mono/glue/string_name_glue.h

59 lines
2.9 KiB
C

/**************************************************************************/
/* nodepath_glue.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 STRING_NAME_GLUE_H
#define STRING_NAME_GLUE_H
#ifdef MONO_GLUE_ENABLED
#include "core/string/string_name.h"
#include "../mono_gd/gd_mono_marshal.h"
StringName *godot_icall_StringName_Ctor();
StringName *godot_icall_StringName_String_Ctor(MonoString *p_path);
StringName *godot_icall_StringName_StringName_Ctor(StringName *p_path);
void godot_icall_StringName_Dtor(StringName *p_ptr);
MonoString *godot_icall_StringName_operator_String(StringName *p_np);
MonoBoolean godot_icall_StringName_operator_Equals(StringName *p_sn1, StringName *p_sn2);
// Register internal calls
void godot_register_stringname_icalls();
#endif // MONO_GLUE_ENABLED
#endif // NODEPATH_GLUE_H