, char *p_prop);
#define GODOT_PROPERTY_HINT_NONE 0 ///< no hint provided.
#define GODOT_PROPERTY_HINT_RANGE 1 ///< hint_text = "min,max,step,slider; //slider is optional"
#define GODOT_PROPERTY_HINT_EXP_RANGE 2 ///< hint_text = "min,max,step", exponential edit
#define GODOT_PROPERTY_HINT_ENUM 3 ///< hint_text= "val1,val2,val3,etc"
#define GODOT_PROPERTY_HINT_EXP_EASING 4 /// exponential easing function (Math::ease)
#define GODOT_PROPERTY_HINT_LENGTH 5 ///< hint_text= "length" (as integer)
#define GODOT_PROPERTY_HINT_SPRITE_FRAME 6
#define GODOT_PROPERTY_HINT_KEY_ACCEL 7 ///< hint_text= "length" (as integer)
#define GODOT_PROPERTY_HINT_FLAGS 8 ///< hint_text= "flag1,flag2,etc" (as bit flags)
#define GODOT_PROPERTY_HINT_ALL_FLAGS 9
#define GODOT_PROPERTY_HINT_FILE 10 ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
#define GODOT_PROPERTY_HINT_DIR 11 ///< a directort path must be passed
#define GODOT_PROPERTY_HINT_GLOBAL_FILE 12 ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
#define GODOT_PROPERTY_HINT_GLOBAL_DIR 13 ///< a directort path must be passed
#define GODOT_PROPERTY_HINT_RESOURCE_TYPE 14 ///< a resource object type
#define GODOT_PROPERTY_HINT_MULTILINE_TEXT 15 ///< used for string properties that can contain multiple lines
#define GODOT_PROPERTY_HINT_COLOR_NO_ALPHA 16 ///< used for ignoring alpha component when editing a color
#define GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSY 17
#define GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS 18
#define GODOT_PROPERTY_HINT_OBJECT_ID 19
#define GODOT_PROPERTY_USAGE_STORAGE 1
#define GODOT_PROPERTY_USAGE_EDITOR 2
#define GODOT_PROPERTY_USAGE_NETWORK 4
#define GODOT_PROPERTY_USAGE_EDITOR_HELPER 8
#define GODOT_PROPERTY_USAGE_CHECKABLE 16 //used for editing global variables
#define GODOT_PROPERTY_USAGE_CHECKED 32 //used for editing global variables
#define GODOT_PROPERTY_USAGE_INTERNATIONALIZED 64 //hint for internationalized strings
#define GODOT_PROPERTY_USAGE_BUNDLE 128 //used for optimized bundles
#define GODOT_PROPERTY_USAGE_CATEGORY 256
#define GODOT_PROPERTY_USAGE_STORE_IF_NONZERO 512 //only store if nonzero
#define GODOT_PROPERTY_USAGE_STORE_IF_NONONE 1024 //only store if false
#define GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE 2048
#define GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED 4096
#define GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE 8192
#define GODOT_PROPERTY_USAGE_STORE_IF_NULL 16384
#define GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER 32768
#define GODOT_PROPERTY_USAGE_DEFAULT GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK
#define GODOT_PROPERTY_USAGE_DEFAULT_INTL GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK | GODOT_PROPERTY_USAGE_INTERNATIONALIZED
#define GODOT_PROPERTY_USAGE_NOEDITOR GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_NETWORK
godot_property_info GDAPI **godot_instance_get_property_list(godot_instance p_instance);
void GDAPI godot_instance_free_property_list(godot_instance p_instance, godot_property_info **p_list);
void GDAPI godot_list_free(char **p_name); //helper to free all the class list
////// Script API
typedef void *(godot_script_instance_func)(godot_instance); //passed an instance, return a pointer to your userdata
typedef void(godot_script_free_func)(godot_instance, void *); //passed an instance, please free your userdata
void GDAPI godot_script_register(char *p_base, char *p_name, godot_script_instance_func p_instance_func, godot_script_free_func p_free_func);
void GDAPI godot_script_unregister(char *p_name);
typedef GDAPI godot_variant(godot_script_func)(godot_instance, void *, godot_variant *, int); //instance,userdata,arguments,argument count. Return something or NULL. Arguments must not be freed.
void GDAPI godot_script_add_function(char *p_name, char *p_function_name, godot_script_func p_func);
void GDAPI godot_script_add_validated_function(char *p_name, char *p_function_name, godot_script_func p_func, int *p_arg_types, int p_arg_count, godot_variant *p_default_args, int p_default_arg_count);
typedef void(godot_set_property_func)(godot_instance, void *, godot_variant); //instance,userdata,value. Value must not be freed.
typedef godot_variant(godot_get_property_func)(godot_instance, void *); //instance,userdata. Return a value or NULL.
void GDAPI godot_script_add_property(char *p_name, char *p_path, godot_set_property_func p_set_func, godot_get_property_func p_get_func);
void GDAPI godot_script_add_listed_property(char *p_name, char *p_path, godot_set_property_func p_set_func, godot_get_property_func p_get_func, int p_type, int p_hint, char *p_hint_string, int p_usage);
////// System Functions
//using these will help Godot track how much memory is in use in debug mode
void GDAPI *godot_alloc(int p_bytes);
void GDAPI *godot_realloc(void *p_ptr, int p_bytes);
void GDAPI godot_free(void *p_ptr);
#ifdef __cplusplus
}
#endif
#endif // GODOT_C_H

14
modules/dlscript/SCsub Normal file
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#!/usr/bin/env python
Import('env')
env.add_source_files(env.modules_sources, "*.cpp")
env.add_source_files(env.modules_sources, "godot/*.cpp")
env.Append(CPPFLAGS=['-DGDAPI_BUILT_IN'])
if "platform" in env and env["platform"] == "x11": # there has to be a better solution?
env.Append(LINKFLAGS=["-rdynamic"])
env.use_ptrcall = True
Export('env')

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#include "api_generator.h"
#include "class_db.h"
#include "core/global_config.h"
#include "os/file_access.h"
// helper stuff
static Error save_file(const String &p_path, const List<String> &p_content) {
FileAccessRef file = FileAccess::open(p_path, FileAccess::WRITE);
ERR_FAIL_COND_V(!file, ERR_FILE_CANT_WRITE);
for (const List<String>::Element *e = p_content.front(); e != NULL; e = e->next()) {
file->store_string(e->get());
}
file->close();
return OK;
}
// helper stuff end
struct MethodAPI {
String method_name;
String return_type;
List<String> argument_types;
List<String> argument_names;
Map<int, Variant> default_arguments;
int argument_count;
bool has_varargs;
bool is_editor;
bool is_noscript;
bool is_const;
bool is_reverse;
bool is_virtual;
bool is_from_script;
};
struct PropertyAPI {
String name;
String getter;
String setter;
String type;
};
struct ConstantAPI {
String constant_name;
int constant_value;
};
struct SignalAPI {
String name;
List<String> argument_types;
List<String> argument_names;
Map<int, Variant> default_arguments;
};
struct ClassAPI {
String class_name;
String super_class_name;
ClassDB::APIType api_type;
bool is_singleton;
bool is_instanciable;
// @Unclear
bool is_creatable;
// @Unclear
bool memory_own;
List<MethodAPI> methods;
List<PropertyAPI> properties;
List<ConstantAPI> constants;
List<SignalAPI> signals_;
};
/*
* Reads the entire Godot API to a list
*/
List<ClassAPI> generate_c_api_classes() {
List<ClassAPI> api;
List<StringName> classes;
ClassDB::get_class_list(&classes);
for (List<StringName>::Element *e = classes.front(); e != NULL; e = e->next()) {
StringName class_name = e->get();
ClassAPI class_api;
class_api.api_type = ClassDB::get_api_type(e->get());
class_api.class_name = class_name;
class_api.super_class_name = ClassDB::get_parent_class(class_name);
{
String name = class_name;
if (name.begins_with("_")) {
name.remove(0);
}
class_api.is_singleton = GlobalConfig::get_singleton()->has_singleton(name);
}
class_api.is_instanciable = !class_api.is_singleton && ClassDB::can_instance(class_name);
{
bool is_reference = false;
List<StringName> inheriters;
ClassDB::get_inheriters_from_class("Reference", &inheriters);
is_reference = inheriters.find(class_name) < 0;
// @Unclear
class_api.memory_own = !class_api.is_singleton && is_reference;
}
// constants
{
List<String> constant;
ClassDB::get_integer_constant_list(class_name, &constant, true);
for (List<String>::Element *c = constant.front(); c != NULL; c = c->next()) {
ConstantAPI constant_api;
constant_api.constant_name = c->get();
constant_api.constant_value = ClassDB::get_integer_constant(class_name, c->get());
class_api.constants.push_back(constant_api);
}
}
// signals
{
List<MethodInfo> signals_;
ClassDB::get_signal_list(class_name, &signals_, true);
for (int i = 0; i < signals_.size(); i++) {
SignalAPI signal;
MethodInfo method_info = signals_[i];
signal.name = method_info.name;
for (int j = 0; j < method_info.arguments.size(); j++) {
PropertyInfo argument = method_info.arguments[j];
String type;
String name = argument.name;
if (argument.name.find(":") != -1) {
type = argument.name.get_slice(":", 1);
name = argument.name.get_slice(":", 0);
} else if (argument.hint == PROPERTY_HINT_RESOURCE_TYPE) {
type = argument.hint_string;
} else if (argument.type == Variant::NIL) {
type = "Variant";
} else {
type = Variant::get_type_name(argument.type);
}
signal.argument_names.push_back(name);
signal.argument_types.push_back(type);
}
Vector<Variant> default_arguments = method_info.default_arguments;
int default_start = signal.argument_names.size() - default_arguments.size();
for (int j = 0; j < default_arguments.size(); j++) {
signal.default_arguments[default_start + j] = default_arguments[j];
}
class_api.signals_.push_back(signal);
}
}
//properties
{
List<PropertyInfo> properties;
ClassDB::get_property_list(class_name, &properties, true);
for (List<PropertyInfo>::Element *p = properties.front(); p != NULL; p = p->next()) {
PropertyAPI property_api;
property_api.name = p->get().name;
property_api.getter = ClassDB::get_property_getter(class_name, p->get().name);
property_api.setter = ClassDB::get_property_setter(class_name, p->get().name);
if (p->get().name.find(":") != -1) {
property_api.type = p->get().name.get_slice(":", 1);
property_api.name = p->get().name.get_slice(":", 0);
} else if (p->get().hint == PROPERTY_HINT_RESOURCE_TYPE) {
property_api.type = p->get().hint_string;
} else if (p->get().type == Variant::NIL) {
property_api.type = "Variant";
} else {
property_api.type = Variant::get_type_name(p->get().type);
}
if (!property_api.setter.empty() || !property_api.getter.empty()) {
class_api.properties.push_back(property_api);
}
}
}
//methods
{
List<MethodInfo> methods;
ClassDB::get_method_list(class_name, &methods, true);
for (List<MethodInfo>::Element *m = methods.front(); m != NULL; m = m->next()) {
MethodAPI method_api;
MethodBind *method_bind = ClassDB::get_method(class_name, m->get().name);
MethodInfo &method_info = m->get();
//method name
method_api.method_name = m->get().name;
//method return type
if (method_bind && method_bind->get_return_type() != StringName()) {
method_api.return_type = method_bind->get_return_type();
} else if (method_api.method_name.find(":") != -1) {
method_api.return_type = method_api.method_name.get_slice(":", 1);
method_api.method_name = method_api.method_name.get_slice(":", 0);
} else if (m->get().return_val.type != Variant::NIL) {
method_api.return_type = m->get().return_val.hint == PROPERTY_HINT_RESOURCE_TYPE ? m->get().return_val.hint_string : Variant::get_type_name(m->get().return_val.type);
} else {
method_api.return_type = "void";
}
method_api.argument_count = method_info.arguments.size();
method_api.has_varargs = method_bind && method_bind->is_vararg();
// Method flags
if (method_bind && method_bind->get_hint_flags()) {
const uint32_t flags = method_bind->get_hint_flags();
method_api.is_editor = flags & METHOD_FLAG_EDITOR;
method_api.is_noscript = flags & METHOD_FLAG_NOSCRIPT;
method_api.is_const = flags & METHOD_FLAG_CONST;
method_api.is_reverse = flags & METHOD_FLAG_REVERSE;
method_api.is_virtual = flags & METHOD_FLAG_VIRTUAL;
method_api.is_from_script = flags & METHOD_FLAG_FROM_SCRIPT;
}
// method argument name and type
for (int i = 0; i < method_api.argument_count; i++) {
String arg_name;
String arg_type;
PropertyInfo arg_info = method_info.arguments[i];
arg_name = arg_info.name;
if (arg_info.name.find(":") != -1) {
arg_type = arg_info.name.get_slice(":", 1);
arg_name = arg_info.name.get_slice(":", 0);
} else if (arg_info.hint == PROPERTY_HINT_RESOURCE_TYPE) {
arg_type = arg_info.hint_string;
} else if (arg_info.type == Variant::NIL) {
arg_type = "Variant";
} else {
arg_type = Variant::get_type_name(arg_info.type);
}
method_api.argument_names.push_back(arg_name);
method_api.argument_types.push_back(arg_type);
if (method_bind && method_bind->has_default_argument(i)) {
method_api.default_arguments[i] = method_bind->get_default_argument(i);
}
}
class_api.methods.push_back(method_api);
}
}
api.push_back(class_api);
}
return api;
}
/*
* Generates the JSON source from the API in p_api
*/
static List<String> generate_c_api_json(const List<ClassAPI> &p_api) {
// I'm sorry for the \t mess
List<String> source;
source.push_back("[\n");
for (const List<ClassAPI>::Element *c = p_api.front(); c != NULL; c = c->next()) {
ClassAPI api = c->get();
source.push_back("\t{\n");
source.push_back("\t\t\"name\": \"" + api.class_name + "\",\n");
source.push_back("\t\t\"base_class\": \"" + api.super_class_name + "\",\n");
source.push_back(String("\t\t\"api_type\": \"") + (api.api_type == ClassDB::API_CORE ? "core" : (api.api_type == ClassDB::API_EDITOR ? "tools" : "none")) + "\",\n");
source.push_back(String("\t\t\"singleton\": ") + (api.is_singleton ? "true" : "false") + ",\n");
source.push_back(String("\t\t\"instanciable\": ") + (api.is_instanciable ? "true" : "false") + ",\n");
// @Unclear
// source.push_back(String("\t\t\"createable\": ") + (api.is_creatable ? "true" : "false") + ",\n");
source.push_back("\t\t\"constants\": {\n");
for (List<ConstantAPI>::Element *e = api.constants.front(); e; e = e->next()) {
source.push_back("\t\t\t\"" + e->get().constant_name + "\": " + String::num_int64(e->get().constant_value) + (e->next() ? "," : "") + "\n");
}
source.push_back("\t\t},\n");
source.push_back("\t\t\"properties\": [\n");
for (List<PropertyAPI>::Element *e = api.properties.front(); e; e = e->next()) {
source.push_back("\t\t\t{\n");
source.push_back("\t\t\t\t\"name\": \"" + e->get().name + "\",\n");
source.push_back("\t\t\t\t\"type\": \"" + e->get().type + "\",\n");
source.push_back("\t\t\t\t\"getter\": \"" + e->get().getter + "\",\n");
source.push_back("\t\t\t\t\"setter\": \"" + e->get().setter + "\"\n");
source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n");
}
source.push_back("\t\t],\n");
source.push_back("\t\t\"signals\": [\n");
for (List<SignalAPI>::Element *e = api.signals_.front(); e; e = e->next()) {
source.push_back("\t\t\t{\n");
source.push_back("\t\t\t\t\"name\": \"" + e->get().name + "\",\n");
source.push_back("\t\t\t\t\"arguments\": [\n");
for (int i = 0; i < e->get().argument_names.size(); i++) {
source.push_back("\t\t\t\t\t{\n");
source.push_back("\t\t\t\t\t\t\"name\": \"" + e->get().argument_names[i] + "\",\n");
source.push_back("\t\t\t\t\t\t\"type\": \"" + e->get().argument_types[i] + "\",\n");
source.push_back("\t\t\t\t\t\t\"default_value\": \"" + (e->get().default_arguments.has(i) ? (String)e->get().default_arguments[i] : "") + "\"\n");
source.push_back(String("\t\t\t\t\t}") + ((i < e->get().argument_names.size() - 1) ? "," : "") + "\n");
}
source.push_back("\t\t\t\t]\n");
source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n");
}
source.push_back("\t\t],\n");
source.push_back("\t\t\"methods\": [\n");
for (List<MethodAPI>::Element *e = api.methods.front(); e; e = e->next()) {
source.push_back("\t\t\t{\n");
source.push_back("\t\t\t\t\"name\": \"" + e->get().method_name + "\",\n");
source.push_back("\t\t\t\t\"return_type\": \"" + e->get().return_type + "\",\n");
source.push_back(String("\t\t\t\t\"is_editor\": ") + (e->get().is_editor ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_noscript\": ") + (e->get().is_noscript ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_const\": ") + (e->get().is_const ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_reverse\": ") + (e->get().is_reverse ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_virtual\": ") + (e->get().is_virtual ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_from_script\": ") + (e->get().is_from_script ? "true" : "false") + ",\n");
source.push_back("\t\t\t\t\"arguments\": [\n");
for (int i = 0; i < e->get().argument_names.size(); i++) {
source.push_back("\t\t\t\t\t{\n");
source.push_back("\t\t\t\t\t\t\"name\": \"" + e->get().argument_names[i] + "\",\n");
source.push_back("\t\t\t\t\t\t\"type\": \"" + e->get().argument_types[i] + "\",\n");
source.push_back("\t\t\t\t\t\t\"default_value\": \"" + (e->get().default_arguments.has(i) ? (String)e->get().default_arguments[i] : "") + "\"\n");
source.push_back(String("\t\t\t\t\t}") + ((i < e->get().argument_names.size() - 1) ? "," : "") + "\n");
}
source.push_back("\t\t\t\t]\n");
source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n");
}
source.push_back("\t\t]\n");
source.push_back(String("\t}") + (c->next() ? "," : "") + "\n");
}
source.push_back("]");
return source;
}
//
/*
* Saves the whole Godot API to a JSON file located at
* p_path
*/
Error generate_c_api(const String &p_path) {
List<ClassAPI> api = generate_c_api_classes();
List<String> json_source = generate_c_api_json(api);
return save_file(p_path, json_source);
}

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@ -0,0 +1,9 @@
#ifndef API_GENERATOR_H
#define API_GENERATOR_H
#include "core/ustring.h"
#include "typedefs.h"
Error generate_c_api(const String &p_path);
#endif // API_GENERATOR_H

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@ -5,4 +5,4 @@ def can_build(platform):
def configure(env): def configure(env):
pass env.use_ptrcall = True

