virtualx-engine/modules/gdnative/include/gdnative/string_name.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00

78 lines
3.4 KiB
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/*************************************************************************/
/* string_name.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_STRING_NAME_H
#define GODOT_STRING_NAME_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#include <wchar.h>
#define GODOT_STRING_NAME_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_STRING_NAME_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_STRING_NAME_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_STRING_NAME_SIZE];
} godot_string_name;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_string_name_new(godot_string_name *r_dest, const godot_string *p_name);
void GDAPI godot_string_name_new_data(godot_string_name *r_dest, const char *p_name);
godot_string GDAPI godot_string_name_get_name(const godot_string_name *p_self);
uint32_t GDAPI godot_string_name_get_hash(const godot_string_name *p_self);
const void GDAPI *godot_string_name_get_data_unique_pointer(const godot_string_name *p_self);
godot_bool GDAPI godot_string_name_operator_equal(const godot_string_name *p_self, const godot_string_name *p_other);
godot_bool GDAPI godot_string_name_operator_less(const godot_string_name *p_self, const godot_string_name *p_other);
void GDAPI godot_string_name_destroy(godot_string_name *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_STRING_NAME_H