b16c309f82
Happy new year to the wonderful Godot community!
59 lines
2.9 KiB
C++
59 lines
2.9 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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, bool 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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// 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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