File diff suppressed because it is too large Load diff

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@ -0,0 +1,402 @@
/*************************************************************************/
/* dl_script.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 DL_SCRIPT_H
#define DL_SCRIPT_H
#include "io/resource_loader.h"
#include "io/resource_saver.h"
#include "os/thread_safe.h"
#include "resource.h"
#include "script_language.h"
#include "self_list.h"
#include "godot.h"
#ifdef TOOLS_ENABLED
// #define DLSCRIPT_EDITOR_FEATURES
#endif
struct DLScriptData {
/* typedef void* (InstanceFunc)(godot_object* instance);
typedef void (DestroyFunc)(godot_object* instance,void* userdata);
typedef godot_variant (MethodFunc)(godot_object *instance, void *userdata, void *method_data, int arg_count,godot_variant **args);
typedef void (MethodDataFreeFunc)(void *method_data);
typedef void (SetterFunc)(godot_object* instance,void* userdata,godot_variant value);
typedef godot_variant (GetterFunc)(godot_object* instance,void* userdata);*/
struct Method {
godot_instance_method method;
MethodInfo info;
int rpc_mode;
Method() {
}
Method(godot_instance_method p_method, MethodInfo p_info, int p_rpc_mode) {
method = p_method;
info = p_info;
rpc_mode = p_rpc_mode;
}
};
struct Property {
godot_property_set_func setter;
godot_property_get_func getter;
PropertyInfo info;
Variant default_value;
int rset_mode;
Property() {
}
Property(godot_property_set_func p_setter, godot_property_get_func p_getter) {
setter = p_setter;
getter = p_getter;
}
Property(godot_property_set_func p_setter, godot_property_get_func p_getter, PropertyInfo p_info, Variant p_default_value, int p_rset_mode) {
setter = p_setter;
getter = p_getter;
info = p_info;
default_value = p_default_value;
rset_mode = p_rset_mode;
}
};
struct Signal {
MethodInfo signal;
};
Map<StringName, Method> methods;
Map<StringName, Property> properties;
Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
StringName base;
StringName base_native_type;
DLScriptData *base_data;
godot_instance_create_func create_func;
godot_instance_destroy_func destroy_func;
bool is_tool;
DLScriptData() {
base = StringName();
base_data = NULL;
is_tool = false;
}
DLScriptData(StringName p_base, godot_instance_create_func p_instance, godot_instance_destroy_func p_free) {
base = p_base;
base_data = NULL;
create_func = p_instance;
destroy_func = p_free;
is_tool = false;
}
};
class DLLibrary;
class DLScript : public Script {
GDCLASS(DLScript, Script);
Ref<DLLibrary> library;
StringName script_name;
StringName base_native_type;
Set<Object *> instances;
DLScriptData *script_data;
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
// void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
// virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
#endif
friend class DLInstance;
friend class DLScriptLanguage;
protected:
static void _bind_methods();
public:
virtual bool can_instance() const;
virtual Ref<Script> get_base_script() const; //for script inheritance
virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
virtual ScriptInstance *instance_create(Object *p_this);
virtual bool instance_has(const Object *p_this) const;
virtual bool has_source_code() const;
virtual String get_source_code() const;
virtual void set_source_code(const String &p_code) {}
virtual Error reload(bool p_keep_state = false);
virtual bool has_method(const StringName &p_method) const;
virtual MethodInfo get_method_info(const StringName &p_method) const;
virtual bool is_tool() const;
virtual String get_node_type() const;
virtual ScriptLanguage *get_language() const;
virtual bool has_script_signal(const StringName &p_signal) const;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
virtual void update_exports() {} //editor tool
virtual void get_script_method_list(List<MethodInfo> *p_list) const;
virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
Ref<DLLibrary> get_library() const;
void set_library(Ref<DLLibrary> p_library);
StringName get_script_name() const;
void set_script_name(StringName p_script_name);
DLScript();
~DLScript();
};
class DLLibrary : public Resource {
_THREAD_SAFE_CLASS_
GDCLASS(DLLibrary, Resource);
OBJ_SAVE_TYPE(DLLibrary);
Map<StringName, String> platform_files;
void *library_handle;
String library_path;
static DLLibrary *currently_initialized_library;
Map<StringName, DLScriptData *> scripts;
protected:
friend class DLScript;
_FORCE_INLINE_ void _update_library(const DLLibrary &p_other) {
platform_files = p_other.platform_files;
library_handle = p_other.library_handle;
library_path = p_other.library_path;
scripts = p_other.scripts;
}
Error _initialize_handle(bool p_in_editor = false);
Error _free_handle(bool p_in_editor = false);
DLScriptData *get_script_data(const StringName p_name);
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
public:
static DLLibrary *get_currently_initialized_library();
void _register_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func);
void _register_tool_script(const StringName p_name, const StringName p_base, godot_instance_create_func p_instance_func, godot_instance_destroy_func p_destroy_func);
void _register_script_method(const StringName p_name, const StringName p_method, godot_method_attributes p_attr, godot_instance_method p_func, MethodInfo p_info);
void _register_script_property(const StringName p_name, const String p_path, godot_property_attributes *p_attr, godot_property_set_func p_setter, godot_property_get_func p_getter);
void _register_script_signal(const StringName p_name, const godot_signal *p_signal);
void set_platform_file(StringName p_platform, String p_file);
String get_platform_file(StringName p_platform) const;
DLLibrary();
~DLLibrary();
};
class DLInstance : public ScriptInstance {
friend class DLScript;
Object *owner;
Ref<DLScript> script;
void *userdata;
void _ml_call_reversed(DLScriptData *data_ptr, const StringName &p_method, const Variant **p_args, int p_argcount);
public:
_FORCE_INLINE_ Object *get_owner() { return owner; }
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
virtual void get_property_list(List<PropertyInfo> *p_properties) const;
virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = NULL) const;
virtual void get_method_list(List<MethodInfo> *p_list) const;
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
Variant debug_get_member_by_index(int p_idx) const { return Variant(); }
virtual void notification(int p_notification);
virtual Ref<Script> get_script() const;
virtual ScriptLanguage *get_language();
void set_path(const String &p_path);
void reload_members();
virtual RPCMode get_rpc_mode(const StringName &p_method) const;
virtual RPCMode get_rset_mode(const StringName &p_variable) const;
DLInstance();
~DLInstance();
};
class DLScriptLanguage : public ScriptLanguage {
friend class DLScript;
friend class DLInstance;
static DLScriptLanguage *singleton;
Variant *_global_array; // @Unused necessary?
Vector<Variant> global_array; // @Unused necessary?
Map<StringName, int> globals; // @Unused necessary?
// @Unused necessary?
void _add_global(const StringName &p_name, const Variant &p_value);
Mutex *lock;
SelfList<DLScript>::List script_list;
Map<String, DLLibrary *> initialized_libraries;
bool profiling;
uint64_t script_frame_time;
struct {
StringName _notification;
} strings;
public:
_FORCE_INLINE_ static DLScriptLanguage *get_singleton() { return singleton; }
virtual String get_name() const;
bool is_library_initialized(const String &p_path);
void set_library_initialized(const String &p_path, DLLibrary *p_dllibrary);
DLLibrary *get_library_dllibrary(const String &p_path);
void set_library_uninitialized(const String &p_path);
/* LANGUAGE FUNCTIONS */
virtual void init();
virtual String get_type() const;
virtual String get_extension() const;
virtual Error execute_file(const String &p_path);
virtual void finish();
/* EDITOR FUNCTIONS */
virtual void get_reserved_words(List<String> *p_words) const {};
virtual void get_comment_delimiters(List<String> *p_delimiters) const {};
virtual void get_string_delimiters(List<String> *p_delimiters) const {};
virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path = "", List<String> *r_functions = NULL) const;
virtual Script *create_script() const;
virtual bool has_named_classes() const;
virtual int find_function(const String &p_function, const String &p_code) const;
virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
virtual Error complete_code(const String &p_code, const String &p_base_path, Object *p_owner, List<String> *r_options, String &r_call_hint) { return ERR_UNAVAILABLE; }
virtual Error lookup_code(const String &p_code, const String &p_symbol, const String &p_base_path, Object *p_owner, LookupResult &r_result) { return ERR_UNAVAILABLE; }
virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const {};
virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
/* MULTITHREAD FUNCTIONS */
//some VMs need to be notified of thread creation/exiting to allocate a stack
virtual void thread_enter() {}
virtual void thread_exit() {}
/* DEBUGGER FUNCTIONS */
virtual String debug_get_error() const;
virtual int debug_get_stack_level_count() const;
virtual int debug_get_stack_level_line(int p_level) const;
virtual String debug_get_stack_level_function(int p_level) const;
virtual String debug_get_stack_level_source(int p_level) const;
virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1){};
virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1);
virtual Vector<StackInfo> debug_get_current_stack_info() { return Vector<StackInfo>(); }
virtual void reload_all_scripts();
virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
/* LOADER FUNCTIONS */
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual void get_public_functions(List<MethodInfo> *p_functions) const;
virtual void get_public_constants(List<Pair<String, Variant> > *p_constants) const;
/* PROFILLER FUNCTIONS */
virtual void profiling_start();
virtual void profiling_stop();
virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
virtual void frame();
static String get_init_symbol_name();
static String get_terminate_symbol_name();
/* HACKER FUNCTIONS */
void _compile_dummy_for_the_api();
DLScriptLanguage();
~DLScriptLanguage();
};
class ResourceFormatLoaderDLScript : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
class ResourceFormatSaverDLScript : public ResourceFormatSaver {
virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
virtual bool recognize(const RES &p_resource) const;
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
};
// ugly, but hey
#endif // DL_SCRIPT_H

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@ -0,0 +1,193 @@
/*************************************************************************/
/* godot_c.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "godot.h"
#include <cassert>
#include <cstdlib>
#include "class_db.h"
#include "dl_script.h"
#include "global_config.h"
#include "variant.h"
#include <memory.h>
#ifdef __cplusplus
extern "C" {
#endif
extern "C" void _string_api_anchor();
extern "C" void _vector2_api_anchor();
extern "C" void _rect2_api_anchor();
extern "C" void _vector3_api_anchor();
extern "C" void _transform2d_api_anchor();
extern "C" void _plane_api_anchor();
extern "C" void _quat_api_anchor();
extern "C" void _basis_api_anchor();
extern "C" void _rect3_api_anchor();
extern "C" void _transform_api_anchor();
extern "C" void _color_api_anchor();
extern "C" void _image_api_anchor();
extern "C" void _node_path_api_anchor();
extern "C" void _rid_api_anchor();
extern "C" void _input_event_api_anchor();
extern "C" void _dictionary_api_anchor();
extern "C" void _array_api_anchor();
extern "C" void _pool_arrays_api_anchor();
extern "C" void _variant_api_anchor();
void _api_anchor() {
_string_api_anchor();
_vector2_api_anchor();
_rect2_api_anchor();
_vector3_api_anchor();
_transform2d_api_anchor();
_plane_api_anchor();
_quat_api_anchor();
_rect3_api_anchor();
_basis_api_anchor();
_transform_api_anchor();
_color_api_anchor();
_image_api_anchor();
_node_path_api_anchor();
_rid_api_anchor();
_input_event_api_anchor();
_dictionary_api_anchor();
_array_api_anchor();
_pool_arrays_api_anchor();
_variant_api_anchor();
}
extern "C++" {
template <class a, class b>
_FORCE_INLINE_ a memcast(b v) {
return *((a *)&v);
}
}
void GDAPI godot_object_destroy(godot_object *p_o) {
memdelete((Object *)p_o);
}
// Singleton API
godot_object GDAPI *godot_global_get_singleton(char *p_name) {
return (godot_object *)GlobalConfig::get_singleton()->get_singleton_object(String(p_name));
} // result shouldn't be freed
// MethodBind API
godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname) {
MethodBind *mb = ClassDB::get_method(StringName(p_classname), StringName(p_methodname));
// MethodBind *mb = ClassDB::get_method("Node", "get_name");
return (godot_method_bind *)mb;
}
void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret) {
MethodBind *mb = (MethodBind *)p_method_bind;
Object *o = (Object *)p_instance;
mb->ptrcall(o, p_args, p_ret);
}
// @Todo
/*
void GDAPI godot_method_bind_varcall(godot_method_bind *p_method_bind)
{
}
*/
// Script API
void GDAPI godot_script_register_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
DLLibrary *library = DLLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_script(p_name, p_base, p_create_func, p_destroy_func);
}
void GDAPI godot_script_register_tool_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
DLLibrary *library = DLLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_tool_script(p_name, p_base, p_create_func, p_destroy_func);
}
void GDAPI godot_script_register_method(const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method) {
DLLibrary *library = DLLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_script_method(p_name, p_function_name, p_attr, p_method, MethodInfo());
}
void GDAPI godot_script_register_property(const char *p_name, const char *p_path, godot_property_attributes *p_attr, godot_property_set_func p_set_func, godot_property_get_func p_get_func) {
DLLibrary *library = DLLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_script_property(p_name, p_path, p_attr, p_set_func, p_get_func);
}
void GDAPI godot_script_register_signal(const char *p_name, const godot_signal *p_signal) {
DLLibrary *library = DLLibrary::get_currently_initialized_library();
if (!library) {
ERR_EXPLAIN("Attempt to register script after initializing library!");
ERR_FAIL();
}
library->_register_script_signal(p_name, p_signal);
}
// System functions
void GDAPI *godot_alloc(int p_bytes) {
return memalloc(p_bytes);
}
void GDAPI *godot_realloc(void *p_ptr, int p_bytes) {
return memrealloc(p_ptr, p_bytes);
}
void GDAPI godot_free(void *p_ptr) {
memfree(p_ptr);
}
#ifdef __cplusplus
}
#endif

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@ -0,0 +1,389 @@
/*************************************************************************/
/* godot_c.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_C_H
#define GODOT_C_H
#ifdef __cplusplus
extern "C" {
#endif
#ifdef GDAPI_BUILT_IN
#define GDAPI_EXPORT
#endif
#if !defined(_WIN32) && !defined(_MSC_VER)
#define GDAPI
#elif defined(GDAPI_EXPORT)
#define GDAPI __declspec(dllexport)
#else
#define GDAPI __declspec(dllimport)
#endif
#include <stdbool.h>
#include <stdint.h>
#define GODOT_API_VERSION 1
////// Error
typedef enum godot_error {
GODOT_OK,
GODOT_FAILED, ///< Generic fail error
GODOT_ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable
GODOT_ERR_UNCONFIGURED, ///< The object being used hasnt been properly set up yet
GODOT_ERR_UNAUTHORIZED, ///< Missing credentials for requested resource
GODOT_ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5)
GODOT_ERR_OUT_OF_MEMORY, ///< Out of memory
GODOT_ERR_FILE_NOT_FOUND,
GODOT_ERR_FILE_BAD_DRIVE,
GODOT_ERR_FILE_BAD_PATH,
GODOT_ERR_FILE_NO_PERMISSION, // (10)
GODOT_ERR_FILE_ALREADY_IN_USE,
GODOT_ERR_FILE_CANT_OPEN,
GODOT_ERR_FILE_CANT_WRITE,
GODOT_ERR_FILE_CANT_READ,
GODOT_ERR_FILE_UNRECOGNIZED, // (15)
GODOT_ERR_FILE_CORRUPT,
GODOT_ERR_FILE_MISSING_DEPENDENCIES,
GODOT_ERR_FILE_EOF,
GODOT_ERR_CANT_OPEN, ///< Can't open a resource/socket/file
GODOT_ERR_CANT_CREATE, // (20)
GODOT_ERR_QUERY_FAILED,
GODOT_ERR_ALREADY_IN_USE,
GODOT_ERR_LOCKED, ///< resource is locked
GODOT_ERR_TIMEOUT,
GODOT_ERR_CANT_CONNECT, // (25)
GODOT_ERR_CANT_RESOLVE,
GODOT_ERR_CONNECTION_ERROR,
GODOT_ERR_CANT_AQUIRE_RESOURCE,
GODOT_ERR_CANT_FORK,
GODOT_ERR_INVALID_DATA, ///< Data passed is invalid (30)
GODOT_ERR_INVALID_PARAMETER, ///< Parameter passed is invalid
GODOT_ERR_ALREADY_EXISTS, ///< When adding, item already exists
GODOT_ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist
GODOT_ERR_DATABASE_CANT_READ, ///< database is full
GODOT_ERR_DATABASE_CANT_WRITE, ///< database is full (35)
GODOT_ERR_COMPILATION_FAILED,
GODOT_ERR_METHOD_NOT_FOUND,
GODOT_ERR_LINK_FAILED,
GODOT_ERR_SCRIPT_FAILED,
GODOT_ERR_CYCLIC_LINK, // (40)
GODOT_ERR_INVALID_DECLARATION,
GODOT_ERR_DUPLICATE_SYMBOL,
GODOT_ERR_PARSE_ERROR,
GODOT_ERR_BUSY,
GODOT_ERR_SKIP, // (45)
GODOT_ERR_HELP, ///< user requested help!!
GODOT_ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior.
GODOT_ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames
GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD, ///< shit happens, has never been used, though
GODOT_ERR_WTF = GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD ///< short version of the above
} godot_error;
////// bool
typedef bool godot_bool;
#define GODOT_TRUE 1
#define GODOT_FALSE 0
/////// int
typedef int godot_int;
/////// real
typedef float godot_real;
typedef double godot_real64; // for Variant in 3.0
/////// Object (forward declared)
typedef void godot_object;
/////// String
#include "godot/godot_string.h"
////// Vector2
#include "godot/godot_vector2.h"
////// Rect2
#include "godot/godot_rect2.h"
////// Vector3
#include "godot/godot_vector3.h"
////// Transform2D
#include "godot/godot_transform2d.h"
/////// Plane
#include "godot/godot_plane.h"
/////// Quat
#include "godot/godot_quat.h"
/////// Rect3
#include "godot/godot_rect3.h"
/////// Basis
#include "godot/godot_basis.h"
/////// Transform
#include "godot/godot_transform.h"
/////// Color
#include "godot/godot_color.h"
/////// Image
#include "godot/godot_image.h"
/////// NodePath
#include "godot/godot_node_path.h"
/////// RID
#include "godot/godot_rid.h"
/////// InputEvent
#include "godot/godot_input_event.h"
/////// Dictionary
#include "godot/godot_dictionary.h"
/////// Array
#include "godot/godot_array.h"
// single API file for Pool*Array
#include "godot/godot_pool_arrays.h"
void GDAPI godot_object_destroy(godot_object *p_o);
////// Variant
#include "godot/godot_variant.h"
////// Singleton API
godot_object GDAPI *godot_global_get_singleton(char *p_name); // result shouldn't be freed
////// MethodBind API
typedef struct godot_method_bind {
uint8_t _dont_touch_that[1]; // TODO
} godot_method_bind;
godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname);
void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret);
////// Script API
typedef struct godot_dlscript_init_options {
godot_bool in_editor;
uint64_t core_api_hash;
uint64_t editor_api_hash;
uint64_t no_api_hash;
} godot_dlscript_init_options;
typedef struct godot_dlscript_terminate_options {
godot_bool in_editor;
} godot_dlscript_terminate_options;
typedef enum godot_method_rpc_mode {
GODOT_METHOD_RPC_MODE_DISABLED,
GODOT_METHOD_RPC_MODE_REMOTE,
GODOT_METHOD_RPC_MODE_SYNC,
GODOT_METHOD_RPC_MODE_MASTER,
GODOT_METHOD_RPC_MODE_SLAVE,
} godot_method_rpc_mode;
typedef struct godot_method_attributes {
godot_method_rpc_mode rpc_type;
} godot_method_attributes;
typedef enum godot_property_hint {
GODOT_PROPERTY_HINT_NONE, ///< no hint provided.
GODOT_PROPERTY_HINT_RANGE, ///< hint_text = "min,max,step,slider; //slider is optional"
GODOT_PROPERTY_HINT_EXP_RANGE, ///< hint_text = "min,max,step", exponential edit
GODOT_PROPERTY_HINT_ENUM, ///< hint_text= "val1,val2,val3,etc"
GODOT_PROPERTY_HINT_EXP_EASING, /// exponential easing funciton (Math::ease)
GODOT_PROPERTY_HINT_LENGTH, ///< hint_text= "length" (as integer)
GODOT_PROPERTY_HINT_SPRITE_FRAME,
GODOT_PROPERTY_HINT_KEY_ACCEL, ///< hint_text= "length" (as integer)
GODOT_PROPERTY_HINT_FLAGS, ///< hint_text= "flag1,flag2,etc" (as bit flags)
GODOT_PROPERTY_HINT_LAYERS_2D_RENDER,
GODOT_PROPERTY_HINT_LAYERS_2D_PHYSICS,
GODOT_PROPERTY_HINT_LAYERS_3D_RENDER,
GODOT_PROPERTY_HINT_LAYERS_3D_PHYSICS,
GODOT_PROPERTY_HINT_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
GODOT_PROPERTY_HINT_DIR, ///< a directort path must be passed
GODOT_PROPERTY_HINT_GLOBAL_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
GODOT_PROPERTY_HINT_GLOBAL_DIR, ///< a directort path must be passed
GODOT_PROPERTY_HINT_RESOURCE_TYPE, ///< a resource object type
GODOT_PROPERTY_HINT_MULTILINE_TEXT, ///< used for string properties that can contain multiple lines
GODOT_PROPERTY_HINT_COLOR_NO_ALPHA, ///< used for ignoring alpha component when editing a color
GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSY,
GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS,
GODOT_PROPERTY_HINT_OBJECT_ID,
GODOT_PROPERTY_HINT_TYPE_STRING, ///< a type string, the hint is the base type to choose
GODOT_PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE, ///< so something else can provide this (used in scripts)
GODOT_PROPERTY_HINT_METHOD_OF_VARIANT_TYPE, ///< a method of a type
GODOT_PROPERTY_HINT_METHOD_OF_BASE_TYPE, ///< a method of a base type
GODOT_PROPERTY_HINT_METHOD_OF_INSTANCE, ///< a method of an instance
GODOT_PROPERTY_HINT_METHOD_OF_SCRIPT, ///< a method of a script & base
GODOT_PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE, ///< a property of a type
GODOT_PROPERTY_HINT_PROPERTY_OF_BASE_TYPE, ///< a property of a base type
GODOT_PROPERTY_HINT_PROPERTY_OF_INSTANCE, ///< a property of an instance
GODOT_PROPERTY_HINT_PROPERTY_OF_SCRIPT, ///< a property of a script & base
GODOT_PROPERTY_HINT_MAX,
} godot_property_hint;
typedef enum godot_property_usage_flags {
GODOT_PROPERTY_USAGE_STORAGE = 1,
GODOT_PROPERTY_USAGE_EDITOR = 2,
GODOT_PROPERTY_USAGE_NETWORK = 4,
GODOT_PROPERTY_USAGE_EDITOR_HELPER = 8,
GODOT_PROPERTY_USAGE_CHECKABLE = 16, //used for editing global variables
GODOT_PROPERTY_USAGE_CHECKED = 32, //used for editing global variables
GODOT_PROPERTY_USAGE_INTERNATIONALIZED = 64, //hint for internationalized strings
GODOT_PROPERTY_USAGE_GROUP = 128, //used for grouping props in the editor
GODOT_PROPERTY_USAGE_CATEGORY = 256,
GODOT_PROPERTY_USAGE_STORE_IF_NONZERO = 512, //only store if nonzero
GODOT_PROPERTY_USAGE_STORE_IF_NONONE = 1024, //only store if false
GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE = 2048,
GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED = 4096,
GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE = 8192,
GODOT_PROPERTY_USAGE_STORE_IF_NULL = 16384,
GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER = 32768,
GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 65536,
GODOT_PROPERTY_USAGE_DEFAULT = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK,
GODOT_PROPERTY_USAGE_DEFAULT_INTL = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK | GODOT_PROPERTY_USAGE_INTERNATIONALIZED,
GODOT_PROPERTY_USAGE_NOEDITOR = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_NETWORK,
} godot_property_usage_flags;
typedef struct godot_property_attributes {
godot_method_rpc_mode rset_type;
godot_int type;
godot_property_hint hint;
godot_string hint_string;
godot_property_usage_flags usage;
godot_variant default_value;
} godot_property_attributes;
typedef struct godot_instance_create_func {
// instance pointer, method_data - return user data
void *(*create_func)(godot_object *, void *);
void *method_data;
void (*free_func)(void *);
} godot_script_instance_func;
typedef struct godot_instance_destroy_func {
// instance pointer, method data, user data
void (*destroy_func)(godot_object *, void *, void *);
void *method_data;
void (*free_func)(void *);
} godot_instance_destroy_func;
void GDAPI godot_script_register_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func);
void GDAPI godot_script_register_tool_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func);
typedef struct godot_instance_method {
// instance pointer, method data, user data, num args, args - return result as varaint
godot_variant (*method)(godot_object *, void *, void *, int, godot_variant **);
void *method_data;
void (*free_func)(void *);
} godot_instance_method;
void GDAPI godot_script_register_method(const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method);
typedef struct godot_property_set_func {
// instance pointer, method data, user data, value
void (*set_func)(godot_object *, void *, void *, godot_variant);
void *method_data;
void (*free_func)(void *);
} godot_property_set_func;
typedef struct godot_property_get_func {
// instance pointer, method data, user data, value
godot_variant (*get_func)(godot_object *, void *, void *);
void *method_data;
void (*free_func)(void *);
} godot_property_get_func;
void GDAPI godot_script_register_property(const char *p_name, const char *p_path, godot_property_attributes *p_attr, godot_property_set_func p_set_func, godot_property_get_func p_get_func);
typedef struct godot_signal_argument {
godot_string name;
godot_int type;
godot_property_hint hint;
godot_string hint_string;
godot_property_usage_flags usage;
godot_variant default_value;
} godot_signal_argument;
typedef struct godot_signal {
godot_string name;
int num_args;
godot_signal_argument *args;
int num_default_args;
godot_variant *default_args;
} godot_signal;
void GDAPI godot_script_register_signal(const char *p_name, const godot_signal *p_signal);
////// System Functions
//using these will help Godot track how much memory is in use in debug mode
void GDAPI *godot_alloc(int p_bytes);
void GDAPI *godot_realloc(void *p_ptr, int p_bytes);
void GDAPI godot_free(void *p_ptr);
#ifdef __cplusplus
}
#endif
#endif // GODOT_C_H

