Removed gdnative.

This commit is contained in:
Relintai 2022-03-15 17:29:37 +01:00
parent 00b8faf3f3
commit df568215f0
116 changed files with 2 additions and 27070 deletions

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#!/usr/bin/env python
Import("env")
Import("env_modules")
env_gdnative = env_modules.Clone()
env_gdnative.add_source_files(env.modules_sources, "gdnative.cpp")
env_gdnative.add_source_files(env.modules_sources, "register_types.cpp")
env_gdnative.add_source_files(env.modules_sources, "android/*.cpp")
env_gdnative.add_source_files(env.modules_sources, "gdnative/*.cpp")
env_gdnative.add_source_files(env.modules_sources, "nativescript/*.cpp")
env_gdnative.add_source_files(env.modules_sources, "gdnative_library_singleton_editor.cpp")
env_gdnative.add_source_files(env.modules_sources, "gdnative_library_editor_plugin.cpp")
env_gdnative.Prepend(CPPPATH=["#modules/gdnative/include/"])
Export("env_gdnative")
SConscript("net/SCsub")
SConscript("arvr/SCsub")
SConscript("pluginscript/SCsub")
SConscript("videodecoder/SCsub")
from methods import get_cmdline_bool
from platform_methods import run_in_subprocess
import gdnative_builders
_, gensource = env_gdnative.CommandNoCache(
["include/gdnative_api_struct.gen.h", "gdnative_api_struct.gen.cpp"],
"gdnative_api.json",
run_in_subprocess(gdnative_builders.build_gdnative_api_struct),
)
env_gdnative.add_source_files(env.modules_sources, [gensource])
env.use_ptrcall = True
if get_cmdline_bool("gdnative_wrapper", False):
(gensource,) = env_gdnative.CommandNoCache(
"gdnative_wrapper_code.gen.cpp",
"gdnative_api.json",
run_in_subprocess(gdnative_builders.build_gdnative_wrapper_code),
)
gd_wrapper_env = env.Clone()
gd_wrapper_env.Prepend(CPPPATH=["#modules/gdnative/include/"])
if gd_wrapper_env["use_lto"]:
if not env.msvc:
gd_wrapper_env.Append(CCFLAGS=["-fno-lto"])
gd_wrapper_env.Append(LINKFLAGS=["-fno-lto"])
else:
gd_wrapper_env.Append(CCFLAGS=["/GL-"])
gd_wrapper_env.Append(LINKFLAGS=["/LTCG:OFF"])
if not env.msvc:
gd_wrapper_env.Append(CCFLAGS=["-fPIC"])
lib = gd_wrapper_env.add_library("#bin/gdnative_wrapper_code", [gensource])

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/*************************************************************************/
/* android_gdn.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "modules/gdnative/gdnative.h"
// Code by Paritosh97 with minor tweaks by Mux213
// These entry points are only for the android platform and are simple stubs in all others.
#ifdef __ANDROID__
#include "platform/android/java_godot_wrapper.h"
#include "platform/android/os_android.h"
#include "platform/android/thread_jandroid.h"
#else
#define JNIEnv void
#define jobject void *
#endif
#ifdef __cplusplus
extern "C" {
#endif
JNIEnv *GDAPI godot_android_get_env() {
#ifdef __ANDROID__
return get_jni_env();
#else
return nullptr;
#endif
}
jobject GDAPI godot_android_get_activity() {
#ifdef __ANDROID__
OS_Android *os_android = (OS_Android *)OS::get_singleton();
return os_android->get_godot_java()->get_activity();
#else
return nullptr;
#endif
}
jobject GDAPI godot_android_get_surface() {
#ifdef __ANDROID__
OS_Android *os_android = (OS_Android *)OS::get_singleton();
return os_android->get_godot_java()->get_surface();
#else
return nullptr;
#endif
}
bool GDAPI godot_android_is_activity_resumed() {
#ifdef __ANDROID__
OS_Android *os_android = (OS_Android *)OS::get_singleton();
return os_android->get_godot_java()->is_activity_resumed();
#else
return false;
#endif
}
#ifdef __cplusplus
}
#endif

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#!/usr/bin/env python
Import("env")
Import("env_gdnative")
env_gdnative.add_source_files(env.modules_sources, "*.cpp")

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/*************************************************************************/
/* arvr_interface_gdnative.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "arvr_interface_gdnative.h"
#include "main/input_default.h"
#include "servers/arvr/arvr_positional_tracker.h"
#include "servers/visual/visual_server_globals.h"
void ARVRInterfaceGDNative::_bind_methods() {
ADD_PROPERTY_DEFAULT("interface_is_initialized", false);
ADD_PROPERTY_DEFAULT("ar_is_anchor_detection_enabled", false);
}
ARVRInterfaceGDNative::ARVRInterfaceGDNative() {
print_verbose("Construct gdnative interface\n");
// we won't have our data pointer until our library gets set
data = nullptr;
interface = nullptr;
}
ARVRInterfaceGDNative::~ARVRInterfaceGDNative() {
print_verbose("Destruct gdnative interface\n");
if (interface != nullptr && is_initialized()) {
uninitialize();
};
// cleanup after ourselves
cleanup();
}
void ARVRInterfaceGDNative::cleanup() {
if (interface != nullptr) {
interface->destructor(data);
data = nullptr;
interface = nullptr;
}
}
void ARVRInterfaceGDNative::set_interface(const godot_arvr_interface_gdnative *p_interface) {
// this should only be called once, just being paranoid..
