fd55308786
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
#include "godot_node_path.h"
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#include "path_db.h"
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#include <memory.h> // why is there no <cmemory> btw?
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _node_path_api_anchor() {
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}
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#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
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// @Bug ?
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// Do I need to memnew_placement when returning strings?
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void GDAPI godot_node_path_new(godot_node_path *p_np, const godot_string *p_from) {
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NodePath *np = (NodePath *)p_np;
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String *from = (String *)p_from;
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memnew_placement_custom(np, NodePath, NodePath(*from));
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}
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godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_np, const godot_int p_idx) {
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const NodePath *np = (const NodePath *)p_np;
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godot_string str;
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String *s = (String *)&str;
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memnew_placement(s, String);
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*s = np->get_name(p_idx);
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return str;
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}
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godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_np) {
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const NodePath *np = (const NodePath *)p_np;
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return np->get_name_count();
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}
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godot_string GDAPI godot_node_path_get_property(const godot_node_path *p_np) {
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const NodePath *np = (const NodePath *)p_np;
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godot_string str;
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String *s = (String *)&str;
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memnew_placement(s, String);
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*s = np->get_property();
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return str;
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}
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godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_np, const godot_int p_idx) {
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const NodePath *np = (const NodePath *)p_np;
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godot_string str;
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String *s = (String *)&str;
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memnew_placement(s, String);
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*s = np->get_subname(p_idx);
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return str;
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}
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godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_np) {
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const NodePath *np = (const NodePath *)p_np;
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return np->get_subname_count();
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}
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godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_np) {
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const NodePath *np = (const NodePath *)p_np;
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return np->is_absolute();
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}
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godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_np) {
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const NodePath *np = (const NodePath *)p_np;
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return np->is_empty();
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}
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godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_np) {
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const NodePath *np = (const NodePath *)p_np;
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godot_string str;
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String *s = (String *)&str;
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memnew_placement(s, String);
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*s = *np;
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return str;
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}
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void GDAPI godot_node_path_destroy(godot_node_path *p_np) {
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((NodePath *)p_np)->~NodePath();
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}
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#ifdef __cplusplus
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}
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#endif
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