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#include "godot_array.h"
#include "core/array.h"
#include "core/os/memory.h"
#include "core/color.h"
#include "core/dvector.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
void _array_api_anchor() {
}
void GDAPI godot_array_new(godot_array *p_arr) {
Array *a = (Array *)p_arr;
memnew_placement(a, Array);
}
void GDAPI godot_array_new_pool_color_array(godot_array *p_arr, const godot_pool_color_array *p_pca) {
Array *a = (Array *)p_arr;
PoolVector<Color> *pca = (PoolVector<Color> *)p_pca;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_vector3_array(godot_array *p_arr, const godot_pool_vector3_array *p_pv3a) {
Array *a = (Array *)p_arr;
PoolVector<Vector3> *pca = (PoolVector<Vector3> *)p_pv3a;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_vector2_array(godot_array *p_arr, const godot_pool_vector2_array *p_pv2a) {
Array *a = (Array *)p_arr;
PoolVector<Vector2> *pca = (PoolVector<Vector2> *)p_pv2a;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_string_array(godot_array *p_arr, const godot_pool_string_array *p_psa) {
Array *a = (Array *)p_arr;
PoolVector<String> *pca = (PoolVector<String> *)p_psa;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_real_array(godot_array *p_arr, const godot_pool_real_array *p_pra) {
Array *a = (Array *)p_arr;
PoolVector<godot_real> *pca = (PoolVector<godot_real> *)p_pra;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_int_array(godot_array *p_arr, const godot_pool_int_array *p_pia) {
Array *a = (Array *)p_arr;
PoolVector<godot_int> *pca = (PoolVector<godot_int> *)p_pia;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_byte_array(godot_array *p_arr, const godot_pool_byte_array *p_pba) {
Array *a = (Array *)p_arr;
PoolVector<uint8_t> *pca = (PoolVector<uint8_t> *)p_pba;
memnew_placement(a, Array);
a->resize(pca->size());
for (size_t i = 0; i < a->size(); i++) {
Variant v = pca->operator[](i);
a->operator[](i) = v;
}
}
void GDAPI godot_array_set(godot_array *p_arr, const godot_int p_idx, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->operator[](p_idx) = *val;
}
godot_variant GDAPI *godot_array_get(godot_array *p_arr, const godot_int p_idx) {
Array *a = (Array *)p_arr;
return (godot_variant *)&a->operator[](p_idx);
}
void GDAPI godot_array_append(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->append(*val);
}
void GDAPI godot_array_clear(godot_array *p_arr) {
Array *a = (Array *)p_arr;
a->clear();
}
godot_int GDAPI godot_array_count(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
return a->count(*val);
}
godot_bool GDAPI godot_array_empty(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
return a->empty();
}
void GDAPI godot_array_erase(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->erase(*val);
}
godot_variant GDAPI godot_array_front(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = a->front();
return v;
}
godot_variant GDAPI godot_array_back(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = a->back();
return v;
}
godot_int GDAPI godot_array_find(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_what;
return a->find(*val, p_from);
}
godot_int GDAPI godot_array_find_last(const godot_array *p_arr, const godot_variant *p_what) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_what;
return a->find_last(*val);
}
godot_bool GDAPI godot_array_has(const godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
return a->has(*val);
}
uint32_t GDAPI godot_array_hash(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
return a->hash();
}
void GDAPI godot_array_insert(godot_array *p_arr, const godot_int p_pos, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->insert(p_pos, *val);
}
void GDAPI godot_array_invert(godot_array *p_arr) {
Array *a = (Array *)p_arr;
a->invert();
}
godot_bool GDAPI godot_array_is_shared(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
return false; // @Todo how do I do it?
}
godot_variant GDAPI godot_array_pop_back(godot_array *p_arr) {
Array *a = (Array *)p_arr;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = a->pop_back();
return v;
}
godot_variant GDAPI godot_array_pop_front(godot_array *p_arr) {
Array *a = (Array *)p_arr;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = a->pop_front();
return v;
}
void GDAPI godot_array_push_back(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->push_back(*val);
}
void GDAPI godot_array_push_front(godot_array *p_arr, const godot_variant *p_value) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_value;
a->push_front(*val);
}
void GDAPI godot_array_remove(godot_array *p_arr, const godot_int p_idx) {
Array *a = (Array *)p_arr;
a->remove(p_idx);
}
void GDAPI godot_array_resize(godot_array *p_arr, const godot_int p_size) {
Array *a = (Array *)p_arr;
a->resize(p_size);
}
godot_int GDAPI godot_array_rfind(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from) {
Array *a = (Array *)p_arr;
Variant *val = (Variant *)p_what;
return a->rfind(*val, p_from);
}
godot_int GDAPI godot_array_size(const godot_array *p_arr) {
Array *a = (Array *)p_arr;
return a->size();
}
void GDAPI godot_array_sort(godot_array *p_arr) {
Array *a = (Array *)p_arr;
a->sort();
}
void GDAPI godot_array_sort_custom(godot_array *p_arr, godot_object *p_obj, const godot_string *p_func) {
Array *a = (Array *)p_arr;
String *func = (String *)p_func;
a->sort_custom((Object *)p_obj, *func);
}
void GDAPI godot_array_destroy(godot_array *p_arr) {
((Array *)p_arr)->~Array();
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_ARRAY_H
#define GODOT_DLSCRIPT_ARRAY_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
typedef struct godot_array {
uint8_t _dont_touch_that[8];
} godot_array;
#endif
#include "../godot.h"
#include "godot_pool_arrays.h"
#include "godot_variant.h"
void GDAPI godot_array_new(godot_array *p_arr);
void GDAPI godot_array_new_pool_color_array(godot_array *p_arr, const godot_pool_color_array *p_pca);
void GDAPI godot_array_new_pool_vector3_array(godot_array *p_arr, const godot_pool_vector3_array *p_pv3a);
void GDAPI godot_array_new_pool_vector2_array(godot_array *p_arr, const godot_pool_vector2_array *p_pv2a);
void GDAPI godot_array_new_pool_string_array(godot_array *p_arr, const godot_pool_string_array *p_psa);
void GDAPI godot_array_new_pool_real_array(godot_array *p_arr, const godot_pool_real_array *p_pra);
void GDAPI godot_array_new_pool_int_array(godot_array *p_arr, const godot_pool_int_array *p_pia);
void GDAPI godot_array_new_pool_byte_array(godot_array *p_arr, const godot_pool_byte_array *p_pba);
void GDAPI godot_array_set(godot_array *p_arr, const godot_int p_idx, const godot_variant *p_value);
godot_variant GDAPI *godot_array_get(godot_array *p_arr, const godot_int p_idx);
void GDAPI godot_array_append(godot_array *p_arr, const godot_variant *p_value);
void GDAPI godot_array_clear(godot_array *p_arr);
godot_int GDAPI godot_array_count(godot_array *p_arr, const godot_variant *p_value);
godot_bool GDAPI godot_array_empty(const godot_array *p_arr);
void GDAPI godot_array_erase(godot_array *p_arr, const godot_variant *p_value);
godot_variant GDAPI godot_array_front(const godot_array *p_arr);
godot_variant GDAPI godot_array_back(const godot_array *p_arr);
godot_int GDAPI godot_array_find(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from);
godot_int GDAPI godot_array_find_last(const godot_array *p_arr, const godot_variant *p_what);
godot_bool GDAPI godot_array_has(const godot_array *p_arr, const godot_variant *p_value);
uint32_t GDAPI godot_array_hash(const godot_array *p_arr);
void GDAPI godot_array_insert(godot_array *p_arr, const godot_int p_pos, const godot_variant *p_value);
void GDAPI godot_array_invert(godot_array *p_arr);
godot_bool GDAPI godot_array_is_shared(const godot_array *p_arr);
godot_variant GDAPI godot_array_pop_back(godot_array *p_arr);
godot_variant GDAPI godot_array_pop_front(godot_array *p_arr);
void GDAPI godot_array_push_back(godot_array *p_arr, const godot_variant *p_value);
void GDAPI godot_array_push_front(godot_array *p_arr, const godot_variant *p_value);
void GDAPI godot_array_remove(godot_array *p_arr, const godot_int p_idx);
void GDAPI godot_array_resize(godot_array *p_arr, const godot_int p_size);
godot_int GDAPI godot_array_rfind(const godot_array *p_arr, const godot_variant *p_what, const godot_int p_from);
godot_int GDAPI godot_array_size(const godot_array *p_arr);
void GDAPI godot_array_sort(godot_array *p_arr);
void GDAPI godot_array_sort_custom(godot_array *p_arr, godot_object *p_obj, const godot_string *p_func);
void GDAPI godot_array_destroy(godot_array *p_arr);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_ARRAY_H

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#include "godot_basis.h"
#include "math/matrix3.h"
#ifdef __cplusplus
extern "C" {
#endif
void _basis_api_anchor() {
}
void GDAPI godot_basis_new(godot_basis *p_basis) {
Basis *basis = (Basis *)p_basis;
*basis = Basis();
}
void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler) {
Basis *basis = (Basis *)p_basis;
Quat *euler = (Quat *)p_euler;
*basis = Basis(*euler);
}
void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler) {
Basis *basis = (Basis *)p_basis;
Vector3 *euler = (Vector3 *)p_euler;
*basis = Basis(*euler);
}
godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis) {
const Basis *basis = (const Basis *)p_basis;
godot_quat quat;
Quat *p_quat = (Quat *)&quat;
*p_quat = basis->operator Quat();
return quat;
}
godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis) {
const Basis *basis = (const Basis *)p_basis;
godot_vector3 euler;
Vector3 *p_euler = (Vector3 *)&euler;
*p_euler = basis->get_euler();
return euler;
}
/*
* p_elements is a pointer to an array of 3 (!!) vector3
*/
void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements) {
Basis *basis = (Basis *)p_basis;
Vector3 *elements = (Vector3 *)p_elements;
elements[0] = basis->elements[0];
elements[1] = basis->elements[1];
elements[2] = basis->elements[2];
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_BASIS_H
#define GODOT_DLSCRIPT_BASIS_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_BASIS_TYPE_DEFINED
typedef struct godot_basis {
uint8_t _dont_touch_that[36];
} godot_basis;
#endif
#include "../godot.h"
void GDAPI godot_basis_new(godot_basis *p_basis);
void GDAPI godot_basis_new_with_euler_quat(godot_basis *p_basis, const godot_quat *p_euler);
void GDAPI godot_basis_new_with_euler(godot_basis *p_basis, const godot_vector3 *p_euler);
godot_quat GDAPI godot_basis_as_quat(const godot_basis *p_basis);
godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_basis);
/*
* p_elements is a pointer to an array of 3 (!!) vector3
*/
void GDAPI godot_basis_get_elements(godot_basis *p_basis, godot_vector3 *p_elements);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_BASIS_H

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#include "godot_color.h"
#include "color.h"
#ifdef __cplusplus
extern "C" {
#endif
void _color_api_anchor() {
}
void GDAPI godot_color_new(godot_color *p_color) {
Color *color = (Color *)p_color;
*color = Color();
}
void GDAPI godot_color_new_rgba(godot_color *p_color, const godot_real r, const godot_real g, const godot_real b, const godot_real a) {
Color *color = (Color *)p_color;
*color = Color(r, g, b, a);
}
uint32_t GDAPI godot_color_get_32(const godot_color *p_color) {
const Color *color = (const Color *)p_color;
return color->to_32();
}
float GDAPI *godot_color_index(godot_color *p_color, const godot_int idx) {
Color *color = (Color *)p_color;
return &color->operator[](idx);
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_COLOR_H
#define GODOT_DLSCRIPT_COLOR_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_COLOR_TYPE_DEFINED
typedef struct godot_color {
uint8_t _dont_touch_that[16];
} godot_color;
#endif
#include "../godot.h"
void GDAPI godot_color_new(godot_color *p_color);
void GDAPI godot_color_new_rgba(godot_color *p_color, const godot_real r, const godot_real g, const godot_real b, const godot_real a);
uint32_t GDAPI godot_color_get_32(const godot_color *p_color);
float GDAPI *godot_color_index(godot_color *p_color, const godot_int idx);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_COLOR_H

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#include "godot_dictionary.h"
#include "core/dictionary.h"
#include "core/os/memory.h"
#include "core/io/json.h"
#ifdef __cplusplus
extern "C" {
#endif
void _dictionary_api_anchor() {
}
void GDAPI godot_dictionary_new(godot_dictionary *p_dict) {
Dictionary *dict = (Dictionary *)p_dict;
memnew_placement(dict, Dictionary);
}
void GDAPI godot_dictionary_clear(godot_dictionary *p_dict) {
Dictionary *dict = (Dictionary *)p_dict;
dict->clear();
}
godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_dict) {
const Dictionary *dict = (const Dictionary *)p_dict;
return dict->empty();
}
void GDAPI godot_dictionary_erase(godot_dictionary *p_dict, const godot_variant *p_key) {
Dictionary *dict = (Dictionary *)p_dict;
Variant *key = (Variant *)p_key;
dict->erase(*key);
}
godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_dict, const godot_variant *p_key) {
const Dictionary *dict = (const Dictionary *)p_dict;
const Variant *key = (const Variant *)p_key;
return dict->has(*key);
}
godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_dict, const godot_array *p_keys) {
const Dictionary *dict = (const Dictionary *)p_dict;
const Array *keys = (const Array *)p_keys;
return dict->has_all(*keys);
}
uint32_t GDAPI godot_dictionary_hash(const godot_dictionary *p_dict) {
const Dictionary *dict = (const Dictionary *)p_dict;
return dict->hash();
}
godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_dict) {
godot_array a;
godot_array_new(&a);
const Dictionary *dict = (const Dictionary *)p_dict;
Array *array = (Array *)&a;
*array = dict->keys();
return a;
}
godot_int GDAPI godot_dictionary_parse_json(godot_dictionary *p_dict, const godot_string *p_json) {
Dictionary *dict = (Dictionary *)p_dict;
const String *json = (const String *)p_json;
Variant ret;
int err_line;
String err_str;
int err = (int)JSON::parse(*json, ret, err_str, err_line);
*dict = ret;
return err;
}
godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_dict, const godot_variant *p_key) {
Dictionary *dict = (Dictionary *)p_dict;
Variant *key = (Variant *)p_key;
return (godot_variant *)&dict->operator[](*key);
}
godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_dict) {
const Dictionary *dict = (const Dictionary *)p_dict;
return dict->size();
}
godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_dict) {
const Dictionary *dict = (const Dictionary *)p_dict;
godot_string str;
godot_string_new(&str);
String *s = (String *)&str;
*s = JSON::print(Variant(*dict));
return str;
}
godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_dict) {
godot_array a;
godot_array_new(&a);
const Dictionary *dict = (const Dictionary *)p_dict;
Array *array = (Array *)&a;
*array = dict->values();
return a;
}
void GDAPI godot_dictionary_destroy(godot_dictionary *p_dict) {
((Dictionary *)p_dict)->~Dictionary();
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_DICTIONARY_H
#define GODOT_DLSCRIPT_DICTIONARY_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_DICITIONARY_TYPE_DEFINED
typedef struct godot_dictionary {
uint8_t _dont_touch_that[8];
} godot_dictionary;
#endif
#include "godot_array.h"
#include "godot_variant.h"
void GDAPI godot_dictionary_new(godot_dictionary *p_dict);
void GDAPI godot_dictionary_clear(godot_dictionary *p_dict);
godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_dict);
void GDAPI godot_dictionary_erase(godot_dictionary *p_dict, const godot_variant *p_key);
godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_dict, const godot_variant *p_key);
godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_dict, const godot_array *p_keys);
uint32_t GDAPI godot_dictionary_hash(const godot_dictionary *p_dict);
godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_dict);
godot_int GDAPI godot_dictionary_parse_json(godot_dictionary *p_dict, const godot_string *p_json);
godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_dict, const godot_variant *p_key);
godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_dict);
godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_dict);
godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_dict);
void GDAPI godot_dictionary_destroy(godot_dictionary *p_dict);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_DICTIONARY_H