if (interface) {
cleanup();
}
// bind to our interface
interface = p_interface;
// Now we do our constructing...
data = interface->constructor((godot_object *)this);
}
StringName ARVRInterfaceGDNative::get_name() const {
ERR_FAIL_COND_V(interface == nullptr, StringName());
godot_string result = interface->get_name(data);
StringName name = *(String *)&result;
godot_string_destroy(&result);
return name;
}
int ARVRInterfaceGDNative::get_capabilities() const {
int capabilities;
ERR_FAIL_COND_V(interface == nullptr, 0); // 0 = None
capabilities = interface->get_capabilities(data);
return capabilities;
}
bool ARVRInterfaceGDNative::get_anchor_detection_is_enabled() const {
ERR_FAIL_COND_V(interface == nullptr, false);
return interface->get_anchor_detection_is_enabled(data);
}
void ARVRInterfaceGDNative::set_anchor_detection_is_enabled(bool p_enable) {
ERR_FAIL_COND(interface == nullptr);
interface->set_anchor_detection_is_enabled(data, p_enable);
}
int ARVRInterfaceGDNative::get_camera_feed_id() {
ERR_FAIL_COND_V(interface == nullptr, 0);
if ((interface->version.major > 1) || ((interface->version.major) == 1 && (interface->version.minor >= 1))) {
return (unsigned int)interface->get_camera_feed_id(data);
} else {
return 0;
}
}
bool ARVRInterfaceGDNative::is_stereo() {
bool stereo;
ERR_FAIL_COND_V(interface == nullptr, false);
stereo = interface->is_stereo(data);
return stereo;
}
bool ARVRInterfaceGDNative::is_initialized() const {
ERR_FAIL_COND_V(interface == nullptr, false);
return interface->is_initialized(data);
}
bool ARVRInterfaceGDNative::initialize() {
ERR_FAIL_COND_V(interface == nullptr, false);
bool initialized = interface->initialize(data);
if (initialized) {
// if we successfully initialize our interface and we don't have a primary interface yet, this becomes our primary interface
ARVRServer *arvr_server = ARVRServer::get_singleton();
if ((arvr_server != nullptr) && (arvr_server->get_primary_interface() == nullptr)) {
arvr_server->set_primary_interface(this);
};
};
return initialized;
}
void ARVRInterfaceGDNative::uninitialize() {
ERR_FAIL_COND(interface == nullptr);
ARVRServer *arvr_server = ARVRServer::get_singleton();
if (arvr_server != nullptr) {
// Whatever happens, make sure this is no longer our primary interface
arvr_server->clear_primary_interface_if(this);
}
interface->uninitialize(data);
}
Size2 ARVRInterfaceGDNative::get_render_targetsize() {
ERR_FAIL_COND_V(interface == nullptr, Size2());
godot_vector2 result = interface->get_render_targetsize(data);
Vector2 *vec = (Vector2 *)&result;
return *vec;
}
Transform ARVRInterfaceGDNative::get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) {
Transform *ret;
ERR_FAIL_COND_V(interface == nullptr, Transform());
godot_transform t = interface->get_transform_for_eye(data, (int)p_eye, (godot_transform *)&p_cam_transform);
ret = (Transform *)&t;
return *ret;
}
CameraMatrix ARVRInterfaceGDNative::get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
CameraMatrix cm;
ERR_FAIL_COND_V(interface == nullptr, CameraMatrix());
interface->fill_projection_for_eye(data, (godot_real *)cm.matrix, (godot_int)p_eye, p_aspect, p_z_near, p_z_far);
return cm;
}
unsigned int ARVRInterfaceGDNative::get_external_texture_for_eye(ARVRInterface::Eyes p_eye) {
ERR_FAIL_COND_V(interface == nullptr, 0);
