1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
322 lines
12 KiB
C++
322 lines
12 KiB
C++
/**************************************************************************/
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/* godot_nativescript.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "nativescript/godot_nativescript.h"
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#include "core/class_db.h"
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#include "core/error_macros.h"
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#include "core/global_constants.h"
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#include "core/project_settings.h"
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#include "core/variant.h"
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#include "gdnative/gdnative.h"
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#include "nativescript.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern "C" void _native_script_hook() {
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}
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#define NSL NativeScriptLanguage::get_singleton()
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// Script API
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void GDAPI godot_nativescript_register_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
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NativeScriptDesc desc;
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desc.create_func = p_create_func;
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desc.destroy_func = p_destroy_func;
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desc.is_tool = false;
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desc.base = p_base;
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if (classes->has(p_base)) {
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desc.base_data = &(*classes)[p_base];
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desc.base_native_type = desc.base_data->base_native_type;
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} else {
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desc.base_data = nullptr;
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desc.base_native_type = p_base;
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}
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classes->insert(p_name, desc);
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}
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void GDAPI godot_nativescript_register_tool_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
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NativeScriptDesc desc;
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desc.create_func = p_create_func;
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desc.destroy_func = p_destroy_func;
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desc.is_tool = true;
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desc.base = p_base;
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if (classes->has(p_base)) {
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desc.base_data = &(*classes)[p_base];
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desc.base_native_type = desc.base_data->base_native_type;
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} else {
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desc.base_data = nullptr;
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desc.base_native_type = p_base;
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}
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classes->insert(p_name, desc);
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}
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void GDAPI godot_nativescript_register_method(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
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NativeScriptDesc::Method method;
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method.method = p_method;
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method.rpc_mode = p_attr.rpc_type;
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method.info = MethodInfo(p_function_name);
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E->get().methods.insert(p_function_name, method);
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}
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void GDAPI godot_nativescript_register_property(void *p_gdnative_handle, 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) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
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NativeScriptDesc::Property property;
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property.default_value = *(Variant *)&p_attr->default_value;
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property.getter = p_get_func;
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property.rset_mode = p_attr->rset_type;
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property.setter = p_set_func;
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property.info = PropertyInfo((Variant::Type)p_attr->type,
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p_path,
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(PropertyHint)p_attr->hint,
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*(String *)&p_attr->hint_string,
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(PropertyUsageFlags)p_attr->usage);
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E->get().properties.insert(p_path, property);
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}
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void GDAPI godot_nativescript_register_signal(void *p_gdnative_handle, const char *p_name, const godot_signal *p_signal) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
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List<PropertyInfo> args;
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Vector<Variant> default_args;
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for (int i = 0; i < p_signal->num_args; i++) {
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PropertyInfo info;
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godot_signal_argument arg = p_signal->args[i];
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info.hint = (PropertyHint)arg.hint;
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info.hint_string = *(String *)&arg.hint_string;
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info.name = *(String *)&arg.name;
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info.type = (Variant::Type)arg.type;
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info.usage = (PropertyUsageFlags)arg.usage;
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args.push_back(info);
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}
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for (int i = 0; i < p_signal->num_default_args; i++) {
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Variant *v;
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godot_signal_argument attrib = p_signal->args[i];
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v = (Variant *)&attrib.default_value;
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default_args.push_back(*v);
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}
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MethodInfo method_info;
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method_info.name = *(String *)&p_signal->name;
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method_info.arguments = args;
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method_info.default_arguments = default_args;
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NativeScriptDesc::Signal signal;
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signal.signal = method_info;
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E->get().signals_.insert(*(String *)&p_signal->name, signal);
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}
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void GDAPI *godot_nativescript_get_userdata(godot_object *p_instance) {
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Object *instance = (Object *)p_instance;
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if (!instance) {
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return nullptr;
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}
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if (instance->get_script_instance() && instance->get_script_instance()->get_language() == NativeScriptLanguage::get_singleton()) {
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return ((NativeScriptInstance *)instance->get_script_instance())->userdata;
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}
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return nullptr;
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}