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#include "godot_image.h"
#include "image.h"
#ifdef __cplusplus
extern "C" {
#endif
void _image_api_anchor() {
}
#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
void GDAPI godot_image_new(godot_image *p_img) {
Image *img = (Image *)p_img;
memnew_placement_custom(img, Image, Image());
}
void GDAPI godot_image_new_with_png_jpg(godot_image *p_img, const uint8_t *p_mem_png_jpg, int p_len) {
Image *img = (Image *)p_img;
memnew_placement_custom(img, Image, Image(p_mem_png_jpg, p_len));
}
void GDAPI godot_image_new_with_xpm(godot_image *p_img, const char **p_xpm) {
Image *img = (Image *)p_img;
memnew_placement_custom(img, Image, Image(p_xpm));
}
void GDAPI godot_image_new_with_size_format(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format) {
Image *img = (Image *)p_img;
memnew_placement_custom(img, Image, Image(p_width, p_height, p_use_mipmaps, (Image::Format)p_format));
}
void GDAPI godot_image_new_with_size_format_data(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format, godot_pool_byte_array *p_data) {
Image *img = (Image *)p_img;
PoolVector<uint8_t> *data = (PoolVector<uint8_t> *)p_data;
memnew_placement_custom(img, Image, Image(p_width, p_height, p_use_mipmaps, (Image::Format)p_format, *data));
}
godot_pool_byte_array GDAPI godot_image_get_data(godot_image *p_img) {
Image *img = (Image *)p_img;
PoolVector<uint8_t> cpp_data = img->get_data();
godot_pool_byte_array *data = (godot_pool_byte_array *)&cpp_data;
return *data;
}
godot_error GDAPI godot_image_load(godot_image *p_img, const godot_string *p_path) {
Image *img = (Image *)p_img;
String *path = (String *)p_path;
return (godot_error)img->load(*path);
}
godot_error GDAPI godot_image_save_png(godot_image *p_img, const godot_string *p_path) {
Image *img = (Image *)p_img;
String *path = (String *)p_path;
return (godot_error)img->save_png(*path);
}
int GDAPI godot_image_get_width(const godot_image *p_img) {
Image *img = (Image *)p_img;
return img->get_width();
}
int GDAPI godot_image_get_height(const godot_image *p_img) {
Image *img = (Image *)p_img;
return img->get_height();
}
godot_bool GDAPI godot_image_has_mipmaps(const godot_image *p_img) {
Image *img = (Image *)p_img;
return img->has_mipmaps();
}
int GDAPI godot_image_get_mipmap_count(const godot_image *p_img) {
Image *img = (Image *)p_img;
return img->get_mipmap_count();
}
void GDAPI godot_image_destroy(godot_image *p_img) {
((Image *)p_img)->~Image();
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_IMAGE_H
#define GODOT_DLSCRIPT_IMAGE_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_IMAGE_TYPE_DEFINED
typedef struct godot_image {
uint8_t _dont_touch_that[32];
} godot_image;
#endif
#include "godot_pool_arrays.h"
#include "../godot.h"
// This is a copypasta of the C++ enum inside the Image class
// There's no neat way of automatically updating the C enum / using the C++ enum directly
// if somebody knows a way feel free to open a PR or open an issue (or ask for Karroffel or bojidar-bg on IRC)
enum godot_image_format {
GODOT_IMAGE_FORMAT_L8, //luminance
GODOT_IMAGE_FORMAT_LA8, //luminance-alpha
GODOT_IMAGE_FORMAT_R8,
GODOT_IMAGE_FORMAT_RG8,
GODOT_IMAGE_FORMAT_RGB8,
GODOT_IMAGE_FORMAT_RGBA8,
GODOT_IMAGE_FORMAT_RGB565, //16 bit
GODOT_IMAGE_FORMAT_RGBA4444,
GODOT_IMAGE_FORMAT_RGBA5551,
GODOT_IMAGE_FORMAT_RF, //float
GODOT_IMAGE_FORMAT_RGF,
GODOT_IMAGE_FORMAT_RGBF,
GODOT_IMAGE_FORMAT_RGBAF,
GODOT_IMAGE_FORMAT_RH, //half float
GODOT_IMAGE_FORMAT_RGH,
GODOT_IMAGE_FORMAT_RGBH,
GODOT_IMAGE_FORMAT_RGBAH,
GODOT_IMAGE_FORMAT_DXT1, //s3tc bc1
GODOT_IMAGE_FORMAT_DXT3, //bc2
GODOT_IMAGE_FORMAT_DXT5, //bc3
GODOT_IMAGE_FORMAT_ATI1, //bc4
GODOT_IMAGE_FORMAT_ATI2, //bc5
GODOT_IMAGE_FORMAT_BPTC_RGBA, //btpc bc6h
GODOT_IMAGE_FORMAT_BPTC_RGBF, //float /
GODOT_IMAGE_FORMAT_BPTC_RGBFU, //unsigned float
GODOT_IMAGE_FORMAT_PVRTC2, //pvrtc
GODOT_IMAGE_FORMAT_PVRTC2A,
GODOT_IMAGE_FORMAT_PVRTC4,
GODOT_IMAGE_FORMAT_PVRTC4A,
GODOT_IMAGE_FORMAT_ETC, //etc1
GODOT_IMAGE_FORMAT_ETC2_R11, //etc2
GODOT_IMAGE_FORMAT_ETC2_R11S, //signed, NOT srgb.
GODOT_IMAGE_FORMAT_ETC2_RG11,
GODOT_IMAGE_FORMAT_ETC2_RG11S,
GODOT_IMAGE_FORMAT_ETC2_RGB8,
GODOT_IMAGE_FORMAT_ETC2_RGBA8,
GODOT_IMAGE_FORMAT_ETC2_RGB8A1,
GODOT_IMAGE_FORMAT_MAX
};
typedef enum godot_image_format godot_image_format;
void GDAPI godot_image_new(godot_image *p_img);
// p_len can be -1
void GDAPI godot_image_new_with_png_jpg(godot_image *p_img, const uint8_t *p_mem_png_jpg, int p_len);
void GDAPI godot_image_new_with_xpm(godot_image *p_img, const char **p_xpm);
void GDAPI godot_image_new_with_size_format(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format);
void GDAPI godot_image_new_with_size_format_data(godot_image *p_img, int p_width, int p_height, bool p_use_mipmaps, godot_image_format p_format, godot_pool_byte_array *p_data);
godot_pool_byte_array GDAPI godot_image_get_data(godot_image *p_img);
godot_error GDAPI godot_image_load(godot_image *p_img, const godot_string *p_path);
godot_error GDAPI godot_image_save_png(godot_image *p_img, const godot_string *p_path);
int GDAPI godot_image_get_width(const godot_image *p_img);
int GDAPI godot_image_get_height(const godot_image *p_img);
godot_bool GDAPI godot_image_has_mipmaps(const godot_image *p_img);
int GDAPI godot_image_get_mipmap_count(const godot_image *p_img);
// @Incomplete
// I think it's too complex for the binding authors to implement the image class anew, so we should definitely
// export all methods here. That takes a while so it's on my @Todo list
void GDAPI godot_image_destroy(godot_image *p_img);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_IMAGE_H

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#include "godot_input_event.h"
#include "os/input_event.h"
#ifdef __cplusplus
extern "C" {
#endif
void _input_event_api_anchor() {
}
void GDAPI godot_input_event_new(godot_input_event *p_ie) {
InputEvent *ie = (InputEvent *)p_ie;
*ie = InputEvent();
}
godot_bool GDAPI godot_input_event_is_pressed(const godot_input_event *p_ie) {
const InputEvent *ie = (const InputEvent *)p_ie;
return ie->is_pressed();
}
godot_bool GDAPI godot_input_event_is_action(const godot_input_event *p_ie, const godot_string *p_action) {
const InputEvent *ie = (const InputEvent *)p_ie;
const String *action = (const String *)p_action;
return ie->is_action(*action);
}
godot_bool GDAPI godot_input_event_is_action_pressed(const godot_input_event *p_ie, const godot_string *p_action) {
const InputEvent *ie = (const InputEvent *)p_ie;
const String *action = (const String *)p_action;
return ie->is_action_pressed(*action);
}
godot_bool GDAPI godot_input_event_is_action_released(const godot_input_event *p_ie, const godot_string *p_action) {
const InputEvent *ie = (const InputEvent *)p_ie;
const String *action = (const String *)p_action;
return ie->is_action_released(*action);
}
godot_bool GDAPI godot_input_event_is_echo(const godot_input_event *p_ie) {
const InputEvent *ie = (const InputEvent *)p_ie;
return ie->is_echo();
}
void GDAPI godot_input_event_set_as_action(godot_input_event *p_ie, const godot_string *p_action, const godot_bool p_pressed) {
InputEvent *ie = (InputEvent *)p_ie;
const String *action = (const String *)p_action;
return ie->set_as_action(*action, p_pressed);
}
godot_string GDAPI godot_input_event_as_string(const godot_input_event *p_ie) {
const InputEvent *ie = (const InputEvent *)p_ie;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = (String)*ie;
return str;
}
uint32_t GDAPI *godot_input_event_get_id(godot_input_event *p_ie) {
InputEvent *ie = (InputEvent *)p_ie;
return &ie->ID;
}
godot_input_event_type GDAPI *godot_input_event_get_type(godot_input_event *p_ie) {
InputEvent *ie = (InputEvent *)p_ie;
return (godot_input_event_type *)&ie->type;
}
godot_int GDAPI *godot_input_event_get_device(godot_input_event *p_ie) {
InputEvent *ie = (InputEvent *)p_ie;
return &ie->device;
}
static InputModifierState *_get_mod_for_type(InputEvent *ie) {
switch (ie->type) {
case InputEvent::MOUSE_BUTTON:
return &ie->mouse_button.mod;
case InputEvent::MOUSE_MOTION:
return &ie->mouse_motion.mod;
case InputEvent::KEY:
return &ie->key.mod;
default:
return 0;
}
}
godot_bool GDAPI *godot_input_event_mod_get_alt(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
InputModifierState *mod = _get_mod_for_type(ie);
return &mod->alt;
}
godot_bool GDAPI *godot_input_event_mod_get_ctrl(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
InputModifierState *mod = _get_mod_for_type(ie);
return &mod->control;
}
godot_bool GDAPI *godot_input_event_mod_get_command(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
InputModifierState *mod = _get_mod_for_type(ie);
return &mod->command;
}
godot_bool GDAPI *godot_input_event_mod_get_shift(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
InputModifierState *mod = _get_mod_for_type(ie);
return &mod->shift;
}
godot_bool GDAPI *godot_input_event_mod_get_meta(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
InputModifierState *mod = _get_mod_for_type(ie);
return &mod->meta;
}
uint32_t GDAPI *godot_input_event_key_get_scancode(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->key.scancode;
}
uint32_t GDAPI *godot_input_event_key_get_unicode(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->key.unicode;
}
godot_bool GDAPI *godot_input_event_key_get_pressed(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->key.pressed;
}
godot_bool GDAPI *godot_input_event_key_get_echo(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->key.echo;
}
float GDAPI *godot_input_event_mouse_get_x(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_button.x;
}
float GDAPI *godot_input_event_mouse_get_y(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_button.y;
}
float GDAPI *godot_input_event_mouse_get_global_x(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_button.global_x;
}
float GDAPI *godot_input_event_mouse_get_global_y(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_button.global_y;
}
godot_int GDAPI *godot_input_event_mouse_get_button_mask(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_button.button_mask;
}
godot_int GDAPI *godot_input_event_mouse_button_get_button_index(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_button.button_index;
}
godot_bool GDAPI *godot_input_event_mouse_button_get_pressed(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_button.pressed;
}
godot_bool GDAPI *godot_input_event_mouse_button_get_doubleclick(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_button.doubleclick;
}
float GDAPI *godot_input_event_mouse_motion_get_relative_x(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_motion.relative_x;
}
float GDAPI *godot_input_event_mouse_motion_get_relative_y(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_motion.relative_y;
}
float GDAPI *godot_input_event_mouse_motion_get_speed_x(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_motion.speed_x;
}
float GDAPI *godot_input_event_mouse_motion_get_speed_y(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->mouse_motion.speed_y;
}
godot_int GDAPI *godot_input_event_joypad_motion_get_axis(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->joy_motion.axis;
}
float GDAPI *godot_input_event_joypad_motion_get_axis_value(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->joy_motion.axis_value;
}
godot_int GDAPI *godot_input_event_joypad_button_get_button_index(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->joy_button.button_index;
}
godot_bool GDAPI *godot_input_event_joypad_button_get_pressed(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->joy_button.pressed;
}
float GDAPI *godot_input_event_joypad_button_get_pressure(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->joy_button.pressure;
}
godot_int GDAPI *godot_input_event_screen_touch_get_index(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_touch.index;
}
float GDAPI *godot_input_event_screen_touch_get_x(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_touch.x;
}
float GDAPI *godot_input_event_screen_touch_get_y(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_touch.y;
}
godot_bool GDAPI *godot_input_event_screen_touch_get_pressed(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_touch.pressed;
}
godot_int GDAPI *godot_input_event_screen_drag_get_index(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_drag.index;
}
float GDAPI *godot_input_event_screen_drag_get_x(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_drag.x;
}
float GDAPI *godot_input_event_screen_drag_get_y(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_drag.y;
}
float GDAPI *godot_input_event_screen_drag_get_relative_x(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_drag.relative_x;
}
float GDAPI *godot_input_event_screen_drag_get_relative_y(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_drag.relative_y;
}
float GDAPI *godot_input_event_screen_drag_get_speed_x(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_drag.speed_x;
}
float GDAPI *godot_input_event_screen_drag_get_speed_y(godot_input_event *p_event) {
InputEvent *ie = (InputEvent *)p_event;
return &ie->screen_drag.speed_y;
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_INPUT_EVENT_H
#define GODOT_DLSCRIPT_INPUT_EVENT_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_INPUT_EVENT_TYPE_DEFINED
typedef struct godot_input_event {
uint8_t _dont_touch_that[56];
} godot_input_event;
#endif
enum godot_input_event_type {
GODOT_INPUT_EVENT_TYPE_NONE,
GODOT_INPUT_EVENT_TYPE_KEY,
GODOT_INPUT_EVENT_TYPE_MOUSE_MOTION,
GODOT_INPUT_EVENT_TYPE_MOUSE_BUTTON,
GODOT_INPUT_EVENT_TYPE_JOYPAD_MOTION,
GODOT_INPUT_EVENT_TYPE_JOYPAD_BUTTON,
GODOT_INPUT_EVENT_TYPE_SCREEN_TOUCH,
GODOT_INPUT_EVENT_TYPE_SCREEN_DRAG,
GODOT_INPUT_EVENT_TYPE_ACTION,
GODOT_INPUT_EVENT_TYPE_TYPE_MAX
};
typedef enum godot_input_event_type godot_input_event_type;
enum {
GODOT_BUTTON_LEFT = 1,
GODOT_BUTTON_RIGHT = 2,
GODOT_BUTTON_MIDDLE = 3,
GODOT_BUTTON_WHEEL_UP = 4,
GODOT_BUTTON_WHEEL_DOWN = 5,
GODOT_BUTTON_WHEEL_LEFT = 6,
GODOT_BUTTON_WHEEL_RIGHT = 7,
GODOT_BUTTON_MASK_LEFT = (1 << (GODOT_BUTTON_LEFT - 1)),
GODOT_BUTTON_MASK_RIGHT = (1 << (GODOT_BUTTON_RIGHT - 1)),
GODOT_BUTTON_MASK_MIDDLE = (1 << (GODOT_BUTTON_MIDDLE - 1)),
};
enum {
GODOT_JOY_BUTTON_0 = 0,
GODOT_JOY_BUTTON_1 = 1,
GODOT_JOY_BUTTON_2 = 2,
GODOT_JOY_BUTTON_3 = 3,
GODOT_JOY_BUTTON_4 = 4,
GODOT_JOY_BUTTON_5 = 5,
GODOT_JOY_BUTTON_6 = 6,
GODOT_JOY_BUTTON_7 = 7,
GODOT_JOY_BUTTON_8 = 8,
GODOT_JOY_BUTTON_9 = 9,
GODOT_JOY_BUTTON_10 = 10,
GODOT_JOY_BUTTON_11 = 11,
GODOT_JOY_BUTTON_12 = 12,
GODOT_JOY_BUTTON_13 = 13,
GODOT_JOY_BUTTON_14 = 14,
GODOT_JOY_BUTTON_15 = 15,
GODOT_JOY_BUTTON_MAX = 16,
GODOT_JOY_L = GODOT_JOY_BUTTON_4,
GODOT_JOY_R = GODOT_JOY_BUTTON_5,
GODOT_JOY_L2 = GODOT_JOY_BUTTON_6,
GODOT_JOY_R2 = GODOT_JOY_BUTTON_7,
GODOT_JOY_L3 = GODOT_JOY_BUTTON_8,
GODOT_JOY_R3 = GODOT_JOY_BUTTON_9,
GODOT_JOY_SELECT = GODOT_JOY_BUTTON_10,
GODOT_JOY_START = GODOT_JOY_BUTTON_11,
GODOT_JOY_DPAD_UP = GODOT_JOY_BUTTON_12,
GODOT_JOY_DPAD_DOWN = GODOT_JOY_BUTTON_13,
GODOT_JOY_DPAD_LEFT = GODOT_JOY_BUTTON_14,
GODOT_JOY_DPAD_RIGHT = GODOT_JOY_BUTTON_15,
// a little history about game controllers (who copied who)
GODOT_JOY_SNES_B = GODOT_JOY_BUTTON_0,
GODOT_JOY_SNES_A = GODOT_JOY_BUTTON_1,
GODOT_JOY_SNES_Y = GODOT_JOY_BUTTON_2,
GODOT_JOY_SNES_X = GODOT_JOY_BUTTON_3,
GODOT_JOY_SONY_CIRCLE = GODOT_JOY_SNES_A,
GODOT_JOY_SONY_X = GODOT_JOY_SNES_B,
GODOT_JOY_SONY_SQUARE = GODOT_JOY_SNES_Y,
GODOT_JOY_SONY_TRIANGLE = GODOT_JOY_SNES_X,
GODOT_JOY_SEGA_B = GODOT_JOY_SNES_A,
GODOT_JOY_SEGA_A = GODOT_JOY_SNES_B,
GODOT_JOY_SEGA_X = GODOT_JOY_SNES_Y,
GODOT_JOY_SEGA_Y = GODOT_JOY_SNES_X,
GODOT_JOY_XBOX_B = GODOT_JOY_SEGA_B,
GODOT_JOY_XBOX_A = GODOT_JOY_SEGA_A,
GODOT_JOY_XBOX_X = GODOT_JOY_SEGA_X,
GODOT_JOY_XBOX_Y = GODOT_JOY_SEGA_Y,
GODOT_JOY_DS_A = GODOT_JOY_SNES_A,
GODOT_JOY_DS_B = GODOT_JOY_SNES_B,
GODOT_JOY_DS_X = GODOT_JOY_SNES_X,
GODOT_JOY_DS_Y = GODOT_JOY_SNES_Y,
GODOT_JOY_WII_C = GODOT_JOY_BUTTON_5,
GODOT_JOY_WII_Z = GODOT_JOY_BUTTON_6,
GODOT_JOY_WII_MINUS = GODOT_JOY_BUTTON_9,
GODOT_JOY_WII_PLUS = GODOT_JOY_BUTTON_10,
// end of history
GODOT_JOY_AXIS_0 = 0,
GODOT_JOY_AXIS_1 = 1,
GODOT_JOY_AXIS_2 = 2,
GODOT_JOY_AXIS_3 = 3,
GODOT_JOY_AXIS_4 = 4,
GODOT_JOY_AXIS_5 = 5,
GODOT_JOY_AXIS_6 = 6,
GODOT_JOY_AXIS_7 = 7,
GODOT_JOY_AXIS_MAX = 8,
GODOT_JOY_ANALOG_0_X = GODOT_JOY_AXIS_0,
GODOT_JOY_ANALOG_0_Y = GODOT_JOY_AXIS_1,
GODOT_JOY_ANALOG_1_X = GODOT_JOY_AXIS_2,
GODOT_JOY_ANALOG_1_Y = GODOT_JOY_AXIS_3,
GODOT_JOY_ANALOG_2_X = GODOT_JOY_AXIS_4,
GODOT_JOY_ANALOG_2_Y = GODOT_JOY_AXIS_5,
GODOT_JOY_ANALOG_L2 = GODOT_JOY_AXIS_6,
GODOT_JOY_ANALOG_R2 = GODOT_JOY_AXIS_7,
};
#include "../godot.h"
void GDAPI godot_input_event_new(godot_input_event *p_ie);
godot_bool GDAPI godot_input_event_is_pressed(const godot_input_event *p_ie);
godot_bool GDAPI godot_input_event_is_action(const godot_input_event *p_ie, const godot_string *p_action);
godot_bool GDAPI godot_input_event_is_action_pressed(const godot_input_event *p_ie, const godot_string *p_action);
godot_bool GDAPI godot_input_event_is_action_released(const godot_input_event *p_ie, const godot_string *p_action);
godot_bool GDAPI godot_input_event_is_echo(const godot_input_event *p_ie);
void GDAPI godot_input_event_set_as_action(godot_input_event *p_ie, const godot_string *p_action, const godot_bool p_pressed);
godot_string GDAPI godot_input_event_as_string(const godot_input_event *p_ie);
// Note:
// We're returning pointers to the fields in the unions.
// This is because I'm too lazy to write setter functions
uint32_t GDAPI *godot_input_event_get_id(godot_input_event *p_ie);
godot_input_event_type GDAPI *godot_input_event_get_type(godot_input_event *p_ie);
godot_int GDAPI *godot_input_event_get_device(godot_input_event *p_ie);
godot_bool GDAPI *godot_input_event_mod_get_alt(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_mod_get_ctrl(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_mod_get_command(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_mod_get_shift(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_mod_get_meta(godot_input_event *p_event);
uint32_t GDAPI *godot_input_event_key_get_scancode(godot_input_event *p_event);
uint32_t GDAPI *godot_input_event_key_get_unicode(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_key_get_pressed(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_key_get_echo(godot_input_event *p_event);
float GDAPI *godot_input_event_mouse_get_x(godot_input_event *p_event);
float GDAPI *godot_input_event_mouse_get_y(godot_input_event *p_event);
float GDAPI *godot_input_event_mouse_get_global_x(godot_input_event *p_event);
float GDAPI *godot_input_event_mouse_get_global_y(godot_input_event *p_event);
godot_int GDAPI *godot_input_event_mouse_get_button_mask(godot_input_event *p_event);
godot_int GDAPI *godot_input_event_mouse_button_get_button_index(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_mouse_button_get_pressed(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_mouse_button_get_doubleclick(godot_input_event *p_event);
float GDAPI *godot_input_event_mouse_motion_get_relative_x(godot_input_event *p_event);
float GDAPI *godot_input_event_mouse_motion_get_relative_y(godot_input_event *p_event);
float GDAPI *godot_input_event_mouse_motion_get_speed_x(godot_input_event *p_event);
float GDAPI *godot_input_event_mouse_motion_get_speed_y(godot_input_event *p_event);
godot_int GDAPI *godot_input_event_joypad_motion_get_axis(godot_input_event *p_event);
float GDAPI *godot_input_event_joypad_motion_get_axis_value(godot_input_event *p_event);
godot_int GDAPI *godot_input_event_joypad_button_get_button_index(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_joypad_button_get_pressed(godot_input_event *p_event);
float GDAPI *godot_input_event_joypad_button_get_pressure(godot_input_event *p_event);
godot_int GDAPI *godot_input_event_screen_touch_get_index(godot_input_event *p_event);
float GDAPI *godot_input_event_screen_touch_get_x(godot_input_event *p_event);
float GDAPI *godot_input_event_screen_touch_get_y(godot_input_event *p_event);
godot_bool GDAPI *godot_input_event_screen_touch_get_pressed(godot_input_event *p_event);
godot_int GDAPI *godot_input_event_screen_drag_get_index(godot_input_event *p_event);
float GDAPI *godot_input_event_screen_drag_get_x(godot_input_event *p_event);
float GDAPI *godot_input_event_screen_drag_get_y(godot_input_event *p_event);
float GDAPI *godot_input_event_screen_drag_get_relative_x(godot_input_event *p_event);
float GDAPI *godot_input_event_screen_drag_get_relative_y(godot_input_event *p_event);
float GDAPI *godot_input_event_screen_drag_get_speed_x(godot_input_event *p_event);
float GDAPI *godot_input_event_screen_drag_get_speed_y(godot_input_event *p_event);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_INPUT_EVENT_H