if ((interface->version.major > 1) || ((interface->version.major) == 1 && (interface->version.minor >= 1))) {
return (unsigned int)interface->get_external_texture_for_eye(data, (godot_int)p_eye);
} else {
return 0;
}
}
unsigned int ARVRInterfaceGDNative::get_external_depth_for_eye(ARVRInterface::Eyes p_eye) {
ERR_FAIL_COND_V(interface == nullptr, 0);
if ((interface->version.major > 1) || ((interface->version.major) == 1 && (interface->version.minor >= 2))) {
return (unsigned int)interface->get_external_depth_for_eye(data, (godot_int)p_eye);
} else {
return 0;
}
}
void ARVRInterfaceGDNative::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) {
ERR_FAIL_COND(interface == nullptr);
interface->commit_for_eye(data, (godot_int)p_eye, (godot_rid *)&p_render_target, (godot_rect2 *)&p_screen_rect);
}
void ARVRInterfaceGDNative::process() {
ERR_FAIL_COND(interface == nullptr);
interface->process(data);
}
void ARVRInterfaceGDNative::notification(int p_what) {
ERR_FAIL_COND(interface == nullptr);
// this is only available in interfaces that implement 1.1 or later
if ((interface->version.major > 1) || ((interface->version.major == 1) && (interface->version.minor > 0))) {
interface->notification(data, p_what);
}
}
/////////////////////////////////////////////////////////////////////////////////////
// some helper callbacks
extern "C" {
void GDAPI godot_arvr_register_interface(const godot_arvr_interface_gdnative *p_interface) {
// If our major version is 0 or bigger then 10, we're likely looking at our constructor pointer from an older plugin
ERR_FAIL_COND_MSG((p_interface->version.major == 0) || (p_interface->version.major > 10), "GDNative ARVR interfaces build for Godot 3.0 are not supported.");
Ref<ARVRInterfaceGDNative> new_interface;
new_interface.instance();
new_interface->set_interface((const godot_arvr_interface_gdnative *)p_interface);
ARVRServer::get_singleton()->add_interface(new_interface);
}
godot_real GDAPI godot_arvr_get_worldscale() {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL_V(arvr_server, 1.0);
return arvr_server->get_world_scale();
}
godot_transform GDAPI godot_arvr_get_reference_frame() {
godot_transform reference_frame;
Transform *reference_frame_ptr = (Transform *)&reference_frame;
ARVRServer *arvr_server = ARVRServer::get_singleton();
if (arvr_server != nullptr) {
*reference_frame_ptr = arvr_server->get_reference_frame();
} else {
godot_transform_new_identity(&reference_frame);
}
return reference_frame;
}
void GDAPI godot_arvr_blit(godot_int p_eye, godot_rid *p_render_target, godot_rect2 *p_rect) {
// blits out our texture as is, handy for preview display of one of the eyes that is already rendered with lens distortion on an external HMD
ARVRInterface::Eyes eye = (ARVRInterface::Eyes)p_eye;
RID *render_target = (RID *)p_render_target;
Rect2 screen_rect = *(Rect2 *)p_rect;
if (eye == ARVRInterface::EYE_LEFT) {
screen_rect.size.x /= 2.0;
} else if (p_eye == ARVRInterface::EYE_RIGHT) {
screen_rect.size.x /= 2.0;
screen_rect.position.x += screen_rect.size.x;
}
VSG::rasterizer->set_current_render_target(RID());
VSG::rasterizer->blit_render_target_to_screen(*render_target, screen_rect, 0);
}
godot_int GDAPI godot_arvr_get_texid(godot_rid *p_render_target) {
// In order to send off our textures to display on our hardware we need the opengl texture ID instead of the render target RID
// This is a handy function to expose that.
