2023-05-23 18:02:01 +02:00
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/**************************************************************************/
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/* gdnative.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) 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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#ifndef GDNATIVE_GDNATIVE_H
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#define GDNATIVE_GDNATIVE_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#if defined(_WIN32) || defined(__ANDROID__)
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#define GDCALLINGCONV
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#define GDAPI GDCALLINGCONV
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#elif defined(__APPLE__)
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE
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#define GDCALLINGCONV __attribute__((visibility("default")))
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#define GDAPI GDCALLINGCONV
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#elif TARGET_OS_MAC
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#define GDCALLINGCONV __attribute__((sysv_abi))
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#define GDAPI GDCALLINGCONV
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#endif
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#else // !_WIN32 && !__APPLE__
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#define GDCALLINGCONV __attribute__((sysv_abi))
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#define GDAPI GDCALLINGCONV
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#endif
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// This is for libraries *using* the header, NOT GODOT EXPOSING STUFF!!
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#if !defined(GDN_EXPORT)
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#if defined(_WIN32)
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#define GDN_EXPORT __declspec(dllexport)
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#elif defined(__GNUC__)
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#define GDN_EXPORT __attribute__((visibility("default")))
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#else
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#define GDN_EXPORT
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#endif
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#endif
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#include <stdbool.h>
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#include <stdint.h>
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#define GODOT_API_VERSION 1
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////// Error
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typedef enum {
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GODOT_OK, // (0)
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GODOT_FAILED, ///< Generic fail error
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GODOT_ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable
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GODOT_ERR_UNCONFIGURED, ///< The object being used hasn't been properly set up yet
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GODOT_ERR_UNAUTHORIZED, ///< Missing credentials for requested resource
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GODOT_ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5)
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GODOT_ERR_OUT_OF_MEMORY, ///< Out of memory
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GODOT_ERR_FILE_NOT_FOUND,
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GODOT_ERR_FILE_BAD_DRIVE,
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GODOT_ERR_FILE_BAD_PATH,
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GODOT_ERR_FILE_NO_PERMISSION, // (10)
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GODOT_ERR_FILE_ALREADY_IN_USE,
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GODOT_ERR_FILE_CANT_OPEN,
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GODOT_ERR_FILE_CANT_WRITE,
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GODOT_ERR_FILE_CANT_READ,
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GODOT_ERR_FILE_UNRECOGNIZED, // (15)
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GODOT_ERR_FILE_CORRUPT,
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GODOT_ERR_FILE_MISSING_DEPENDENCIES,
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GODOT_ERR_FILE_EOF,
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GODOT_ERR_CANT_OPEN, ///< Can't open a resource/socket/file
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GODOT_ERR_CANT_CREATE, // (20)
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GODOT_ERR_QUERY_FAILED,
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GODOT_ERR_ALREADY_IN_USE,
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GODOT_ERR_LOCKED, ///< resource is locked
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GODOT_ERR_TIMEOUT,
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GODOT_ERR_CANT_CONNECT, // (25)
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GODOT_ERR_CANT_RESOLVE,
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GODOT_ERR_CONNECTION_ERROR,
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GODOT_ERR_CANT_ACQUIRE_RESOURCE,
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GODOT_ERR_CANT_FORK,
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GODOT_ERR_INVALID_DATA, ///< Data passed is invalid (30)
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GODOT_ERR_INVALID_PARAMETER, ///< Parameter passed is invalid
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GODOT_ERR_ALREADY_EXISTS, ///< When adding, item already exists
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GODOT_ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist
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GODOT_ERR_DATABASE_CANT_READ, ///< database is full
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GODOT_ERR_DATABASE_CANT_WRITE, ///< database is full (35)
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GODOT_ERR_COMPILATION_FAILED,
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GODOT_ERR_METHOD_NOT_FOUND,
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GODOT_ERR_LINK_FAILED,
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GODOT_ERR_SCRIPT_FAILED,
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GODOT_ERR_CYCLIC_LINK, // (40)
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GODOT_ERR_INVALID_DECLARATION,
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GODOT_ERR_DUPLICATE_SYMBOL,
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GODOT_ERR_PARSE_ERROR,
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GODOT_ERR_BUSY,
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GODOT_ERR_SKIP, // (45)
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GODOT_ERR_HELP, ///< user requested help!!
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GODOT_ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior.