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#include "godot_node_path.h"
#include "path_db.h"
#include <memory.h> // why is there no <cmemory> btw?
#ifdef __cplusplus
extern "C" {
#endif
void _node_path_api_anchor() {
}
#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
// @Bug ?
// Do I need to memnew_placement when returning strings?
void GDAPI godot_node_path_new(godot_node_path *p_np, const godot_string *p_from) {
NodePath *np = (NodePath *)p_np;
String *from = (String *)p_from;
memnew_placement_custom(np, NodePath, NodePath(*from));
}
godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_np, const godot_int p_idx) {
const NodePath *np = (const NodePath *)p_np;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = np->get_name(p_idx);
return str;
}
godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
return np->get_name_count();
}
godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = np->get_property();
return str;
}
godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_np, const godot_int p_idx) {
const NodePath *np = (const NodePath *)p_np;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = np->get_subname(p_idx);
return str;
}
godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
return np->get_subname_count();
}
godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
return np->is_absolute();
}
godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
return np->is_empty();
}
godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_np) {
const NodePath *np = (const NodePath *)p_np;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = *np;
return str;
}
void GDAPI godot_node_path_destroy(godot_node_path *p_np) {
((NodePath *)p_np)->~NodePath();
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_NODE_PATH_H
#define GODOT_DLSCRIPT_NODE_PATH_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED
typedef struct godot_node_path {
uint8_t _dont_touch_that[8];
} godot_node_path;
#endif
#include "../godot.h"
void GDAPI godot_node_path_new(godot_node_path *p_np, const godot_string *p_from);
godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_np, const godot_int p_idx);
godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_np);
godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_np);
godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_np, const godot_int p_idx);
godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_np);
godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_np);
godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_np);
godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_np);
void GDAPI godot_node_path_destroy(godot_node_path *p_np);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_NODE_PATH_H

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#include "godot_plane.h"
#include "math/plane.h"
#ifdef __cplusplus
extern "C" {
#endif
void _plane_api_anchor() {
}
void GDAPI godot_plane_new(godot_plane *p_pl) {
Plane *pl = (Plane *)p_pl;
*pl = Plane();
}
void GDAPI godot_plane_new_with_normal(godot_plane *p_pl, const godot_vector3 *p_normal, const godot_real p_d) {
Plane *pl = (Plane *)p_pl;
const Vector3 *normal = (const Vector3 *)p_normal;
*pl = Plane(*normal, p_d);
}
void GDAPI godot_plane_set_normal(godot_plane *p_pl, const godot_vector3 *p_normal) {
Plane *pl = (Plane *)p_pl;
const Vector3 *normal = (const Vector3 *)p_normal;
pl->set_normal(*normal);
}
godot_vector3 godot_plane_get_normal(const godot_plane *p_pl) {
const Plane *pl = (const Plane *)p_pl;
const Vector3 normal = pl->get_normal();
godot_vector3 *v3 = (godot_vector3 *)&normal;
return *v3;
}
void GDAPI godot_plane_set_d(godot_plane *p_pl, const godot_real p_d) {
Plane *pl = (Plane *)p_pl;
pl->d = p_d;
}
godot_real GDAPI godot_plane_get_d(const godot_plane *p_pl) {
const Plane *pl = (const Plane *)p_pl;
return pl->d;
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_PLANE_H
#define GODOT_DLSCRIPT_PLANE_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_PLANE_TYPE_DEFINED
typedef struct godot_plane {
uint8_t _dont_touch_that[16];
} godot_plane;
#endif
#include "godot_vector3.h"
void GDAPI godot_plane_new(godot_plane *p_pl);
void GDAPI godot_plane_new_with_normal(godot_plane *p_pl, const godot_vector3 *p_normal, const godot_real p_d);
// @Incomplete
// These are additional valid constructors
// _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d);
// _FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3& p_normal);
// _FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE);
void GDAPI godot_plane_set_normal(godot_plane *p_pl, const godot_vector3 *p_normal);
godot_vector3 GDAPI godot_plane_get_normal(const godot_plane *p_pl);
godot_real GDAPI godot_plane_get_d(const godot_plane *p_pl);
void GDAPI godot_plane_set_d(godot_plane *p_pl, const godot_real p_d);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_PLANE_H

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#include "godot_pool_arrays.h"
#include "array.h"
#include "dvector.h"
#include "variant.h"
#ifdef __cplusplus
extern "C" {
#endif
void _pool_arrays_api_anchor() {
}
#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
// byte
void GDAPI godot_pool_byte_array_new(godot_pool_byte_array *p_pba) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
memnew_placement(pba, PoolVector<uint8_t>);
}
void GDAPI godot_pool_byte_array_new_with_array(godot_pool_byte_array *p_pba, const godot_array *p_a) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
Array *a = (Array *)p_a;
memnew_placement(pba, PoolVector<uint8_t>);
pba->resize(a->size());
for (size_t i = 0; i < a->size(); i++) {
pba->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_byte_array_append(godot_pool_byte_array *p_pba, const uint8_t p_data) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
pba->append(p_data);
}
void GDAPI godot_pool_byte_array_append_array(godot_pool_byte_array *p_pba, const godot_pool_byte_array *p_array) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
PoolVector<uint8_t> *array = (PoolVector<uint8_t> *)p_array;
pba->append_array(*array);
}
int GDAPI godot_pool_byte_array_insert(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
return pba->insert(p_idx, p_data);
}
void GDAPI godot_pool_byte_array_invert(godot_pool_byte_array *p_pba) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
pba->invert();
}
void GDAPI godot_pool_byte_array_push_back(godot_pool_byte_array *p_pba, const uint8_t p_data) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
pba->push_back(p_data);
}
void GDAPI godot_pool_byte_array_remove(godot_pool_byte_array *p_pba, const godot_int p_idx) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
pba->remove(p_idx);
}
void GDAPI godot_pool_byte_array_resize(godot_pool_byte_array *p_pba, const godot_int p_size) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
pba->resize(p_size);
}
void GDAPI godot_pool_byte_array_set(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
pba->set(p_idx, p_data);
}
uint8_t GDAPI godot_pool_byte_array_get(godot_pool_byte_array *p_pba, const godot_int p_idx) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
return pba->get(p_idx);
}
godot_int GDAPI godot_pool_byte_array_size(godot_pool_byte_array *p_pba) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
return pba->size();
}
void GDAPI godot_pool_byte_array_destroy(godot_pool_byte_array *p_pba) {
((PoolVector<uint8_t> *)p_pba)->~PoolVector();
}
// int
void GDAPI godot_pool_int_array_new(godot_pool_int_array *p_pba) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
memnew_placement(pba, PoolVector<uint8_t>);
}
void GDAPI godot_pool_int_array_new_with_array(godot_pool_int_array *p_pba, const godot_array *p_a) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
Array *a = (Array *)p_a;
memnew_placement(pba, PoolVector<uint8_t>);
pba->resize(a->size());
for (size_t i = 0; i < a->size(); i++) {
pba->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_int_array_append(godot_pool_int_array *p_pba, const godot_int p_data) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
pba->append(p_data);
}
void GDAPI godot_pool_int_array_append_array(godot_pool_int_array *p_pba, const godot_pool_int_array *p_array) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
PoolVector<godot_int> *array = (PoolVector<godot_int> *)p_array;
pba->append_array(*array);
}
int GDAPI godot_pool_int_array_insert(godot_pool_int_array *p_pba, const godot_int p_idx, const godot_int p_data) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
return pba->insert(p_idx, p_data);
}
void GDAPI godot_pool_int_array_invert(godot_pool_int_array *p_pba) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
pba->invert();
}
void GDAPI godot_pool_int_array_push_back(godot_pool_int_array *p_pba, const godot_int p_data) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
pba->push_back(p_data);
}
void GDAPI godot_pool_int_array_remove(godot_pool_int_array *p_pba, const godot_int p_idx) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
pba->remove(p_idx);
}
void GDAPI godot_pool_int_array_resize(godot_pool_int_array *p_pba, const godot_int p_size) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
pba->resize(p_size);
}
void GDAPI godot_pool_int_array_set(godot_pool_int_array *p_pba, const godot_int p_idx, const godot_int p_data) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
pba->set(p_idx, p_data);
}
godot_int GDAPI godot_pool_int_array_get(godot_pool_int_array *p_pba, const godot_int p_idx) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
return pba->get(p_idx);
}
godot_int GDAPI godot_pool_int_array_size(godot_pool_int_array *p_pba) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
return pba->size();
}
void GDAPI godot_pool_int_array_destroy(godot_pool_int_array *p_pba) {
((PoolVector<godot_int> *)p_pba)->~PoolVector();
}
// real
void GDAPI godot_pool_real_array_new(godot_pool_real_array *p_pba) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
memnew_placement(pba, PoolVector<uint8_t>);
}
void GDAPI godot_pool_real_array_new_with_array(godot_pool_real_array *p_pba, const godot_array *p_a) {
PoolVector<uint8_t> *pba = (PoolVector<uint8_t> *)p_pba;
Array *a = (Array *)p_a;
memnew_placement(pba, PoolVector<uint8_t>);
pba->resize(a->size());
for (size_t i = 0; i < a->size(); i++) {
pba->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_real_array_append(godot_pool_real_array *p_pba, const godot_real p_data) {
PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba;
pba->append(p_data);
}
void GDAPI godot_pool_real_array_append_array(godot_pool_real_array *p_pba, const godot_pool_real_array *p_array) {
PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba;
PoolVector<godot_real> *array = (PoolVector<godot_real> *)p_array;
pba->append_array(*array);
}
int GDAPI godot_pool_real_array_insert(godot_pool_real_array *p_pba, const godot_int p_idx, const godot_real p_data) {
PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba;
return pba->insert(p_idx, p_data);
}
void GDAPI godot_pool_real_array_invert(godot_pool_real_array *p_pba) {
PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba;
pba->invert();
}
void GDAPI godot_pool_real_array_push_back(godot_pool_real_array *p_pba, const godot_real p_data) {
PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba;
pba->push_back(p_data);
}
void GDAPI godot_pool_real_array_remove(godot_pool_real_array *p_pba, const godot_int p_idx) {
PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba;
pba->remove(p_idx);
}
void GDAPI godot_pool_real_array_resize(godot_pool_real_array *p_pba, const godot_int p_size) {
PoolVector<godot_int> *pba = (PoolVector<godot_int> *)p_pba;
pba->resize(p_size);
}
void GDAPI godot_pool_real_array_set(godot_pool_real_array *p_pba, const godot_int p_idx, const godot_real p_data) {
PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba;
pba->set(p_idx, p_data);
}
godot_real GDAPI godot_pool_real_array_get(godot_pool_real_array *p_pba, const godot_int p_idx) {
PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba;
return pba->get(p_idx);
}
godot_int GDAPI godot_pool_real_array_size(godot_pool_real_array *p_pba) {
PoolVector<godot_real> *pba = (PoolVector<godot_real> *)p_pba;
return pba->size();
}
void GDAPI godot_pool_real_array_destroy(godot_pool_real_array *p_pba) {
((PoolVector<godot_real> *)p_pba)->~PoolVector();
}
// string
void GDAPI godot_pool_string_array_new(godot_pool_string_array *p_pba) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
memnew_placement(pba, PoolVector<String>);
}
void GDAPI godot_pool_string_array_new_with_array(godot_pool_string_array *p_pba, const godot_array *p_a) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
Array *a = (Array *)p_a;
memnew_placement(pba, PoolVector<String>);
pba->resize(a->size());
for (size_t i = 0; i < a->size(); i++) {
pba->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_string_array_append(godot_pool_string_array *p_pba, const godot_string *p_data) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
String &s = *(String *)p_data;
pba->append(s);
}
void GDAPI godot_pool_string_array_append_array(godot_pool_string_array *p_pba, const godot_pool_string_array *p_array) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
PoolVector<String> *array = (PoolVector<String> *)p_array;
pba->append_array(*array);
}
int GDAPI godot_pool_string_array_insert(godot_pool_string_array *p_pba, const godot_int p_idx, const godot_string *p_data) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
String &s = *(String *)p_data;
return pba->insert(p_idx, s);
}
void GDAPI godot_pool_string_array_invert(godot_pool_string_array *p_pba) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
pba->invert();
}
void GDAPI godot_pool_string_array_push_back(godot_pool_string_array *p_pba, const godot_string *p_data) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
String &s = *(String *)p_data;
pba->push_back(s);
}
void GDAPI godot_pool_string_array_remove(godot_pool_string_array *p_pba, const godot_int p_idx) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
pba->remove(p_idx);
}
void GDAPI godot_pool_string_array_resize(godot_pool_string_array *p_pba, const godot_int p_size) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
pba->resize(p_size);
}
void GDAPI godot_pool_string_array_set(godot_pool_string_array *p_pba, const godot_int p_idx, const godot_string *p_data) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
String &s = *(String *)p_data;
pba->set(p_idx, s);
}
godot_string GDAPI godot_pool_string_array_get(godot_pool_string_array *p_pba, const godot_int p_idx) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = pba->get(p_idx);
return str;
}
godot_int GDAPI godot_pool_string_array_size(godot_pool_string_array *p_pba) {
PoolVector<String> *pba = (PoolVector<String> *)p_pba;
return pba->size();
}
void GDAPI godot_pool_string_array_destroy(godot_pool_string_array *p_pba) {
((PoolVector<String> *)p_pba)->~PoolVector();
}
// vector2
void GDAPI godot_pool_vector2_array_new(godot_pool_vector2_array *p_pba) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
memnew_placement(pba, PoolVector<Vector2>);
}
void GDAPI godot_pool_vector2_array_new_with_array(godot_pool_vector2_array *p_pba, const godot_array *p_a) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
Array *a = (Array *)p_a;
memnew_placement(pba, PoolVector<Vector2>);
pba->resize(a->size());
for (size_t i = 0; i < a->size(); i++) {
pba->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_vector2_array_append(godot_pool_vector2_array *p_pba, const godot_vector2 *p_data) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
Vector2 &s = *(Vector2 *)p_data;
pba->append(s);
}
void GDAPI godot_pool_vector2_array_append_array(godot_pool_vector2_array *p_pba, const godot_pool_vector2_array *p_array) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
PoolVector<Vector2> *array = (PoolVector<Vector2> *)p_array;
pba->append_array(*array);
}
int GDAPI godot_pool_vector2_array_insert(godot_pool_vector2_array *p_pba, const godot_int p_idx, const godot_vector2 *p_data) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
Vector2 &s = *(Vector2 *)p_data;
return pba->insert(p_idx, s);
}
void GDAPI godot_pool_vector2_array_invert(godot_pool_vector2_array *p_pba) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
pba->invert();
}
void GDAPI godot_pool_vector2_array_push_back(godot_pool_vector2_array *p_pba, const godot_vector2 *p_data) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
Vector2 &s = *(Vector2 *)p_data;
pba->push_back(s);
}
void GDAPI godot_pool_vector2_array_remove(godot_pool_vector2_array *p_pba, const godot_int p_idx) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
pba->remove(p_idx);
}
void GDAPI godot_pool_vector2_array_resize(godot_pool_vector2_array *p_pba, const godot_int p_size) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
pba->resize(p_size);
}
void GDAPI godot_pool_vector2_array_set(godot_pool_vector2_array *p_pba, const godot_int p_idx, const godot_vector2 *p_data) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
Vector2 &s = *(Vector2 *)p_data;
pba->set(p_idx, s);
}
godot_vector2 GDAPI godot_pool_vector2_array_get(godot_pool_vector2_array *p_pba, const godot_int p_idx) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
godot_vector2 v;
Vector2 *s = (Vector2 *)&v;
*s = pba->get(p_idx);
return v;
}
godot_int GDAPI godot_pool_vector2_array_size(godot_pool_vector2_array *p_pba) {
PoolVector<Vector2> *pba = (PoolVector<Vector2> *)p_pba;
return pba->size();
}
void GDAPI godot_pool_vector2_array_destroy(godot_pool_vector2_array *p_pba) {
((PoolVector<Vector2> *)p_pba)->~PoolVector();
}
// vector3
void GDAPI godot_pool_vector3_array_new(godot_pool_vector3_array *p_pba) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
memnew_placement(pba, PoolVector<Vector3>);
}
void GDAPI godot_pool_vector3_array_new_with_array(godot_pool_vector3_array *p_pba, const godot_array *p_a) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
Array *a = (Array *)p_a;
memnew_placement(pba, PoolVector<Vector3>);
pba->resize(a->size());
for (size_t i = 0; i < a->size(); i++) {
pba->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_vector3_array_append(godot_pool_vector3_array *p_pba, const godot_vector3 *p_data) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
Vector3 &s = *(Vector3 *)p_data;
pba->append(s);
}
void GDAPI godot_pool_vector3_array_append_array(godot_pool_vector3_array *p_pba, const godot_pool_vector3_array *p_array) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
PoolVector<Vector3> *array = (PoolVector<Vector3> *)p_array;
pba->append_array(*array);
}
int GDAPI godot_pool_vector3_array_insert(godot_pool_vector3_array *p_pba, const godot_int p_idx, const godot_vector3 *p_data) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
Vector3 &s = *(Vector3 *)p_data;
return pba->insert(p_idx, s);
}
void GDAPI godot_pool_vector3_array_invert(godot_pool_vector3_array *p_pba) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
pba->invert();
}
void GDAPI godot_pool_vector3_array_push_back(godot_pool_vector3_array *p_pba, const godot_vector3 *p_data) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
Vector3 &s = *(Vector3 *)p_data;
pba->push_back(s);
}
void GDAPI godot_pool_vector3_array_remove(godot_pool_vector3_array *p_pba, const godot_int p_idx) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
pba->remove(p_idx);
}
void GDAPI godot_pool_vector3_array_resize(godot_pool_vector3_array *p_pba, const godot_int p_size) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
pba->resize(p_size);
}
void GDAPI godot_pool_vector3_array_set(godot_pool_vector3_array *p_pba, const godot_int p_idx, const godot_vector3 *p_data) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
Vector3 &s = *(Vector3 *)p_data;
pba->set(p_idx, s);
}
godot_vector3 GDAPI godot_pool_vector3_array_get(godot_pool_vector3_array *p_pba, const godot_int p_idx) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
godot_vector3 v;
Vector3 *s = (Vector3 *)&v;
*s = pba->get(p_idx);
return v;
}
godot_int GDAPI godot_pool_vector3_array_size(godot_pool_vector3_array *p_pba) {
PoolVector<Vector3> *pba = (PoolVector<Vector3> *)p_pba;
return pba->size();
}
void GDAPI godot_pool_vector3_array_destroy(godot_pool_vector3_array *p_pba) {
((PoolVector<Vector3> *)p_pba)->~PoolVector();
}
// color
void GDAPI godot_pool_color_array_new(godot_pool_color_array *p_pba) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
memnew_placement(pba, PoolVector<Color>);
}
void GDAPI godot_pool_color_array_new_with_array(godot_pool_color_array *p_pba, const godot_array *p_a) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
Array *a = (Array *)p_a;
memnew_placement(pba, PoolVector<Color>);
pba->resize(a->size());
for (size_t i = 0; i < a->size(); i++) {
pba->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_color_array_append(godot_pool_color_array *p_pba, const godot_color *p_data) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
Color &s = *(Color *)p_data;
pba->append(s);
}
void GDAPI godot_pool_color_array_append_array(godot_pool_color_array *p_pba, const godot_pool_color_array *p_array) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
PoolVector<Color> *array = (PoolVector<Color> *)p_array;
pba->append_array(*array);
}
int GDAPI godot_pool_color_array_insert(godot_pool_color_array *p_pba, const godot_int p_idx, const godot_color *p_data) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
Color &s = *(Color *)p_data;
return pba->insert(p_idx, s);
}
void GDAPI godot_pool_color_array_invert(godot_pool_color_array *p_pba) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
pba->invert();
}
void GDAPI godot_pool_color_array_push_back(godot_pool_color_array *p_pba, const godot_color *p_data) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
Color &s = *(Color *)p_data;
pba->push_back(s);
}
void GDAPI godot_pool_color_array_remove(godot_pool_color_array *p_pba, const godot_int p_idx) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
pba->remove(p_idx);
}
void GDAPI godot_pool_color_array_resize(godot_pool_color_array *p_pba, const godot_int p_size) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
pba->resize(p_size);
}
void GDAPI godot_pool_color_array_set(godot_pool_color_array *p_pba, const godot_int p_idx, const godot_color *p_data) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
Color &s = *(Color *)p_data;
pba->set(p_idx, s);
}
godot_color GDAPI godot_pool_color_array_get(godot_pool_color_array *p_pba, const godot_int p_idx) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
godot_color v;
Color *s = (Color *)&v;
*s = pba->get(p_idx);
return v;
}
godot_int GDAPI godot_pool_color_array_size(godot_pool_color_array *p_pba) {
PoolVector<Color> *pba = (PoolVector<Color> *)p_pba;
return pba->size();
}
void GDAPI godot_pool_color_array_destroy(godot_pool_color_array *p_pba) {
((PoolVector<Color> *)p_pba)->~PoolVector();
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_POOL_ARRAYS_H
#define GODOT_DLSCRIPT_POOL_ARRAYS_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
/////// PoolByteArray
#ifndef GODOT_CORE_API_GODOT_POOL_BYTE_ARRAY_TYPE_DEFINED
typedef struct godot_pool_byte_array {
uint8_t _dont_touch_that[8];
} godot_pool_byte_array;
#endif
/////// PoolIntArray
#ifndef GODOT_CORE_API_GODOT_POOL_INT_ARRAY_TYPE_DEFINED
typedef struct godot_pool_int_array {
uint8_t _dont_touch_that[8];
} godot_pool_int_array;
#endif
/////// PoolRealArray
#ifndef GODOT_CORE_API_GODOT_POOL_REAL_ARRAY_TYPE_DEFINED
typedef struct godot_pool_real_array {
uint8_t _dont_touch_that[8];
} godot_pool_real_array;
#endif
/////// PoolStringArray
#ifndef GODOT_CORE_API_GODOT_POOL_STRING_ARRAY_TYPE_DEFINED
typedef struct godot_pool_string_array {
uint8_t _dont_touch_that[8];
} godot_pool_string_array;
#endif
/////// PoolVector2Array
#ifndef GODOT_CORE_API_GODOT_POOL_VECTOR2_ARRAY_TYPE_DEFINED
typedef struct godot_pool_vector2_array {
uint8_t _dont_touch_that[8];
} godot_pool_vector2_array;
#endif
/////// PoolVector3Array
#ifndef GODOT_CORE_API_GODOT_POOL_VECTOR3_ARRAY_TYPE_DEFINED
typedef struct godot_pool_vector3_array {
uint8_t _dont_touch_that[8];
} godot_pool_vector3_array;
#endif
/////// PoolColorArray
#ifndef GODOT_CORE_API_GODOT_POOL_COLOR_ARRAY_TYPE_DEFINED
typedef struct godot_pool_color_array {
uint8_t _dont_touch_that[8];
} godot_pool_color_array;
#endif
#include "../godot.h"
#include "godot_array.h"
// byte
void GDAPI godot_pool_byte_array_new(godot_pool_byte_array *p_pba);
void GDAPI godot_pool_byte_array_new_with_array(godot_pool_byte_array *p_pba, const godot_array *p_a);
void GDAPI godot_pool_byte_array_append(godot_pool_byte_array *p_pba, const uint8_t p_data);
void GDAPI godot_pool_byte_array_append_array(godot_pool_byte_array *p_pba, const godot_pool_byte_array *p_array);
int GDAPI godot_pool_byte_array_insert(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data);
void GDAPI godot_pool_byte_array_invert(godot_pool_byte_array *p_pba);
void GDAPI godot_pool_byte_array_push_back(godot_pool_byte_array *p_pba, const uint8_t p_data);
void GDAPI godot_pool_byte_array_remove(godot_pool_byte_array *p_pba, const godot_int p_idx);
void GDAPI godot_pool_byte_array_resize(godot_pool_byte_array *p_pba, const godot_int p_size);
void GDAPI godot_pool_byte_array_set(godot_pool_byte_array *p_pba, const godot_int p_idx, const uint8_t p_data);
uint8_t GDAPI godot_pool_byte_array_get(godot_pool_byte_array *p_pba, const godot_int p_idx);
godot_int GDAPI godot_pool_byte_array_size(godot_pool_byte_array *p_pba);
void GDAPI godot_pool_byte_array_destroy(godot_pool_byte_array *p_pba);
// int
void GDAPI godot_pool_int_array_new(godot_pool_int_array *p_pia);
void GDAPI godot_pool_int_array_new_with_array(godot_pool_int_array *p_pia, const godot_array *p_a);
void GDAPI godot_pool_int_array_append(godot_pool_int_array *p_pia, const godot_int p_data);
void GDAPI godot_pool_int_array_append_array(godot_pool_int_array *p_pia, const godot_pool_int_array *p_array);
int GDAPI godot_pool_int_array_insert(godot_pool_int_array *p_pia, const godot_int p_idx, const godot_int p_data);
void GDAPI godot_pool_int_array_invert(godot_pool_int_array *p_pia);
void GDAPI godot_pool_int_array_push_back(godot_pool_int_array *p_pia, const godot_int p_data);
void GDAPI godot_pool_int_array_remove(godot_pool_int_array *p_pia, const godot_int p_idx);
void GDAPI godot_pool_int_array_resize(godot_pool_int_array *p_pia, const godot_int p_size);
void GDAPI godot_pool_int_array_set(godot_pool_int_array *p_pia, const godot_int p_idx, const godot_int p_data);
godot_int GDAPI godot_pool_int_array_get(godot_pool_int_array *p_pia, const godot_int p_idx);
godot_int GDAPI godot_pool_int_array_size(godot_pool_int_array *p_pia);
void GDAPI godot_pool_int_array_destroy(godot_pool_int_array *p_pia);
// real
void GDAPI godot_pool_real_array_new(godot_pool_real_array *p_pra);
void GDAPI godot_pool_real_array_new_with_array(godot_pool_real_array *p_pra, const godot_array *p_a);
void GDAPI godot_pool_real_array_append(godot_pool_real_array *p_pra, const godot_real p_data);
void GDAPI godot_pool_real_array_append_array(godot_pool_real_array *p_pra, const godot_pool_real_array *p_array);
int GDAPI godot_pool_real_array_insert(godot_pool_real_array *p_pra, const godot_int p_idx, const godot_real p_data);
void GDAPI godot_pool_real_array_invert(godot_pool_real_array *p_pra);
void GDAPI godot_pool_real_array_push_back(godot_pool_real_array *p_pra, const godot_real p_data);
void GDAPI godot_pool_real_array_remove(godot_pool_real_array *p_pra, const godot_int p_idx);
void GDAPI godot_pool_real_array_resize(godot_pool_real_array *p_pra, const godot_int p_size);
void GDAPI godot_pool_real_array_set(godot_pool_real_array *p_pra, const godot_int p_idx, const godot_real p_data);
godot_real GDAPI godot_pool_real_array_get(godot_pool_real_array *p_pra, const godot_int p_idx);
godot_int GDAPI godot_pool_real_array_size(godot_pool_real_array *p_pra);
void GDAPI godot_pool_real_array_destroy(godot_pool_real_array *p_pra);
// string
void GDAPI godot_pool_string_array_new(godot_pool_string_array *p_psa);
void GDAPI godot_pool_string_array_new_with_array(godot_pool_string_array *p_psa, const godot_array *p_a);
void GDAPI godot_pool_string_array_append(godot_pool_string_array *p_psa, const godot_string *p_data);
void GDAPI godot_pool_string_array_append_array(godot_pool_string_array *p_psa, const godot_pool_string_array *p_array);
int GDAPI godot_pool_string_array_insert(godot_pool_string_array *p_psa, const godot_int p_idx, const godot_string *p_data);
void GDAPI godot_pool_string_array_invert(godot_pool_string_array *p_psa);
void GDAPI godot_pool_string_array_push_back(godot_pool_string_array *p_psa, const godot_string *p_data);
void GDAPI godot_pool_string_array_remove(godot_pool_string_array *p_psa, const godot_int p_idx);
void GDAPI godot_pool_string_array_resize(godot_pool_string_array *p_psa, const godot_int p_size);
void GDAPI godot_pool_string_array_set(godot_pool_string_array *p_psa, const godot_int p_idx, const godot_string *p_data);
godot_string GDAPI godot_pool_string_array_get(godot_pool_string_array *p_psa, const godot_int p_idx);
godot_int GDAPI godot_pool_string_array_size(godot_pool_string_array *p_psa);
void GDAPI godot_pool_string_array_destroy(godot_pool_string_array *p_psa);
// vector2
void GDAPI godot_pool_vector2_array_new(godot_pool_vector2_array *p_pv2a);
void GDAPI godot_pool_vector2_array_new_with_array(godot_pool_vector2_array *p_pv2a, const godot_array *p_a);
void GDAPI godot_pool_vector2_array_append(godot_pool_vector2_array *p_pv2a, const godot_vector2 *p_data);
void GDAPI godot_pool_vector2_array_append_array(godot_pool_vector2_array *p_pv2a, const godot_pool_vector2_array *p_array);
int GDAPI godot_pool_vector2_array_insert(godot_pool_vector2_array *p_pv2a, const godot_int p_idx, const godot_vector2 *p_data);
void GDAPI godot_pool_vector2_array_invert(godot_pool_vector2_array *p_pv2a);
void GDAPI godot_pool_vector2_array_push_back(godot_pool_vector2_array *p_pv2a, const godot_vector2 *p_data);
void GDAPI godot_pool_vector2_array_remove(godot_pool_vector2_array *p_pv2a, const godot_int p_idx);
void GDAPI godot_pool_vector2_array_resize(godot_pool_vector2_array *p_pv2a, const godot_int p_size);
void GDAPI godot_pool_vector2_array_set(godot_pool_vector2_array *p_pv2a, const godot_int p_idx, const godot_vector2 *p_data);
godot_vector2 GDAPI godot_pool_vector2_array_get(godot_pool_vector2_array *p_pv2a, const godot_int p_idx);
godot_int GDAPI godot_pool_vector2_array_size(godot_pool_vector2_array *p_pv2a);
void GDAPI godot_pool_vector2_array_destroy(godot_pool_vector2_array *p_pv2a);
// vector3
void GDAPI godot_pool_vector3_array_new(godot_pool_vector3_array *p_pv3a);
void GDAPI godot_pool_vector3_array_new_with_array(godot_pool_vector3_array *p_pv3a, const godot_array *p_a);
void GDAPI godot_pool_vector3_array_append(godot_pool_vector3_array *p_pv3a, const godot_vector3 *p_data);
void GDAPI godot_pool_vector3_array_append_array(godot_pool_vector3_array *p_pv3a, const godot_pool_vector3_array *p_array);
int GDAPI godot_pool_vector3_array_insert(godot_pool_vector3_array *p_pv3a, const godot_int p_idx, const godot_vector3 *p_data);
void GDAPI godot_pool_vector3_array_invert(godot_pool_vector3_array *p_pv3a);
void GDAPI godot_pool_vector3_array_push_back(godot_pool_vector3_array *p_pv3a, const godot_vector3 *p_data);
void GDAPI godot_pool_vector3_array_remove(godot_pool_vector3_array *p_pv3a, const godot_int p_idx);
void GDAPI godot_pool_vector3_array_resize(godot_pool_vector3_array *p_pv3a, const godot_int p_size);
void GDAPI godot_pool_vector3_array_set(godot_pool_vector3_array *p_pv3a, const godot_int p_idx, const godot_vector3 *p_data);
godot_vector3 GDAPI godot_pool_vector3_array_get(godot_pool_vector3_array *p_pv3a, const godot_int p_idx);
godot_int GDAPI godot_pool_vector3_array_size(godot_pool_vector3_array *p_pv3a);
void GDAPI godot_pool_vector3_array_destroy(godot_pool_vector3_array *p_pv3a);
// color
void GDAPI godot_pool_color_array_new(godot_pool_color_array *p_pca);
void GDAPI godot_pool_color_array_new_with_array(godot_pool_color_array *p_pca, const godot_array *p_a);
void GDAPI godot_pool_color_array_append(godot_pool_color_array *p_pca, const godot_color *p_data);
void GDAPI godot_pool_color_array_append_array(godot_pool_color_array *p_pca, const godot_pool_color_array *p_array);
int GDAPI godot_pool_color_array_insert(godot_pool_color_array *p_pca, const godot_int p_idx, const godot_color *p_data);
void GDAPI godot_pool_color_array_invert(godot_pool_color_array *p_pca);
void GDAPI godot_pool_color_array_push_back(godot_pool_color_array *p_pca, const godot_color *p_data);
void GDAPI godot_pool_color_array_remove(godot_pool_color_array *p_pca, const godot_int p_idx);
void GDAPI godot_pool_color_array_resize(godot_pool_color_array *p_pca, const godot_int p_size);
void GDAPI godot_pool_color_array_set(godot_pool_color_array *p_pca, const godot_int p_idx, const godot_color *p_data);
godot_color GDAPI godot_pool_color_array_get(godot_pool_color_array *p_pca, const godot_int p_idx);
godot_int GDAPI godot_pool_color_array_size(godot_pool_color_array *p_pca);
void GDAPI godot_pool_color_array_destroy(godot_pool_color_array *p_pca);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_POOL_ARRAYS_H