RID *render_target = (RID *)p_render_target;
RID eye_texture = VSG::storage->render_target_get_texture(*render_target);
uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
return texid;
}
godot_int GDAPI godot_arvr_add_controller(char *p_device_name, godot_int p_hand, godot_bool p_tracks_orientation, godot_bool p_tracks_position) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL_V(arvr_server, 0);
InputDefault *input = (InputDefault *)Input::get_singleton();
ERR_FAIL_NULL_V(input, 0);
Ref<ARVRPositionalTracker> new_tracker;
new_tracker.instance();
new_tracker->set_name(p_device_name);
new_tracker->set_type(ARVRServer::TRACKER_CONTROLLER);
if (p_hand == 1) {
new_tracker->set_hand(ARVRPositionalTracker::TRACKER_LEFT_HAND);
} else if (p_hand == 2) {
new_tracker->set_hand(ARVRPositionalTracker::TRACKER_RIGHT_HAND);
}
// also register as joystick...
int joyid = input->get_unused_joy_id();
if (joyid != -1) {
new_tracker->set_joy_id(joyid);
input->joy_connection_changed(joyid, true, p_device_name, "");
}
if (p_tracks_orientation) {
Basis orientation;
new_tracker->set_orientation(orientation);
}
if (p_tracks_position) {
Vector3 position;
new_tracker->set_position(position);
}
// add our tracker to our server and remember its pointer
arvr_server->add_tracker(new_tracker);
// note, this ID is only unique within controllers!
return new_tracker->get_tracker_id();
}
void GDAPI godot_arvr_remove_controller(godot_int p_controller_id) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL(arvr_server);
InputDefault *input = (InputDefault *)Input::get_singleton();
ERR_FAIL_NULL(input);
Ref<ARVRPositionalTracker> remove_tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (remove_tracker.is_valid()) {
// unset our joystick if applicable
int joyid = remove_tracker->get_joy_id();
if (joyid != -1) {
input->joy_connection_changed(joyid, false, "", "");
remove_tracker->set_joy_id(-1);
}
// remove our tracker from our server
arvr_server->remove_tracker(remove_tracker);
remove_tracker.unref();
}
}
void GDAPI godot_arvr_set_controller_transform(godot_int p_controller_id, godot_transform *p_transform, godot_bool p_tracks_orientation, godot_bool p_tracks_position) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL(arvr_server);
Ref<ARVRPositionalTracker> tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (tracker.is_valid()) {
Transform *transform = (Transform *)p_transform;
if (p_tracks_orientation) {
tracker->set_orientation(transform->basis);
}
if (p_tracks_position) {
tracker->set_rw_position(transform->origin);
}
}
}
void GDAPI godot_arvr_set_controller_button(godot_int p_controller_id, godot_int p_button, godot_bool p_is_pressed) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL(arvr_server);
InputDefault *input = (InputDefault *)Input::get_singleton();
ERR_FAIL_NULL(input);
Ref<ARVRPositionalTracker> tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (tracker.is_valid()) {
int joyid = tracker->get_joy_id();
if (joyid != -1) {
input->joy_button(joyid, p_button, p_is_pressed);
}
}
}
void GDAPI godot_arvr_set_controller_axis(godot_int p_controller_id, godot_int p_axis, godot_real p_value, godot_bool p_can_be_negative) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL(arvr_server);
InputDefault *input = (InputDefault *)Input::get_singleton();
ERR_FAIL_NULL(input);
Ref<ARVRPositionalTracker> tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (tracker.is_valid()) {
int joyid = tracker->get_joy_id();
if (joyid != -1) {
float value = p_value;
if (!p_can_be_negative) {
// Convert to a value between -1.0f and 1.0f.
