a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
71 lines
3.4 KiB
C++
71 lines
3.4 KiB
C++
/*************************************************************************/
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/* base_object_glue.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BASE_OBJECT_GLUE_H
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#define BASE_OBJECT_GLUE_H
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#ifdef MONO_GLUE_ENABLED
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#include "core/class_db.h"
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#include "core/object.h"
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#include "../mono_gd/gd_mono_marshal.h"
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Object *godot_icall_Object_Ctor(MonoObject *p_obj);
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void godot_icall_Object_Disposed(MonoObject *p_obj, Object *p_ptr);
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void godot_icall_Reference_Disposed(MonoObject *p_obj, Object *p_ptr, MonoBoolean p_is_finalizer);
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MethodBind *godot_icall_Object_ClassDB_get_method(MonoString *p_type, MonoString *p_method);
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MonoObject *godot_icall_Object_weakref(Object *p_obj);
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Error godot_icall_SignalAwaiter_connect(Object *p_source, MonoString *p_signal, Object *p_target, MonoObject *p_awaiter);
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// DynamicGodotObject
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MonoArray *godot_icall_DynamicGodotObject_SetMemberList(Object *p_ptr);
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MonoBoolean godot_icall_DynamicGodotObject_InvokeMember(Object *p_ptr, MonoString *p_name, MonoArray *p_args, MonoObject **r_result);
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MonoBoolean godot_icall_DynamicGodotObject_GetMember(Object *p_ptr, MonoString *p_name, MonoObject **r_result);
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MonoBoolean godot_icall_DynamicGodotObject_SetMember(Object *p_ptr, MonoString *p_name, MonoObject *p_value);
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MonoString *godot_icall_Object_ToString(Object *p_ptr);
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// Register internal calls
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void godot_register_object_icalls();
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#endif // MONO_GLUE_ENABLED
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#endif // BASE_OBJECT_GLUE_H
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