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#include "godot_quat.h"
#include "math/quat.h"
#include <memory.h> // why is there no <cmemory> btw?
#ifdef __cplusplus
extern "C" {
#endif
void _quat_api_anchor() {
}
void GDAPI godot_quat_new(godot_quat *p_quat) {
Quat *quat = (Quat *)p_quat;
*quat = Quat();
}
void GDAPI godot_quat_new_with_elements(godot_quat *p_quat, const godot_real x, const godot_real y, const godot_real z, const godot_real w) {
Quat *quat = (Quat *)p_quat;
*quat = Quat(x, y, z, w);
}
void GDAPI godot_quat_new_with_rotation(godot_quat *p_quat, const godot_vector3 *p_axis, const godot_real p_angle) {
Quat *quat = (Quat *)p_quat;
const Vector3 *axis = (const Vector3 *)p_axis;
*quat = Quat(*axis, p_angle);
}
void GDAPI godot_quat_new_with_shortest_arc(godot_quat *p_quat, const godot_vector3 *p_v0, const godot_vector3 *p_v1) {
Quat *quat = (Quat *)p_quat;
const Vector3 *v0 = (const Vector3 *)p_v0;
const Vector3 *v1 = (const Vector3 *)p_v1;
*quat = Quat(*v0, *v1);
}
godot_vector3 GDAPI godot_quat_get_euler(const godot_quat *p_quat) {
Quat *quat = (Quat *)p_quat;
Vector3 euler = quat->get_euler();
return *(godot_vector3 *)&euler;
}
void GDAPI godot_quat_set_euler(godot_quat *p_quat, const godot_vector3 *p_euler) {
Quat *quat = (Quat *)p_quat;
const Vector3 *euler = (const Vector3 *)p_euler;
quat->set_euler(*euler);
}
godot_real GDAPI *godot_quat_index(godot_quat *p_quat, const godot_int p_idx) {
Quat *quat = (Quat *)p_quat;
switch (p_idx) {
case 0:
return &quat->x;
case 1:
return &quat->y;
case 2:
return &quat->z;
default:
return &quat->y;
}
}
godot_real GDAPI godot_quat_const_index(const godot_quat *p_quat, const godot_int p_idx) {
const Quat *quat = (const Quat *)p_quat;
switch (p_idx) {
case 0:
return quat->x;
case 1:
return quat->y;
case 2:
return quat->z;
default:
return quat->y;
}
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_QUAT_H
#define GODOT_DLSCRIPT_QUAT_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_QUAT_TYPE_DEFINED
typedef struct godot_quat {
uint8_t _dont_touch_that[16];
} godot_quat;
#endif
#include "../godot.h"
void GDAPI godot_quat_new(godot_quat *p_quat);
void GDAPI godot_quat_new_with_elements(godot_quat *p_quat, const godot_real x, const godot_real y, const godot_real z, const godot_real w);
void GDAPI godot_quat_new_with_rotation(godot_quat *p_quat, const godot_vector3 *p_axis, const godot_real p_angle);
void GDAPI godot_quat_new_with_shortest_arc(godot_quat *p_quat, const godot_vector3 *p_v0, const godot_vector3 *p_v1);
godot_vector3 GDAPI godot_quat_get_euler(const godot_quat *p_quat);
void GDAPI godot_quat_set_euler(godot_quat *p_quat, const godot_vector3 *p_euler);
godot_real GDAPI *godot_quat_index(godot_quat *p_quat, const godot_int p_idx);
godot_real GDAPI godot_quat_const_index(const godot_quat *p_quat, const godot_int p_idx);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_QUAT_H

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#include "godot_rect2.h"
#include "math/math_2d.h"
#ifdef __cplusplus
extern "C" {
#endif
void _rect2_api_anchor() {
}
void GDAPI godot_rect2_new(godot_rect2 *p_rect) {
Rect2 *rect = (Rect2 *)p_rect;
*rect = Rect2();
}
void GDAPI godot_rect2_new_with_pos_and_size(godot_rect2 *p_rect, const godot_vector2 *p_pos, const godot_vector2 *p_size) {
Rect2 *rect = (Rect2 *)p_rect;
const Vector2 *pos = (const Vector2 *)p_pos;
const Vector2 *size = (const Vector2 *)p_size;
*rect = Rect2(*pos, *size);
}
godot_vector2 GDAPI *godot_rect2_get_pos(godot_rect2 *p_rect) {
Rect2 *rect = (Rect2 *)p_rect;
return (godot_vector2 *)&rect->pos;
}
void GDAPI godot_rect2_set_pos(godot_rect2 *p_rect, const godot_vector2 *p_pos) {
Rect2 *rect = (Rect2 *)p_rect;
const Vector2 *pos = (const Vector2 *)p_pos;
rect->pos = *pos;
}
godot_vector2 GDAPI *godot_rect2_get_size(godot_rect2 *p_rect) {
Rect2 *rect = (Rect2 *)p_rect;
return (godot_vector2 *)&rect->size;
}
void GDAPI godot_rect2_set_size(godot_rect2 *p_rect, const godot_vector2 *p_size) {
Rect2 *rect = (Rect2 *)p_rect;
const Vector2 *size = (const Vector2 *)p_size;
rect->size = *size;
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_RECT2_H
#define GODOT_DLSCRIPT_RECT2_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_RECT2_TYPE_DEFINED
typedef struct godot_rect2 {
uint8_t _dont_touch_that[16];
} godot_rect2;
#endif
#include "../godot.h"
void GDAPI godot_rect2_new(godot_rect2 *p_rect);
void GDAPI godot_rect2_new_with_pos_and_size(godot_rect2 *p_rect, const godot_vector2 *p_pos, const godot_vector2 *p_size);
godot_vector2 GDAPI *godot_rect2_get_pos(godot_rect2 *p_rect);
void GDAPI godot_rect2_set_pos(godot_rect2 *p_rect, const godot_vector2 *p_pos);
godot_vector2 GDAPI *godot_rect2_get_size(godot_rect2 *p_rect);
void GDAPI godot_rect2_set_size(godot_rect2 *p_rect, const godot_vector2 *p_size);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_RECT3_H

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#include "godot_rect3.h"
#include "math/rect3.h"
#ifdef __cplusplus
extern "C" {
#endif
void _rect3_api_anchor() {
}
void GDAPI godot_rect3_new(godot_rect3 *p_rect) {
Rect3 *rect = (Rect3 *)p_rect;
*rect = Rect3();
}
void GDAPI godot_rect3_new_with_pos_and_size(godot_rect3 *p_rect, const godot_vector3 *p_pos, const godot_vector3 *p_size) {
Rect3 *rect = (Rect3 *)p_rect;
const Vector3 *pos = (const Vector3 *)p_pos;
const Vector3 *size = (const Vector3 *)p_size;
*rect = Rect3(*pos, *size);
}
godot_vector3 GDAPI *godot_rect3_get_pos(godot_rect3 *p_rect) {
Rect3 *rect = (Rect3 *)p_rect;
return (godot_vector3 *)&rect->pos;
}
void GDAPI godot_rect3_set_pos(godot_rect3 *p_rect, const godot_vector3 *p_pos) {
Rect3 *rect = (Rect3 *)p_rect;
const Vector3 *pos = (const Vector3 *)p_pos;
rect->pos = *pos;
}
godot_vector3 GDAPI *godot_rect3_get_size(godot_rect3 *p_rect) {
Rect3 *rect = (Rect3 *)p_rect;
return (godot_vector3 *)&rect->size;
}
void GDAPI godot_rect3_set_size(godot_rect3 *p_rect, const godot_vector3 *p_size) {
Rect3 *rect = (Rect3 *)p_rect;
const Vector3 *size = (const Vector3 *)p_size;
rect->size = *size;
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_RECT3_H
#define GODOT_DLSCRIPT_RECT3_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_RECT3_TYPE_DEFINED
typedef struct godot_rect3 {
uint8_t _dont_touch_that[24];
} godot_rect3;
#endif
#include "../godot.h"
void GDAPI godot_rect3_new(godot_rect3 *p_rect);
void GDAPI godot_rect3_new_with_pos_and_size(godot_rect3 *p_rect, const godot_vector3 *p_pos, const godot_vector3 *p_size);
godot_vector3 GDAPI *godot_rect3_get_pos(godot_rect3 *p_rect);
void GDAPI godot_rect3_set_pos(godot_rect3 *p_rect, const godot_vector3 *p_pos);
godot_vector3 GDAPI *godot_rect3_get_size(godot_rect3 *p_rect);
void GDAPI godot_rect3_set_size(godot_rect3 *p_rect, const godot_vector3 *p_size);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_RECT3_H

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#include "godot_rid.h"
#include "object.h"
#include "resource.h"
#ifdef __cplusplus
extern "C" {
#endif
void _rid_api_anchor() {
}
void GDAPI godot_rid_new(godot_rid *p_rid, godot_object *p_from) {
Resource *res_from = ((Object *)p_from)->cast_to<Resource>();
RID *rid = (RID *)p_rid;
memnew_placement(rid, RID);
if (res_from) {
*rid = RID(res_from->get_rid());
}
}
uint32_t GDAPI godot_rid_get_rid(const godot_rid *p_rid) {
RID *rid = (RID *)p_rid;
return rid->get_id();
}
void GDAPI godot_rid_destroy(godot_rid *p_rid) {
((RID *)p_rid)->~RID();
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_RID_H
#define GODOT_DLSCRIPT_RID_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_RID_TYPE_DEFINED
typedef struct godot_rid {
uint8_t _dont_touch_that[8];
} godot_rid;
#endif
#include "../godot.h"
void GDAPI godot_rid_new(godot_rid *p_rid, godot_object *p_from);
uint32_t GDAPI godot_rid_get_rid(const godot_rid *p_rid);
void GDAPI godot_rid_destroy(godot_rid *p_rid);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_RID_H