value = p_value * 2.0f - 1.0f;
}
input->joy_axis(joyid, p_axis, value);
}
}
}
godot_real GDAPI godot_arvr_get_controller_rumble(godot_int p_controller_id) {
ARVRServer *arvr_server = ARVRServer::get_singleton();
ERR_FAIL_NULL_V(arvr_server, 0.0);
Ref<ARVRPositionalTracker> tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, p_controller_id);
if (tracker.is_valid()) {
return tracker->get_rumble();
}
return 0.0;
}
void GDAPI godot_arvr_set_interface(godot_object *p_arvr_interface, const godot_arvr_interface_gdnative *p_gdn_interface) {
// If our major version is 0 or bigger then 10, we're likely looking at our constructor pointer from an older plugin
ERR_FAIL_COND_MSG((p_gdn_interface->version.major == 0) || (p_gdn_interface->version.major > 10), "GDNative ARVR interfaces build for Godot 3.0 are not supported.");
ARVRInterfaceGDNative *interface = (ARVRInterfaceGDNative *)p_arvr_interface;
interface->set_interface((const godot_arvr_interface_gdnative *)p_gdn_interface);
}
godot_int GDAPI godot_arvr_get_depthid(godot_rid *p_render_target) {
// We also need to access our depth texture for reprojection.
RID *render_target = (RID *)p_render_target;
uint32_t texid = VSG::storage->render_target_get_depth_texture_id(*render_target);
return texid;
}
}

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/*************************************************************************/
/* arvr_interface_gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 ARVR_INTERFACE_GDNATIVE_H
#define ARVR_INTERFACE_GDNATIVE_H
#include "modules/gdnative/gdnative.h"
#include "servers/arvr/arvr_interface.h"
/**
@authors Hinsbart & Karroffel & Mux213
This subclass of our AR/VR interface forms a bridge to GDNative.
*/
class ARVRInterfaceGDNative : public ARVRInterface {
GDCLASS(ARVRInterfaceGDNative, ARVRInterface);
void cleanup();
protected:
const godot_arvr_interface_gdnative *interface;
void *data;
static void _bind_methods();
public:
/** general interface information **/
ARVRInterfaceGDNative();
~ARVRInterfaceGDNative();
void set_interface(const godot_arvr_interface_gdnative *p_interface);
virtual StringName get_name() const;
virtual int get_capabilities() const;
virtual bool is_initialized() const;
virtual bool initialize();
virtual void uninitialize();
/** specific to AR **/
virtual bool get_anchor_detection_is_enabled() const;
virtual void set_anchor_detection_is_enabled(bool p_enable);
virtual int get_camera_feed_id();
/** rendering and internal **/
virtual Size2 get_render_targetsize();
virtual bool is_stereo();
virtual Transform get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform);
// and a CameraMatrix version to ARVRServer
virtual CameraMatrix get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far);
virtual unsigned int get_external_texture_for_eye(ARVRInterface::Eyes p_eye);
virtual unsigned int get_external_depth_for_eye(ARVRInterface::Eyes p_eye);
virtual void commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect);
virtual void process();
virtual void notification(int p_what);
};
#endif // ARVR_INTERFACE_GDNATIVE_H

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/*************************************************************************/
/* register_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "register_types.h"
#include "arvr_interface_gdnative.h"
void register_arvr_types() {
ClassDB::register_class<ARVRInterfaceGDNative>();
}
void unregister_arvr_types() {
}

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@ -1,37 +0,0 @@
/*************************************************************************/
/* register_types.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 ARVR_REGISTER_TYPES_H
#define ARVR_REGISTER_TYPES_H
void register_arvr_types();
void unregister_arvr_types();
#endif // ARVR_REGISTER_TYPES_H

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@ -1,26 +0,0 @@
def can_build(env, platform):
return True
def configure(env):
env.use_ptrcall = True
def get_doc_classes():
return [
"ARVRInterfaceGDNative",
"GDNative",
"GDNativeLibrary",
"MultiplayerPeerGDNative",
"NativeScript",
"PacketPeerGDNative",
"PluginScript",
"StreamPeerGDNative",
"VideoStreamGDNative",
"WebRTCPeerConnectionGDNative",
"WebRTCDataChannelGDNative",
]
def get_doc_path():
return "doc_classes"

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ARVRInterfaceGDNative" inherits="ARVRInterface" version="3.5">
<brief_description>
GDNative wrapper for an ARVR interface.