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/*
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*
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*
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* NativeScript 1.1
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*
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*
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*/
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void GDAPI godot_nativescript_set_method_argument_information(void *p_gdnative_handle, const char *p_name, const char *p_function_name, int p_num_args, const godot_method_arg *p_args) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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ERR_FAIL_COND_MSG(!E, "Attempted to add argument information for a method on a non-existent class.");
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Map<StringName, NativeScriptDesc::Method>::Element *method = E->get().methods.find(p_function_name);
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ERR_FAIL_COND_MSG(!method, "Attempted to add argument information to non-existent method.");
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MethodInfo *method_information = &method->get().info;
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List<PropertyInfo> args;
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for (int i = 0; i < p_num_args; i++) {
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godot_method_arg arg = p_args[i];
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String name = *(String *)&arg.name;
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String hint_string = *(String *)&arg.hint_string;
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Variant::Type type = (Variant::Type)arg.type;
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PropertyHint hint = (PropertyHint)arg.hint;
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args.push_back(PropertyInfo(type, p_name, hint, hint_string));
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}
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method_information->arguments = args;
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}
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void GDAPI godot_nativescript_set_class_documentation(void *p_gdnative_handle, const char *p_name, godot_string p_documentation) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a non-existent class.");
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E->get().documentation = *(String *)&p_documentation;
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}
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void GDAPI godot_nativescript_set_method_documentation(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_string p_documentation) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a method on a non-existent class.");
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Map<StringName, NativeScriptDesc::Method>::Element *method = E->get().methods.find(p_function_name);
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ERR_FAIL_COND_MSG(!method, "Attempted to add documentation to non-existent method.");
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method->get().documentation = *(String *)&p_documentation;
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}
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void GDAPI godot_nativescript_set_property_documentation(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_string p_documentation) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a property on a non-existent class.");
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OrderedHashMap<StringName, NativeScriptDesc::Property>::Element property = E->get().properties.find(p_path);
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ERR_FAIL_COND_MSG(!property, "Attempted to add documentation to non-existent property.");
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property.get().documentation = *(String *)&p_documentation;
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}
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void GDAPI godot_nativescript_set_signal_documentation(void *p_gdnative_handle, const char *p_name, const char *p_signal_name, godot_string p_documentation) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a signal on a non-existent class.");
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Map<StringName, NativeScriptDesc::Signal>::Element *signal = E->get().signals_.find(p_signal_name);
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ERR_FAIL_COND_MSG(!signal, "Attempted to add documentation to non-existent signal.");
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signal->get().documentation = *(String *)&p_documentation;
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}
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void GDAPI godot_nativescript_set_global_type_tag(int p_idx, const char *p_name, const void *p_type_tag) {
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NativeScriptLanguage::get_singleton()->set_global_type_tag(p_idx, StringName(p_name), p_type_tag);
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}
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const void GDAPI *godot_nativescript_get_global_type_tag(int p_idx, const char *p_name) {
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return NativeScriptLanguage::get_singleton()->get_global_type_tag(p_idx, StringName(p_name));
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}
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void GDAPI godot_nativescript_set_type_tag(void *p_gdnative_handle, const char *p_name, const void *p_type_tag) {
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String *s = (String *)p_gdnative_handle;
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Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
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ERR_FAIL_COND_MSG(!E, "Attempted to set type tag on a non-existent class.");
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E->get().type_tag = p_type_tag;
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}
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const void GDAPI *godot_nativescript_get_type_tag(const godot_object *p_object) {
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const Object *o = (Object *)p_object;
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if (!o->get_script_instance()) {
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return nullptr;
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} else {
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NativeScript *script = Object::cast_to<NativeScript>(o->get_script_instance()->get_script().ptr());
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if (!script) {
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return nullptr;
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}
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if (script->get_script_desc()) {
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return script->get_script_desc()->type_tag;
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}
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}
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return nullptr;
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}
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int GDAPI godot_nativescript_register_instance_binding_data_functions(godot_instance_binding_functions p_binding_functions) {
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return NativeScriptLanguage::get_singleton()->register_binding_functions(p_binding_functions);
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}
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void GDAPI godot_nativescript_unregister_instance_binding_data_functions(int p_idx) {
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NativeScriptLanguage::get_singleton()->unregister_binding_functions(p_idx);
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}
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void GDAPI *godot_nativescript_get_instance_binding_data(int p_idx, godot_object *p_object) {
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return NativeScriptLanguage::get_singleton()->get_instance_binding_data(p_idx, (Object *)p_object);
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}
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void GDAPI godot_nativescript_profiling_add_data(const char *p_signature, uint64_t p_time) {
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NativeScriptLanguage::get_singleton()->profiling_add_data(StringName(p_signature), p_time);
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}
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#ifdef __cplusplus
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}
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#endif
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