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#include "godot_string.h"
#include "string_db.h"
#include "ustring.h"
#include <memory.h> // why is there no <cmemory> btw?
#ifdef __cplusplus
extern "C" {
#endif
void _string_api_anchor() {
}
void GDAPI godot_string_new(godot_string *p_str) {
String *p = (String *)p_str;
memnew_placement(p, String);
// *p = String(); // useless here
}
void GDAPI godot_string_new_data(godot_string *p_str, const char *p_contents, const int p_size) {
String *p = (String *)p_str;
memnew_placement(p, String);
*p = String::utf8(p_contents, p_size);
}
void GDAPI godot_string_get_data(const godot_string *p_str, wchar_t *p_dest, int *p_size) {
String *p = (String *)p_str;
if (p_size != NULL) {
*p_size = p->length();
}
if (p_dest != NULL) {
memcpy(p_dest, p->ptr(), *p_size * sizeof(CharType));
}
}
void GDAPI godot_string_copy_string(const godot_string *p_dest, const godot_string *p_src) {
String *dest = (String *)p_dest;
String *src = (String *)p_src;
*dest = *src;
}
wchar_t GDAPI *godot_string_operator_index(godot_string *p_str, const godot_int p_idx) {
String *s = (String *)p_str;
return &(s->operator[](p_idx));
}
const wchar_t GDAPI *godot_string_c_str(const godot_string *p_str) {
const String *s = (const String *)p_str;
return s->c_str();
}
godot_bool GDAPI godot_string_operator_equal(const godot_string *p_a, const godot_string *p_b) {
String *a = (String *)p_a;
String *b = (String *)p_b;
return *a == *b;
}
godot_bool GDAPI godot_string_operator_less(const godot_string *p_a, const godot_string *p_b) {
String *a = (String *)p_a;
String *b = (String *)p_b;
return *a < *b;
}
void GDAPI godot_string_operator_plus(godot_string *p_dest, const godot_string *p_a, const godot_string *p_b) {
String *dest = (String *)p_dest;
const String *a = (String *)p_a;
const String *b = (String *)p_b;
String tmp = *a + *b;
godot_string_new(p_dest);
*dest = tmp;
}
void GDAPI godot_string_destroy(godot_string *p_str) {
String *p = (String *)p_str;
p->~String();
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_STRING_H
#define GODOT_DLSCRIPT_STRING_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_STRING_TYPE_DEFINED
typedef struct godot_string {
uint8_t _dont_touch_that[8];
} godot_string;
#endif
#include "../godot.h"
void GDAPI godot_string_new(godot_string *p_str);
void GDAPI godot_string_new_data(godot_string *p_str, const char *p_contents, const int p_size);
void GDAPI godot_string_get_data(const godot_string *p_str, wchar_t *p_dest, int *p_size);
void GDAPI godot_string_copy_string(const godot_string *p_dest, const godot_string *p_src);
wchar_t GDAPI *godot_string_operator_index(godot_string *p_str, const godot_int p_idx);
const wchar_t GDAPI *godot_string_c_str(const godot_string *p_str);
godot_bool GDAPI godot_string_operator_equal(const godot_string *p_a, const godot_string *p_b);
godot_bool GDAPI godot_string_operator_less(const godot_string *p_a, const godot_string *p_b);
void GDAPI godot_string_operator_plus(godot_string *p_dest, const godot_string *p_a, 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_str);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_STRING_H

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#include "godot_transform.h"
#include "math/transform.h"
#include <memory.h> // why is there no <cmemory> btw?
#ifdef __cplusplus
extern "C" {
#endif
void _transform_api_anchor() {
}
void GDAPI godot_transform_new(godot_transform *p_trans) {
Transform *trans = (Transform *)p_trans;
*trans = Transform();
}
void GDAPI godot_transform_new_with_basis(godot_transform *p_trans, const godot_basis *p_basis) {
Transform *trans = (Transform *)p_trans;
const Basis *basis = (const Basis *)p_basis;
*trans = Transform(*basis);
}
void GDAPI godot_transform_new_with_basis_origin(godot_transform *p_trans, const godot_basis *p_basis, const godot_vector3 *p_origin) {
Transform *trans = (Transform *)p_trans;
const Basis *basis = (const Basis *)p_basis;
const Vector3 *origin = (const Vector3 *)p_origin;
*trans = Transform(*basis, *origin);
}
godot_basis GDAPI *godot_transform_get_basis(godot_transform *p_trans) {
Transform *trans = (Transform *)p_trans;
return (godot_basis *)&trans->basis;
}
godot_vector3 GDAPI *godot_transform_get_origin(godot_transform *p_trans) {
Transform *trans = (Transform *)p_trans;
return (godot_vector3 *)&trans->origin;
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_DLSCRIPT_TRANSFORM_H
#define GODOT_DLSCRIPT_TRANSFORM_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED
typedef struct godot_transform {
uint8_t _dont_touch_that[48];
} godot_transform;
#endif
#include "../godot.h"
void GDAPI godot_transform_new(godot_transform *p_trans);
void GDAPI godot_transform_new_with_basis(godot_transform *p_trans, const godot_basis *p_basis);
void GDAPI godot_transform_new_with_basis_origin(godot_transform *p_trans, const godot_basis *p_basis, const godot_vector3 *p_origin);
godot_basis GDAPI *godot_transform_get_basis(godot_transform *p_trans);
godot_vector3 GDAPI *godot_transform_get_origin(godot_transform *p_trans);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DLSCRIPT_TRANSFORM_H

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#include "godot_transform2d.h"
#include "../godot.h"
#include "math/math_2d.h"
#ifdef __cplusplus
extern "C" {
#endif
void _transform2d_api_anchor() {
}
void GDAPI godot_transform2d_new_identity(godot_transform2d *p_t) {
Transform2D *t = (Transform2D *)p_t;
*t = Transform2D();
}
void GDAPI godot_transform2d_new_elements(godot_transform2d *p_t, const godot_vector2 *p_a, const godot_vector2 *p_b, const godot_vector2 *p_c) {
Transform2D *t = (Transform2D *)p_t;
Vector2 *a = (Vector2 *)p_a;
Vector2 *b = (Vector2 *)p_b;
Vector2 *c = (Vector2 *)p_c;
*t = Transform2D(a->x, a->y, b->x, b->y, c->x, c->y);
}
void GDAPI godot_transform2d_new(godot_transform2d *p_t, const godot_real p_rot, const godot_vector2 *p_pos) {
Transform2D *t = (Transform2D *)p_t;
Vector2 *pos = (Vector2 *)p_pos;
*t = Transform2D(p_rot, *pos);
}
godot_vector2 const GDAPI *godot_transform2d_const_index(const godot_transform2d *p_t, const godot_int p_idx) {
const Transform2D *t = (const Transform2D *)p_t;
const Vector2 *e = &t->operator[](p_idx);
return (godot_vector2 const *)e;
}
godot_vector2 GDAPI *godot_transform2d_index(godot_transform2d *p_t, const godot_int p_idx) {
Transform2D *t = (Transform2D *)p_t;
Vector2 *e = &t->operator[](p_idx);
return (godot_vector2 *)e;
}
godot_vector2 GDAPI godot_transform2d_get_axis(const godot_transform2d *p_t, const godot_int p_axis) {
return *godot_transform2d_const_index(p_t, p_axis);
}
void GDAPI godot_transform2d_set_axis(godot_transform2d *p_t, const godot_int p_axis, const godot_vector2 *p_vec) {
godot_vector2 *origin_v = godot_transform2d_index(p_t, p_axis);
*origin_v = *p_vec;
}
// @Incomplete
// See header file
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_TRANSFORM2D_H
#define GODOT_TRANSFORM2D_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
typedef struct godot_transform2d {
uint8_t _dont_touch_that[24];
} godot_transform2d;
#endif
#include "../godot.h"
#include "godot_vector2.h"
void GDAPI godot_transform2d_new_identity(godot_transform2d *p_t);
void GDAPI godot_transform2d_new_elements(godot_transform2d *p_t, const godot_vector2 *p_a, const godot_vector2 *p_b, const godot_vector2 *p_c);
void GDAPI godot_transform2d_new(godot_transform2d *p_t, const godot_real p_rot, const godot_vector2 *p_pos);
/*
godot_real GDAPI godot_transform2d_tdotx(const godot_transform2d *p_t, const godot_vector2 *p_v);
godot_real GDAPI godot_transform2d_tdoty(const godot_transform2d *p_t, const godot_vector2 *p_v);
*/
godot_vector2 const GDAPI *godot_transform2d_const_index(const godot_transform2d *p_t, const godot_int p_idx);
godot_vector2 GDAPI *godot_transform2d_index(godot_transform2d *p_t, const godot_int p_idx);
godot_vector2 GDAPI godot_transform2d_get_axis(const godot_transform2d *p_t, const godot_int p_axis);
void GDAPI godot_transform2d_set_axis(godot_transform2d *p_t, const godot_int p_axis, const godot_vector2 *p_vec);
/*
void GDAPI godot_transform2d_invert(godot_transform2d *p_t);
godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_t);
*/
// @Incomplete
// I feel like it should be enough to expose get and set, the whole logic can be done in the bindings.
#ifdef __cplusplus
}
#endif
#endif // GODOT_TRANSFORM2D_H

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#include "godot_variant.h"
#include "../godot.h"
#include "variant.h"
#ifdef __cplusplus
extern "C" {
#endif
void _variant_api_anchor() {
}
#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
godot_variant_type GDAPI godot_variant_get_type(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
return (godot_variant_type)v->get_type();
}
void GDAPI godot_variant_copy(godot_variant *p_dest, const godot_variant *p_src) {
Variant *dest = (Variant *)p_dest;
Variant *src = (Variant *)p_src;
*dest = *src;
}
void GDAPI godot_variant_new_nil(godot_variant *p_v) {
Variant *v = (Variant *)p_v;
memnew_placement(v, Variant);
}
void GDAPI godot_variant_new_bool(godot_variant *p_v, const godot_bool p_b) {
Variant *v = (Variant *)p_v;
memnew_placement_custom(v, Variant, Variant(p_b));
}
void GDAPI godot_variant_new_int(godot_variant *p_v, const uint64_t p_i) {
Variant *v = (Variant *)p_v;
memnew_placement_custom(v, Variant, Variant(p_i));
}
void GDAPI godot_variant_new_real(godot_variant *p_v, const double p_r) {
Variant *v = (Variant *)p_v;
memnew_placement_custom(v, Variant, Variant(p_r));
}
void GDAPI godot_variant_new_string(godot_variant *p_v, const godot_string *p_s) {
Variant *v = (Variant *)p_v;
String *s = (String *)p_s;
memnew_placement_custom(v, Variant, Variant(*s));
}
void GDAPI godot_variant_new_vector2(godot_variant *p_v, const godot_vector2 *p_v2) {
Variant *v = (Variant *)p_v;
Vector2 *v2 = (Vector2 *)p_v2;
memnew_placement_custom(v, Variant, Variant(*v2));
}
void GDAPI godot_variant_new_rect2(godot_variant *p_v, const godot_rect2 *p_rect2) {
Variant *v = (Variant *)p_v;
Rect2 *rect2 = (Rect2 *)p_rect2;
memnew_placement_custom(v, Variant, Variant(*rect2));
}
void GDAPI godot_variant_new_vector3(godot_variant *p_v, const godot_vector3 *p_v3) {
Variant *v = (Variant *)p_v;
Vector3 *v3 = (Vector3 *)p_v3;
memnew_placement_custom(v, Variant, Variant(*v3));
}
void GDAPI godot_variant_new_transform2d(godot_variant *p_v, const godot_transform2d *p_t2d) {
Variant *v = (Variant *)p_v;
Transform2D *t2d = (Transform2D *)p_t2d;
memnew_placement_custom(v, Variant, Variant(*t2d));
}
void GDAPI godot_variant_new_plane(godot_variant *p_v, const godot_plane *p_plane) {
Variant *v = (Variant *)p_v;
Plane *plane = (Plane *)p_plane;
memnew_placement_custom(v, Variant, Variant(*plane));
}
void GDAPI godot_variant_new_quat(godot_variant *p_v, const godot_quat *p_quat) {
Variant *v = (Variant *)p_v;
Quat *quat = (Quat *)p_quat;
memnew_placement_custom(v, Variant, Variant(*quat));
}
void GDAPI godot_variant_new_rect3(godot_variant *p_v, const godot_rect3 *p_rect3) {
Variant *v = (Variant *)p_v;
Rect3 *rect3 = (Rect3 *)p_rect3;
memnew_placement_custom(v, Variant, Variant(*rect3));
}
void GDAPI godot_variant_new_basis(godot_variant *p_v, const godot_basis *p_basis) {
Variant *v = (Variant *)p_v;
Basis *basis = (Basis *)p_basis;
memnew_placement_custom(v, Variant, Variant(*basis));
}
void GDAPI godot_variant_new_transform(godot_variant *p_v, const godot_transform *p_trans) {
Variant *v = (Variant *)p_v;
Transform *trans = (Transform *)p_trans;
memnew_placement_custom(v, Variant, Variant(*trans));
}
void GDAPI godot_variant_new_color(godot_variant *p_v, const godot_color *p_color) {
Variant *v = (Variant *)p_v;
Color *color = (Color *)p_color;
memnew_placement_custom(v, Variant, Variant(*color));
}
void GDAPI godot_variant_new_image(godot_variant *p_v, const godot_image *p_img) {
Variant *v = (Variant *)p_v;
Image *img = (Image *)p_img;
memnew_placement_custom(v, Variant, Variant(*img));
}
void GDAPI godot_variant_new_node_path(godot_variant *p_v, const godot_node_path *p_np) {
Variant *v = (Variant *)p_v;
NodePath *np = (NodePath *)p_np;
memnew_placement_custom(v, Variant, Variant(*np));
}
void GDAPI godot_variant_new_rid(godot_variant *p_v, const godot_rid *p_rid) {
Variant *v = (Variant *)p_v;
RID *rid = (RID *)p_rid;
memnew_placement_custom(v, Variant, Variant(*rid));
}
void GDAPI godot_variant_new_object(godot_variant *p_v, const godot_object *p_obj) {
Variant *v = (Variant *)p_v;
Object *obj = (Object *)p_obj;
memnew_placement_custom(v, Variant, Variant(obj));
}
void GDAPI godot_variant_new_input_event(godot_variant *p_v, const godot_input_event *p_event) {
Variant *v = (Variant *)p_v;
InputEvent *event = (InputEvent *)p_event;
memnew_placement_custom(v, Variant, Variant(*event));
}
void GDAPI godot_variant_new_dictionary(godot_variant *p_v, const godot_dictionary *p_dict) {
Variant *v = (Variant *)p_v;
Dictionary *dict = (Dictionary *)p_dict;
memnew_placement_custom(v, Variant, Variant(*dict));
}
void GDAPI godot_variant_new_array(godot_variant *p_v, const godot_array *p_arr) {
Variant *v = (Variant *)p_v;
Array *arr = (Array *)p_arr;
memnew_placement_custom(v, Variant, Variant(*arr));
}
void GDAPI godot_variant_new_pool_byte_array(godot_variant *p_v, const godot_pool_byte_array *p_pba) {
Variant *v = (Variant *)p_v;
PoolByteArray *pba = (PoolByteArray *)p_pba;
memnew_placement_custom(v, Variant, Variant(*pba));
}
void GDAPI godot_variant_new_pool_int_array(godot_variant *p_v, const godot_pool_int_array *p_pia) {
Variant *v = (Variant *)p_v;
PoolIntArray *pia = (PoolIntArray *)p_pia;
memnew_placement_custom(v, Variant, Variant(*pia));
}
void GDAPI godot_variant_new_pool_real_array(godot_variant *p_v, const godot_pool_real_array *p_pra) {
Variant *v = (Variant *)p_v;
PoolRealArray *pra = (PoolRealArray *)p_pra;
memnew_placement_custom(v, Variant, Variant(*pra));
}
void GDAPI godot_variant_new_pool_string_array(godot_variant *p_v, const godot_pool_string_array *p_psa) {
Variant *v = (Variant *)p_v;
PoolStringArray *psa = (PoolStringArray *)p_psa;
memnew_placement_custom(v, Variant, Variant(*psa));
}
void GDAPI godot_variant_new_pool_vector2_array(godot_variant *p_v, const godot_pool_vector2_array *p_pv2a) {
Variant *v = (Variant *)p_v;
PoolVector2Array *pv2a = (PoolVector2Array *)p_pv2a;
memnew_placement_custom(v, Variant, Variant(*pv2a));
}
void GDAPI godot_variant_new_pool_vector3_array(godot_variant *p_v, const godot_pool_vector3_array *p_pv3a) {
Variant *v = (Variant *)p_v;
PoolVector3Array *pv3a = (PoolVector3Array *)p_pv3a;
memnew_placement_custom(v, Variant, Variant(*pv3a));
}
void GDAPI godot_variant_new_pool_color_array(godot_variant *p_v, const godot_pool_color_array *p_pca) {
Variant *v = (Variant *)p_v;
PoolColorArray *pca = (PoolColorArray *)p_pca;
memnew_placement_custom(v, Variant, Variant(*pca));
}
godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
return v->operator bool();
}
uint64_t GDAPI godot_variant_as_int(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
return v->operator godot_int();
}
godot_real GDAPI godot_variant_as_real(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
return v->operator godot_real();
}
godot_string GDAPI godot_variant_as_string(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_string s;
godot_string_new(&s);
String *str = (String *)&s;
*str = v->operator String();
return s;
}
godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_vector2 v2;
Vector2 *vec2 = (Vector2 *)&v2;
*vec2 = *v;
return v2;
}
godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_rect2 r2;
Rect2 *rect2 = (Rect2 *)&r2;
*rect2 = *v;
return r2;
}
godot_vector3 GDAPI godot_variant_as_vector3(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_vector3 v3;
Vector3 *vec3 = (Vector3 *)&v3;
*vec3 = *v;
return v3;
}
godot_transform2d GDAPI godot_variant_as_transform2d(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_transform2d t2;
Transform2D *t = (Transform2D *)&t2;
*t = *v;
return t2;
}
godot_plane GDAPI godot_variant_as_plane(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_plane p;
Plane *pl = (Plane *)&p;
*pl = *v;
return p;
}
godot_quat GDAPI godot_variant_as_quat(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_quat q;
Quat *qt = (Quat *)&q;
*qt = *v;
return q;
}
godot_rect3 GDAPI godot_variant_as_rect3(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_rect3 r;
Rect3 *r3 = (Rect3 *)&r;
*r3 = *v;
return r;
}
godot_basis GDAPI godot_variant_as_basis(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_basis b;
Basis *bs = (Basis *)&b;
*bs = *v;
return b;
}
godot_transform GDAPI godot_variant_as_transform(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_transform t;
Transform *tr = (Transform *)&t;
*tr = *v;
return t;
}
godot_color GDAPI godot_variant_as_color(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_color c;
Color *col = (Color *)&c;
*col = *v;
return c;
}
godot_image GDAPI godot_variant_as_image(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_image img;
godot_image_new(&img);
Image *i = (Image *)&img;
*i = *v;
return img;
}
godot_node_path GDAPI godot_variant_as_node_path(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_node_path np;
memnew_placement_custom((NodePath *)&np, NodePath, NodePath((String)*v));
return np;
}
godot_rid GDAPI godot_variant_as_rid(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_rid rid;
memnew_placement_custom((RID *)&rid, RID, RID(*v));
return rid;
}
godot_object GDAPI *godot_variant_as_object(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_object *p = NULL;
Object **op = (Object **)&p;
*op = *v;
return p;
}
godot_input_event GDAPI godot_variant_as_input_event(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_input_event ev;
InputEvent *event = (InputEvent *)&ev;
*event = *v;
return ev;
}
godot_dictionary GDAPI godot_variant_as_dictionary(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_dictionary dict;
godot_dictionary_new(&dict);
Dictionary *d = (Dictionary *)&dict;
*d = *v;
return dict;
}
godot_array GDAPI godot_variant_as_array(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_array array;
godot_array_new(&array);
Array *a = (Array *)&array;
*a = *v;
return array;
}
godot_pool_byte_array GDAPI godot_variant_as_pool_byte_array(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_pool_byte_array pba;
godot_pool_byte_array_new(&pba);
PoolByteArray *p = (PoolByteArray *)&pba;
*p = *v;
return pba;
}
godot_pool_int_array GDAPI godot_variant_as_pool_int_array(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_pool_int_array pba;
godot_pool_int_array_new(&pba);
PoolIntArray *p = (PoolIntArray *)&pba;
*p = *v;
return pba;
}
godot_pool_real_array GDAPI godot_variant_as_pool_real_array(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_pool_real_array pba;
godot_pool_real_array_new(&pba);
PoolRealArray *p = (PoolRealArray *)&pba;
*p = *v;
return pba;
}
godot_pool_string_array GDAPI godot_variant_as_pool_string_array(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_pool_string_array pba;
godot_pool_string_array_new(&pba);
PoolStringArray *p = (PoolStringArray *)&pba;
*p = *v;
return pba;
}
godot_pool_vector2_array GDAPI godot_variant_as_pool_vector2_array(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_pool_vector2_array pba;
godot_pool_vector2_array_new(&pba);
PoolVector2Array *p = (PoolVector2Array *)&pba;
*p = *v;
return pba;
}
godot_pool_vector3_array GDAPI godot_variant_as_pool_vector3_array(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_pool_vector3_array pba;
godot_pool_vector3_array_new(&pba);
PoolVector3Array *p = (PoolVector3Array *)&pba;
*p = *v;
return pba;
}
godot_pool_color_array GDAPI godot_variant_as_pool_color_array(const godot_variant *p_v) {
const Variant *v = (const Variant *)p_v;
godot_pool_color_array pba;
godot_pool_color_array_new(&pba);
PoolColorArray *p = (PoolColorArray *)&pba;
*p = *v;
return pba;
}
godot_variant GDAPI godot_variant_call(godot_variant *p_v, const godot_string *p_method, const godot_variant **p_args, const godot_int p_argcount /*, godot_variant_call_error *r_error */) {
Variant *v = (Variant *)p_v;
String *method = (String *)p_method;
Variant **args = (Variant **)p_args;
godot_variant res;
memnew_placement_custom((Variant *)&res, Variant, Variant(v->call(*method, args, p_argcount)));
return res;
}
godot_bool GDAPI godot_variant_has_method(godot_variant *p_v, const godot_string *p_method) {
Variant *v = (Variant *)p_v;
String *method = (String *)p_method;
return v->has_method(*method);
}
godot_bool GDAPI godot_variant_operator_equal(const godot_variant *p_a, const godot_variant *p_b) {
const Variant *a = (const Variant *)p_a;
const Variant *b = (const Variant *)p_b;
return a->operator==(*b);
}
godot_bool GDAPI godot_variant_operator_less(const godot_variant *p_a, const godot_variant *p_b) {
const Variant *a = (const Variant *)p_a;
const Variant *b = (const Variant *)p_b;
return a->operator<(*b);
}
godot_bool GDAPI godot_variant_hash_compare(const godot_variant *p_a, const godot_variant *p_b) {
const Variant *a = (const Variant *)p_a;
const Variant *b = (const Variant *)p_b;
return a->hash_compare(*b);
}
godot_bool GDAPI godot_variant_booleanize(const godot_variant *p_v, godot_bool *p_valid) {
const Variant *v = (const Variant *)p_v;
bool &valid = *p_valid;
return v->booleanize(valid);
}
void GDAPI godot_variant_destroy(godot_variant *p_v) {
((Variant *)p_v)->~Variant();
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_VARIANT_H
#define GODOT_VARIANT_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_VARIANT_TYPE_DEFINED
typedef struct godot_variant {
uint8_t _dont_touch_that[24];
} godot_variant;
#endif
struct godot_transform2d;
typedef struct godot_transform2d godot_transform2d;
#include "godot_array.h"
#include "godot_dictionary.h"
#include "godot_input_event.h"
#include "godot_node_path.h"
#include "godot_rid.h"
#include "godot_transform2d.h"
typedef enum godot_variant_type {
GODOT_VARIANT_TYPE_NIL,
// atomic types
GODOT_VARIANT_TYPE_BOOL,
GODOT_VARIANT_TYPE_INT,
GODOT_VARIANT_TYPE_REAL,
GODOT_VARIANT_TYPE_STRING,
// math types
GODOT_VARIANT_TYPE_VECTOR2, // 5
GODOT_VARIANT_TYPE_RECT2,
GODOT_VARIANT_TYPE_VECTOR3,
GODOT_VARIANT_TYPE_TRANSFORM2D,
GODOT_VARIANT_TYPE_PLANE,
GODOT_VARIANT_TYPE_QUAT, // 10
GODOT_VARIANT_TYPE_RECT3, //sorry naming convention fail :( not like it's used often
GODOT_VARIANT_TYPE_BASIS,
GODOT_VARIANT_TYPE_TRANSFORM,
// misc types
GODOT_VARIANT_TYPE_COLOR,
GODOT_VARIANT_TYPE_IMAGE, // 15
GODOT_VARIANT_TYPE_NODE_PATH,
GODOT_VARIANT_TYPE_RID,
GODOT_VARIANT_TYPE_OBJECT,
GODOT_VARIANT_TYPE_INPUT_EVENT,
GODOT_VARIANT_TYPE_DICTIONARY, // 20
GODOT_VARIANT_TYPE_ARRAY,
// arrays
GODOT_VARIANT_TYPE_POOL_BYTE_ARRAY,
GODOT_VARIANT_TYPE_POOL_INT_ARRAY,
GODOT_VARIANT_TYPE_POOL_REAL_ARRAY,
GODOT_VARIANT_TYPE_POOL_STRING_ARRAY, // 25
GODOT_VARIANT_TYPE_POOL_VECTOR2_ARRAY,
GODOT_VARIANT_TYPE_POOL_VECTOR3_ARRAY,
GODOT_VARIANT_TYPE_POOL_COLOR_ARRAY,
} godot_variant_type;
godot_variant_type GDAPI godot_variant_get_type(const godot_variant *p_v);
void GDAPI godot_variant_copy(godot_variant *p_dest, const godot_variant *p_src);
void GDAPI godot_variant_new_nil(godot_variant *p_v);
void GDAPI godot_variant_new_bool(godot_variant *p_v, const godot_bool p_b);
void GDAPI godot_variant_new_int(godot_variant *p_v, const uint64_t p_i);
void GDAPI godot_variant_new_real(godot_variant *p_v, const double p_r);
void GDAPI godot_variant_new_string(godot_variant *p_v, const godot_string *p_s);
void GDAPI godot_variant_new_vector2(godot_variant *p_v, const godot_vector2 *p_v2);
void GDAPI godot_variant_new_rect2(godot_variant *p_v, const godot_rect2 *p_rect2);
void GDAPI godot_variant_new_vector3(godot_variant *p_v, const godot_vector3 *p_v3);
void GDAPI godot_variant_new_transform2d(godot_variant *p_v, const godot_transform2d *p_t2d);
void GDAPI godot_variant_new_plane(godot_variant *p_v, const godot_plane *p_plane);
void GDAPI godot_variant_new_quat(godot_variant *p_v, const godot_quat *p_quat);
void GDAPI godot_variant_new_rect3(godot_variant *p_v, const godot_rect3 *p_rect3);
void GDAPI godot_variant_new_basis(godot_variant *p_v, const godot_basis *p_basis);
void GDAPI godot_variant_new_transform(godot_variant *p_v, const godot_transform *p_trans);
void GDAPI godot_variant_new_color(godot_variant *p_v, const godot_color *p_color);
void GDAPI godot_variant_new_image(godot_variant *p_v, const godot_image *p_img);
void GDAPI godot_variant_new_node_path(godot_variant *p_v, const godot_node_path *p_np);
void GDAPI godot_variant_new_rid(godot_variant *p_v, const godot_rid *p_rid);
void GDAPI godot_variant_new_object(godot_variant *p_v, const godot_object *p_obj);
void GDAPI godot_variant_new_input_event(godot_variant *p_v, const godot_input_event *p_event);
void GDAPI godot_variant_new_dictionary(godot_variant *p_v, const godot_dictionary *p_dict);
void GDAPI godot_variant_new_array(godot_variant *p_v, const godot_array *p_arr);
void GDAPI godot_variant_new_pool_byte_array(godot_variant *p_v, const godot_pool_byte_array *p_pba);
void GDAPI godot_variant_new_pool_int_array(godot_variant *p_v, const godot_pool_int_array *p_pia);
void GDAPI godot_variant_new_pool_real_array(godot_variant *p_v, const godot_pool_real_array *p_pra);
void GDAPI godot_variant_new_pool_string_array(godot_variant *p_v, const godot_pool_string_array *p_psa);
void GDAPI godot_variant_new_pool_vector2_array(godot_variant *p_v, const godot_pool_vector2_array *p_pv2a);
void GDAPI godot_variant_new_pool_vector3_array(godot_variant *p_v, const godot_pool_vector3_array *p_pv3a);
void GDAPI godot_variant_new_pool_color_array(godot_variant *p_v, const godot_pool_color_array *p_pca);
godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_v);
uint64_t GDAPI godot_variant_as_int(const godot_variant *p_v);
godot_real GDAPI godot_variant_as_real(const godot_variant *p_v);
godot_string GDAPI godot_variant_as_string(const godot_variant *p_v);
godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_v);
godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_v);
godot_vector3 GDAPI godot_variant_as_vector3(const godot_variant *p_v);
godot_transform2d GDAPI godot_variant_as_transform2d(const godot_variant *p_v);
godot_plane GDAPI godot_variant_as_plane(const godot_variant *p_v);
godot_quat GDAPI godot_variant_as_quat(const godot_variant *p_v);
godot_rect3 GDAPI godot_variant_as_rect3(const godot_variant *p_v);
godot_basis GDAPI godot_variant_as_basis(const godot_variant *p_v);
godot_transform GDAPI godot_variant_as_transform(const godot_variant *p_v);
godot_color GDAPI godot_variant_as_color(const godot_variant *p_v);
godot_image GDAPI godot_variant_as_image(const godot_variant *p_v);
godot_node_path GDAPI godot_variant_as_node_path(const godot_variant *p_v);
godot_rid GDAPI godot_variant_as_rid(const godot_variant *p_v);
godot_object GDAPI *godot_variant_as_object(const godot_variant *p_v);
godot_input_event GDAPI godot_variant_as_input_event(const godot_variant *p_v);
godot_dictionary GDAPI godot_variant_as_dictionary(const godot_variant *p_v);
godot_array GDAPI godot_variant_as_array(const godot_variant *p_v);
godot_pool_byte_array GDAPI godot_variant_as_pool_byte_array(const godot_variant *p_v);
godot_pool_int_array GDAPI godot_variant_as_pool_int_array(const godot_variant *p_v);
godot_pool_real_array GDAPI godot_variant_as_pool_real_array(const godot_variant *p_v);
godot_pool_string_array GDAPI godot_variant_as_pool_string_array(const godot_variant *p_v);
godot_pool_vector2_array GDAPI godot_variant_as_pool_vector2_array(const godot_variant *p_v);
godot_pool_vector3_array GDAPI godot_variant_as_pool_vector3_array(const godot_variant *p_v);
godot_pool_color_array GDAPI godot_variant_as_pool_color_array(const godot_variant *p_v);
godot_variant GDAPI godot_variant_call(godot_variant *p_v, const godot_string *p_method, const godot_variant **p_args, const godot_int p_argcount /*, godot_variant_call_error *r_error */);
godot_bool GDAPI godot_variant_has_method(godot_variant *p_v, const godot_string *p_method);
godot_bool GDAPI godot_variant_operator_equal(const godot_variant *p_a, const godot_variant *p_b);
godot_bool GDAPI godot_variant_operator_less(const godot_variant *p_a, const godot_variant *p_b);
godot_bool GDAPI godot_variant_hash_compare(const godot_variant *p_a, const godot_variant *p_b);
godot_bool GDAPI godot_variant_booleanize(const godot_variant *p_v, godot_bool *p_valid);
void GDAPI godot_variant_destroy(godot_variant *p_v);
#ifdef __cplusplus
}
#endif
#endif