</brief_description>
<description>
This is a wrapper class for GDNative implementations of the ARVR interface. To use a GDNative ARVR interface, simply instantiate this object and set your GDNative library containing the ARVR interface implementation.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,35 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GDNative" inherits="Reference" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="call_native">
<return type="Variant" />
<argument index="0" name="calling_type" type="String" />
<argument index="1" name="procedure_name" type="String" />
<argument index="2" name="arguments" type="Array" />
<description>
</description>
</method>
<method name="initialize">
<return type="bool" />
<description>
</description>
</method>
<method name="terminate">
<return type="bool" />
<description>
</description>
</method>
</methods>
<members>
<member name="library" type="GDNativeLibrary" setter="set_library" getter="get_library">
</member>
</members>
<constants>
</constants>
</class>

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@ -1,50 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GDNativeLibrary" inherits="Resource" version="3.5">
<brief_description>
An external library containing functions or script classes to use in Godot.
</brief_description>
<description>
A GDNative library can implement [NativeScript]s, global functions to call with the [GDNative] class, or low-level engine extensions through interfaces such as [ARVRInterfaceGDNative]. The library must be compiled for each platform and architecture that the project will run on.
</description>
<tutorials>
<link>$DOCS_URL/tutorials/scripting/gdnative/gdnative_c_example.html</link>
<link>$DOCS_URL/tutorials/scripting/gdnative/gdnative_cpp_example.html</link>
</tutorials>
<methods>
<method name="get_current_dependencies" qualifiers="const">
<return type="PoolStringArray" />
<description>
Returns paths to all dependency libraries for the current platform and architecture.
</description>
</method>
<method name="get_current_library_path" qualifiers="const">
<return type="String" />
<description>
Returns the path to the dynamic library file for the current platform and architecture.
</description>
</method>
</methods>
<members>
<member name="config_file" type="ConfigFile" setter="set_config_file" getter="get_config_file">
This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] files.
</member>
<member name="load_once" type="bool" setter="set_load_once" getter="should_load_once" default="true">
If [code]true[/code], Godot loads only one copy of the library and each script that references the library will share static data like static or global variables.
If [code]false[/code], Godot loads a separate copy of the library into memory for each script that references it.
</member>
<member name="reloadable" type="bool" setter="set_reloadable" getter="is_reloadable" default="true">
If [code]true[/code], the editor will temporarily unload the library whenever the user switches away from the editor window, allowing the user to recompile the library without restarting Godot.
[b]Note:[/b] If the library defines tool scripts that run inside the editor, [code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor will attempt to unload the tool scripts while they're in use and crash.
</member>
<member name="singleton" type="bool" setter="set_singleton" getter="is_singleton" default="false">
If [code]true[/code], Godot loads the library at startup rather than the first time a script uses the library, calling [code]{prefix}gdnative_singleton[/code] after initializing the library (where [code]{prefix}[/code] is the value of [member symbol_prefix]). The library remains loaded as long as Godot is running.
[b]Note:[/b] A singleton library cannot be [member reloadable].
</member>
<member name="symbol_prefix" type="String" setter="set_symbol_prefix" getter="get_symbol_prefix" default="&quot;godot_&quot;">
The prefix this library's entry point functions begin with. For example, a GDNativeLibrary would declare its [code]gdnative_init[/code] function as [code]godot_gdnative_init[/code] by default.
On platforms that require statically linking libraries (currently only iOS), each library must have a different [code]symbol_prefix[/code].
</member>
</members>
<constants>
</constants>
</class>

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="MultiplayerPeerGDNative" inherits="NetworkedMultiplayerPeer" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,57 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NativeScript" inherits="Script" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_class_documentation" qualifiers="const">
<return type="String" />
<description>
Returns the documentation string that was previously set with [code]godot_nativescript_set_class_documentation[/code].
</description>
</method>
<method name="get_method_documentation" qualifiers="const">
<return type="String" />
<argument index="0" name="method" type="String" />
<description>
Returns the documentation string that was previously set with [code]godot_nativescript_set_method_documentation[/code].
</description>
</method>
<method name="get_property_documentation" qualifiers="const">
<return type="String" />
<argument index="0" name="path" type="String" />
<description>
Returns the documentation string that was previously set with [code]godot_nativescript_set_property_documentation[/code].
</description>
</method>
<method name="get_signal_documentation" qualifiers="const">
<return type="String" />
<argument index="0" name="signal_name" type="String" />
<description>
Returns the documentation string that was previously set with [code]godot_nativescript_set_signal_documentation[/code].
