virtualx-engine/modules/mono/glue/cs_files/NodePath.cs
Ignacio Etcheverry b1356a3590 Cleanup of c# api files and bindings generator
- We no longer generate RID and NodePath C# classes. Both will be maintained manually.
- We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base).
- We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class.

This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code).

- Added missing 'RID(Object from)' constructor to the RID C# class.
- Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED.
- Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.
2018-09-12 03:23:45 +02:00

147 lines
4.1 KiB
C#

using System;
using System.Runtime.CompilerServices;
namespace Godot
{
public partial class NodePath : IDisposable
{
private bool disposed = false;
internal IntPtr ptr;
internal static IntPtr GetPtr(NodePath instance)
{
return instance == null ? IntPtr.Zero : instance.ptr;
}
~NodePath()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (disposed)
return;
if (ptr != IntPtr.Zero)
{
godot_icall_NodePath_Dtor(ptr);
ptr = IntPtr.Zero;
}
disposed = true;
}
internal NodePath(IntPtr ptr)
{
this.ptr = ptr;
}
public IntPtr NativeInstance
{
get { return ptr; }
}
public NodePath() : this(string.Empty) {}
public NodePath(string path)
{
this.ptr = godot_icall_NodePath_Ctor(path);
}
public static implicit operator NodePath(string from)
{
return new NodePath(from);
}
public static implicit operator string(NodePath from)
{
return godot_icall_NodePath_operator_String(NodePath.GetPtr(from));
}
public override string ToString()
{
return (string)this;
}
public NodePath GetAsPropertyPath()
{
return new NodePath(godot_icall_NodePath_get_as_property_path(NodePath.GetPtr(this)));
}
public string GetConcatenatedSubnames()
{
return godot_icall_NodePath_get_concatenated_subnames(NodePath.GetPtr(this));
}
public string GetName(int idx)
{
return godot_icall_NodePath_get_name(NodePath.GetPtr(this), idx);
}
public int GetNameCount()
{
return godot_icall_NodePath_get_name_count(NodePath.GetPtr(this));
}
public string GetSubname(int idx)
{
return godot_icall_NodePath_get_subname(NodePath.GetPtr(this), idx);
}
public int GetSubnameCount()
{
return godot_icall_NodePath_get_subname_count(NodePath.GetPtr(this));
}
public bool IsAbsolute()
{
return godot_icall_NodePath_is_absolute(NodePath.GetPtr(this));
}
public bool IsEmpty()
{
return godot_icall_NodePath_is_empty(NodePath.GetPtr(this));
}
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static IntPtr godot_icall_NodePath_Ctor(string path);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static void godot_icall_NodePath_Dtor(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_NodePath_operator_String(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static IntPtr godot_icall_NodePath_get_as_property_path(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_NodePath_get_concatenated_subnames(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_NodePath_get_name(IntPtr ptr, int arg1);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static int godot_icall_NodePath_get_name_count(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static string godot_icall_NodePath_get_subname(IntPtr ptr, int arg1);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static int godot_icall_NodePath_get_subname_count(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_NodePath_is_absolute(IntPtr ptr);
[MethodImpl(MethodImplOptions.InternalCall)]
internal extern static bool godot_icall_NodePath_is_empty(IntPtr ptr);
}
}