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#include "godot_vector2.h"
#include "math/math_2d.h"
#ifdef __cplusplus
extern "C" {
#endif
void _vector2_api_anchor() {
}
void GDAPI godot_vector2_new(godot_vector2 *p_v, godot_real p_x, godot_real p_y) {
Vector2 *v = (Vector2 *)p_v;
v->x = p_x;
v->y = p_y;
}
void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x) {
Vector2 *v = (Vector2 *)p_v;
v->x = p_x;
}
void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y) {
Vector2 *v = (Vector2 *)p_v;
v->y = p_y;
}
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
return v->x;
}
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
return v->y;
}
void GDAPI godot_vector2_normalize(godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
v->normalize();
}
void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src) {
Vector2 *v = (Vector2 *)p_src;
Vector2 *d = (Vector2 *)p_dest;
*d = v->normalized();
}
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
return v->length();
}
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v) {
Vector2 *v = (Vector2 *)p_v;
return v->length_squared();
}
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *a = (Vector2 *)p_a;
Vector2 *b = (Vector2 *)p_b;
return a->distance_to(*b);
}
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *a = (Vector2 *)p_a;
Vector2 *b = (Vector2 *)p_b;
return a->distance_squared_to(*b);
}
void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a + *b;
}
void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a - *b;
}
void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a * *b;
}
void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
*dest = *a * p_b;
}
void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
*dest = *a / *b;
}
void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b) {
Vector2 *dest = (Vector2 *)p_dest;
const Vector2 *a = (Vector2 *)p_a;
*dest = *a / p_b;
}
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b) {
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
return *a == *b;
}
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b) {
const Vector2 *a = (Vector2 *)p_a;
const Vector2 *b = (Vector2 *)p_b;
return *a < *b;
}
#ifdef __cplusplus
}
#endif

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#ifndef GODOT_VECTOR2_H
#define GODOT_VECTOR2_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
typedef struct godot_vector2 {
uint8_t _dont_touch_that[8];
} godot_vector2;
#endif
#include "../godot.h"
void GDAPI godot_vector2_new(godot_vector2 *p_v, const godot_real p_x, const godot_real p_y);
void GDAPI godot_vector2_set_x(godot_vector2 *p_v, const godot_real p_x);
void GDAPI godot_vector2_set_y(godot_vector2 *p_v, const godot_real p_y);
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_v);
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_v);
void GDAPI godot_vector2_normalize(godot_vector2 *p_v);
void GDAPI godot_vector2_normalized(godot_vector2 *p_dest, const godot_vector2 *p_src);
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_v);
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_v);
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_a, const godot_vector2 *p_b);
// @Incomplete
/*
* missing:
*
* angle_to
* angle_to_point
* dot
* cross_vector
* cross_scalar
* project
* plane_project
* clamped
* linear_interpolate
* cubic_interpolate
* cubic_interpolate_soft
* slide
* reflect
* angle
* abs
* rotated
* tangent
* floor
* snapped
* aspect
*
*
* to_string
*/
void GDAPI godot_vector2_operator_add(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
void GDAPI godot_vector2_operator_subtract(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
void GDAPI godot_vector2_operator_multiply_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
void GDAPI godot_vector2_operator_multiply_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b);
void GDAPI godot_vector2_operator_divide_vector(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_vector2 *p_b);
void GDAPI godot_vector2_operator_divide_scalar(godot_vector2 *p_dest, const godot_vector2 *p_a, const godot_real p_b);
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_a, const godot_vector2 *p_b);
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_a, const godot_vector2 *p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_VECTOR2_H

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@ -0,0 +1,150 @@
#include "godot_vector3.h"
#include "math/vector3.h"
#ifdef __cplusplus
extern "C" {
#endif
void _vector3_api_anchor() {
}
void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
Vector3 *v = (Vector3 *)p_v;
*v = Vector3(p_x, p_y, p_z);
}
void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val) {
Vector3 *v = (Vector3 *)p_v;
v->set_axis(p_axis, p_val);
}
godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis) {
Vector3 *v = (Vector3 *)p_v;
return v->get_axis(p_axis);
}
godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
return v->min_axis();
}
godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
return v->max_axis();
}
godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
return v->length();
}
godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
return v->length_squared();
}
void GDAPI godot_vector3_normalize(godot_vector3 *p_v) {
Vector3 *v = (Vector3 *)p_v;
v->normalize();
}
void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src) {
Vector3 *src = (Vector3 *)p_src;
Vector3 *dest = (Vector3 *)p_dest;
*dest = src->normalized();
}
/*
* inverse
* zero
* snap
* snapped
* rotate
* rotated
*
*
* linear_interpolate
* cubic_interpolate
* cubic_interpolaten
* cross
* dot
* outer
* to_diagonal_matrix
* abs
* floor
* ceil
*/
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
return a->distance_to(*b);
}
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
return a->distance_squared_to(*b);
}
/*
* slide
* reflect
*/
void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
*dest = *a + *b;
}
void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
*dest = *a - *b;
}
void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
*dest = *a * *b;
}
void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
*dest = *a * p_b;
}
void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
*dest = *a / *b;
}
void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b) {
Vector3 *dest = (Vector3 *)p_dest;
Vector3 *a = (Vector3 *)p_a;
*dest = *a / p_b;
}
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
return *a == *b;
}
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b) {
Vector3 *a = (Vector3 *)p_a;
Vector3 *b = (Vector3 *)p_b;
return *a < *b;
}
#ifdef __cplusplus
}
#endif

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@ -0,0 +1,82 @@
#ifndef GODOT_VECTOR3_H
#define GODOT_VECTOR3_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_VECTOR3_TYPE_DEFINED
typedef struct godot_vector3 {
uint8_t _dont_touch_that[12];
} godot_vector3;
#endif
#include "../godot.h"
void GDAPI godot_vector3_new(godot_vector3 *p_v, const godot_real p_x, const godot_real p_y, const godot_real p_z);
void GDAPI godot_vector3_set_axis(godot_vector3 *p_v, const godot_int p_axis, const godot_real p_val);
godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_v, const godot_int p_axis);
godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_v);
godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_v);
godot_real GDAPI godot_vector3_length(const godot_vector3 *p_v);
godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_v);
void GDAPI godot_vector3_normalize(godot_vector3 *p_v);
void GDAPI godot_vector3_normalized(godot_vector3 *p_dest, const godot_vector3 *p_src);
// @Incomplete
/*
* inverse
* zero
* snap
* snapped
* rotate
* rotated
*
*
* linear_interpolate
* cubic_interpolate
* cubic_interpolaten
* cross
* dot
* outer
* to_diagonal_matrix
* abs
* floor
* ceil
*/
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_a, const godot_vector3 *p_b);
// @Incomplete
/*
* slide
* reflect
*/
void GDAPI godot_vector3_operator_add(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
void GDAPI godot_vector3_operator_subtract(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
void GDAPI godot_vector3_operator_multiply_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
void GDAPI godot_vector3_operator_multiply_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b);
void GDAPI godot_vector3_operator_divide_vector(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_vector3 *p_b);
void GDAPI godot_vector3_operator_divide_scalar(godot_vector3 *p_dest, const godot_vector3 *p_a, const godot_real p_b);
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_a, const godot_vector3 *p_b);
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_a, const godot_vector3 *p_b);
/*
* to_string
*/
#ifdef __cplusplus
}
#endif
#endif // GODOT_VECTOR3_H

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@ -27,8 +27,43 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/ /*************************************************************************/
#include "register_types.h" #include "register_types.h"
#include "dl_script.h"
void register_cscript_types() { #include "io/resource_loader.h"
#include "io/resource_saver.h"
DLScriptLanguage *script_language_dl = NULL;
ResourceFormatLoaderDLScript *resource_loader_dl = NULL;
ResourceFormatSaverDLScript *resource_saver_dl = NULL;
//ResourceFormatLoaderDLLibrary *resource_loader_dllib=NULL;
void register_dlscript_types() {
ClassDB::register_class<DLLibrary>();
ClassDB::register_class<DLScript>();
script_language_dl = memnew(DLScriptLanguage);
//script_language_gd->init();
ScriptServer::register_language(script_language_dl);
resource_loader_dl = memnew(ResourceFormatLoaderDLScript);
ResourceLoader::add_resource_format_loader(resource_loader_dl);
resource_saver_dl = memnew(ResourceFormatSaverDLScript);
ResourceSaver::add_resource_format_saver(resource_saver_dl);
// resource_loader_dllib=memnew( ResourceFormatLoaderDLLibrary );
// ResourceLoader::add_resource_format_loader(resource_loader_gd);
} }
void unregister_cscript_types() {
void unregister_dlscript_types() {
ScriptServer::unregister_language(script_language_dl);
if (script_language_dl)
memdelete(script_language_dl);
if (resource_loader_dl)
memdelete(resource_loader_dl);
if (resource_saver_dl)
memdelete(resource_saver_dl);
} }

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@ -26,5 +26,5 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/ /*************************************************************************/
void register_cscript_types(); void register_dlscript_types();
void unregister_cscript_types(); void unregister_dlscript_types();

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@ -1582,6 +1582,32 @@ bool OS_Windows::get_borderless_window() {
return video_mode.borderless_window; return video_mode.borderless_window;
} }
Error OS_Windows::open_dynamic_library(const String p_path, void *&p_library_handle) {
p_library_handle = (void *)LoadLibrary(p_path.utf8().get_data());
if (!p_library_handle) {
ERR_EXPLAIN("Can't open dynamic library: " + p_path + ". Error: " + String::num(GetLastError()));
ERR_FAIL_V(ERR_CANT_OPEN);
}
return OK;
}
Error OS_Windows::close_dynamic_library(void *p_library_handle) {
if (!FreeLibrary((HMODULE)p_library_handle)) {
return FAILED;
}
return OK;
}
Error OS_Windows::get_dynamic_library_symbol_handle(void *p_library_handle, const String p_name, void *&p_symbol_handle) {
char *error;
p_symbol_handle = (void *)GetProcAddress((HMODULE)p_library_handle, p_name.utf8().get_data());
if (!p_symbol_handle) {
ERR_EXPLAIN("Can't resolve symbol " + p_name + ". Error: " + String::num(GetLastError()));
ERR_FAIL_V(ERR_CANT_RESOLVE);
}
return OK;
}
void OS_Windows::request_attention() { void OS_Windows::request_attention() {
FLASHWINFO info; FLASHWINFO info;

View file

@ -222,6 +222,10 @@ public:
virtual void set_borderless_window(int p_borderless); virtual void set_borderless_window(int p_borderless);
virtual bool get_borderless_window(); virtual bool get_borderless_window();
virtual Error open_dynamic_library(const String p_path, void *&p_library_handle);
virtual Error close_dynamic_library(void *p_library_handle);
virtual Error get_dynamic_library_symbol_handle(void *p_library_handle, const String p_name, void *&p_symbol_handle);
virtual MainLoop *get_main_loop() const; virtual MainLoop *get_main_loop() const;
virtual String get_name(); virtual String get_name();