</description>
</method>
<method name="new" qualifiers="vararg">
<return type="Variant" />
<description>
Constructs a new object of the base type with a script of this type already attached.
[b]Note:[/b] Any arguments passed to this function will be ignored and not passed to the native constructor function. This will change with in a future API extension.
</description>
</method>
</methods>
<members>
<member name="class_name" type="String" setter="set_class_name" getter="get_class_name" default="&quot;&quot;">
</member>
<member name="library" type="GDNativeLibrary" setter="set_library" getter="get_library">
</member>
<member name="script_class_icon_path" type="String" setter="set_script_class_icon_path" getter="get_script_class_icon_path" default="&quot;&quot;">
</member>
<member name="script_class_name" type="String" setter="set_script_class_name" getter="get_script_class_name" default="&quot;&quot;">
</member>
</members>
<constants>
</constants>
</class>

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PacketPeerGDNative" inherits="PacketPeer" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,19 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PluginScript" inherits="Script" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="new" qualifiers="vararg">
<return type="Variant" />
<description>
Returns a new instance of the script.
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="StreamPeerGDNative" inherits="StreamPeer" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,29 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VideoStreamGDNative" inherits="VideoStream" version="3.5">
<brief_description>
[VideoStream] resource for for video formats implemented via GDNative.
</brief_description>
<description>
[VideoStream] resource for for video formats implemented via GDNative.
It can be used via [url=https://github.com/KidRigger/godot-videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg.org]FFmpeg[/url] library.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_file">
<return type="String" />
<description>
Returns the video file handled by this [VideoStreamGDNative].
</description>
</method>
<method name="set_file">
<return type="void" />
<argument index="0" name="file" type="String" />
<description>
Sets the video file that this [VideoStreamGDNative] resource handles. The supported extensions depend on the GDNative plugins used to expose video formats.
</description>
</method>
</methods>
<constants>
</constants>
</class>

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebRTCDataChannelGDNative" inherits="WebRTCDataChannel" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="WebRTCPeerConnectionGDNative" inherits="WebRTCPeerConnection" version="3.5">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,581 +0,0 @@
/*************************************************************************/
/* gdnative.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative.h"
#include "core/global_constants.h"
#include "core/io/file_access_encrypted.h"
#include "core/os/dir_access.h"
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "scene/main/scene_tree.h"
static const String init_symbol = "gdnative_init";
static const String terminate_symbol = "gdnative_terminate";
static const String default_symbol_prefix = "godot_";
static const bool default_singleton = false;
static const bool default_load_once = true;
static const bool default_reloadable = true;
// Defined in gdnative_api_struct.gen.cpp
extern const godot_gdnative_core_api_struct api_struct;
Map<String, Vector<Ref<GDNative>>> GDNativeLibrary::loaded_libraries;
GDNativeLibrary::GDNativeLibrary() {
config_file.instance();
symbol_prefix = default_symbol_prefix;
load_once = default_load_once;
singleton = default_singleton;
reloadable = default_reloadable;
}
GDNativeLibrary::~GDNativeLibrary() {
}
bool GDNativeLibrary::_set(const StringName &p_name, const Variant &p_property) {
String name = p_name;
if (name.begins_with("entry/")) {
String key = name.substr(6, name.length() - 6);
config_file->set_value("entry", key, p_property);
set_config_file(config_file);
return true;
}
if (name.begins_with("dependency/")) {
String key = name.substr(11, name.length() - 11);
config_file->set_value("dependencies", key, p_property);
set_config_file(config_file);
return true;
}
return false;
}
bool GDNativeLibrary::_get(const StringName &p_name, Variant &r_property) const {
String name = p_name;
if (name.begins_with("entry/")) {
String key = name.substr(6, name.length() - 6);