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GODOT_ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames
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} godot_error;
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////// bool
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typedef bool godot_bool;
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#define GODOT_TRUE 1
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#define GODOT_FALSE 0
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/////// int
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typedef int godot_int;
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/////// real
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typedef float godot_real;
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/////// Object (forward declared)
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typedef void godot_object;
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/////// String
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#include <gdnative/string.h>
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/////// String name
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#include <gdnative/string_name.h>
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////// Vector2
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#include <gdnative/vector2.h>
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////// Rect2
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#include <gdnative/rect2.h>
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////// Vector3
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#include <gdnative/vector3.h>
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////// Transform2D
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#include <gdnative/transform2d.h>
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/////// Plane
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#include <gdnative/plane.h>
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2023-05-25 20:26:36 +02:00
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/////// Quaternion
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2023-05-23 18:02:01 +02:00
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2023-05-25 20:26:36 +02:00
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#include <gdnative/quaternion.h>
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2023-05-23 18:02:01 +02:00
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/////// AABB
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#include <gdnative/aabb.h>
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/////// Basis
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#include <gdnative/basis.h>
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/////// Transform
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#include <gdnative/transform.h>
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/////// Color
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#include <gdnative/color.h>
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/////// NodePath
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#include <gdnative/node_path.h>
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/////// RID
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#include <gdnative/rid.h>
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/////// Dictionary
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#include <gdnative/dictionary.h>
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/////// Array
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#include <gdnative/array.h>
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// single API file for Pool*Array
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#include <gdnative/pool_arrays.h>
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void GDAPI godot_object_destroy(godot_object *p_o);
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////// Variant
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#include <gdnative/variant.h>
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////// Singleton API
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godot_object GDAPI *godot_global_get_singleton(char *p_name); // result shouldn't be freed
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////// MethodBind API
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typedef struct {
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uint8_t _dont_touch_that[1]; // TODO
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} godot_method_bind;
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godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname);
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void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret);
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godot_variant GDAPI godot_method_bind_call(godot_method_bind *p_method_bind, godot_object *p_instance, const godot_variant **p_args, const int p_arg_count, godot_variant_call_error *p_call_error);
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////// Script API
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typedef struct godot_gdnative_api_version {
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unsigned int major;
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unsigned int minor;
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} godot_gdnative_api_version;
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typedef struct godot_gdnative_api_struct godot_gdnative_api_struct;
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struct godot_gdnative_api_struct {
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unsigned int type;
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godot_gdnative_api_version version;
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const godot_gdnative_api_struct *next;
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};
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#define GDNATIVE_VERSION_COMPATIBLE(want, have) (want.major == have.major && want.minor <= have.minor)
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typedef struct {
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godot_bool in_editor;
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uint64_t core_api_hash;
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uint64_t editor_api_hash;
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uint64_t no_api_hash;
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void (*report_version_mismatch)(const godot_object *p_library, const char *p_what, godot_gdnative_api_version p_want, godot_gdnative_api_version p_have);
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void (*report_loading_error)(const godot_object *p_library, const char *p_what);
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godot_object *gd_native_library; // pointer to GDNativeLibrary that is being initialized
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const struct godot_gdnative_core_api_struct *api_struct;
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const godot_string *active_library_path;
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} godot_gdnative_init_options;
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typedef struct {
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godot_bool in_editor;
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} godot_gdnative_terminate_options;
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// Calling convention?
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typedef godot_object *(*godot_class_constructor)();
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godot_class_constructor GDAPI godot_get_class_constructor(const char *p_classname);
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godot_dictionary GDAPI godot_get_global_constants();
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////// GDNative procedure types
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typedef void (*godot_gdnative_init_fn)(godot_gdnative_init_options *);
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typedef void (*godot_gdnative_terminate_fn)(godot_gdnative_terminate_options *);
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typedef godot_variant (*godot_gdnative_procedure_fn)(godot_array *);
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////// System Functions
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typedef godot_variant (*native_call_cb)(void *, godot_array *);
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void GDAPI godot_register_native_call_type(const char *p_call_type, native_call_cb p_callback);
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//using these will help Godot track how much memory is in use in debug mode
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void GDAPI *godot_alloc(int p_bytes);
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void GDAPI *godot_realloc(void *p_ptr, int p_bytes);
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void GDAPI godot_free(void *p_ptr);
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//print using Godot's error handler list
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void GDAPI godot_print_error(const char *p_description, const char *p_function, const char *p_file, int p_line);
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void GDAPI godot_print_warning(const char *p_description, const char *p_function, const char *p_file, int p_line);
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void GDAPI godot_print(const godot_string *p_message);
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// GDNATIVE CORE 1.0.1
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bool GDAPI godot_is_instance_valid(const godot_object *p_object);
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//tags used for safe dynamic casting
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void GDAPI *godot_get_class_tag(const godot_string_name *p_class);
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godot_object GDAPI *godot_object_cast_to(const godot_object *p_object, void *p_class_tag);
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// equivalent of GDScript's instance_from_id
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godot_object GDAPI *godot_instance_from_id(godot_int p_instance_id);
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#ifdef __cplusplus
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}
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#endif
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#endif // GDNATIVE_GDNATIVE_H
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