r_property = config_file->get_value("entry", key);
return true;
}
if (name.begins_with("dependency/")) {
String key = name.substr(11, name.length() - 11);
r_property = config_file->get_value("dependencies", key);
return true;
}
return false;
}
void GDNativeLibrary::_get_property_list(List<PropertyInfo> *p_list) const {
// set entries
List<String> entry_key_list;
if (config_file->has_section("entry")) {
config_file->get_section_keys("entry", &entry_key_list);
}
for (List<String>::Element *E = entry_key_list.front(); E; E = E->next()) {
String key = E->get();
PropertyInfo prop;
prop.type = Variant::STRING;
prop.name = "entry/" + key;
p_list->push_back(prop);
}
// set dependencies
List<String> dependency_key_list;
if (config_file->has_section("dependencies")) {
config_file->get_section_keys("dependencies", &dependency_key_list);
}
for (List<String>::Element *E = dependency_key_list.front(); E; E = E->next()) {
String key = E->get();
PropertyInfo prop;
prop.type = Variant::STRING;
prop.name = "dependency/" + key;
p_list->push_back(prop);
}
}
void GDNativeLibrary::set_config_file(Ref<ConfigFile> p_config_file) {
ERR_FAIL_COND(p_config_file.is_null());
set_singleton(p_config_file->get_value("general", "singleton", default_singleton));
set_load_once(p_config_file->get_value("general", "load_once", default_load_once));
set_symbol_prefix(p_config_file->get_value("general", "symbol_prefix", default_symbol_prefix));
set_reloadable(p_config_file->get_value("general", "reloadable", default_reloadable));
String entry_lib_path;
{
List<String> entry_keys;
if (p_config_file->has_section("entry")) {
p_config_file->get_section_keys("entry", &entry_keys);
}
for (List<String>::Element *E = entry_keys.front(); E; E = E->next()) {
String key = E->get();
Vector<String> tags = key.split(".");
bool skip = false;
for (int i = 0; i < tags.size(); i++) {
bool has_feature = OS::get_singleton()->has_feature(tags[i]);
if (!has_feature) {
skip = true;
break;
}
}
if (skip) {
continue;
}
entry_lib_path = p_config_file->get_value("entry", key);
break;
}
}
Vector<String> dependency_paths;
{
List<String> dependency_keys;
if (p_config_file->has_section("dependencies")) {
p_config_file->get_section_keys("dependencies", &dependency_keys);
}
for (List<String>::Element *E = dependency_keys.front(); E; E = E->next()) {
String key = E->get();
Vector<String> tags = key.split(".");
bool skip = false;
for (int i = 0; i < tags.size(); i++) {
bool has_feature = OS::get_singleton()->has_feature(tags[i]);
if (!has_feature) {
skip = true;
break;
}
}
if (skip) {
continue;
}
dependency_paths = p_config_file->get_value("dependencies", key);
break;
}
}
current_library_path = entry_lib_path;
current_dependencies = dependency_paths;
}
void GDNativeLibrary::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_config_file"), &GDNativeLibrary::get_config_file);
ClassDB::bind_method(D_METHOD("set_config_file", "config_file"), &GDNativeLibrary::set_config_file);
ClassDB::bind_method(D_METHOD("get_current_library_path"), &GDNativeLibrary::get_current_library_path);
ClassDB::bind_method(D_METHOD("get_current_dependencies"), &GDNativeLibrary::get_current_dependencies);
ClassDB::bind_method(D_METHOD("should_load_once"), &GDNativeLibrary::should_load_once);
ClassDB::bind_method(D_METHOD("is_singleton"), &GDNativeLibrary::is_singleton);
ClassDB::bind_method(D_METHOD("get_symbol_prefix"), &GDNativeLibrary::get_symbol_prefix);
ClassDB::bind_method(D_METHOD("is_reloadable"), &GDNativeLibrary::is_reloadable);
ClassDB::bind_method(D_METHOD("set_load_once", "load_once"), &GDNativeLibrary::set_load_once);
ClassDB::bind_method(D_METHOD("set_singleton", "singleton"), &GDNativeLibrary::set_singleton);
ClassDB::bind_method(D_METHOD("set_symbol_prefix", "symbol_prefix"), &GDNativeLibrary::set_symbol_prefix);
ClassDB::bind_method(D_METHOD("set_reloadable", "reloadable"), &GDNativeLibrary::set_reloadable);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "config_file", PROPERTY_HINT_RESOURCE_TYPE, "ConfigFile", 0), "set_config_file", "get_config_file");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "load_once"), "set_load_once", "should_load_once");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "singleton"), "set_singleton", "is_singleton");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "symbol_prefix"), "set_symbol_prefix", "get_symbol_prefix");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reloadable"), "set_reloadable", "is_reloadable");
}
GDNative::GDNative() {
native_handle = nullptr;
initialized = false;
}
GDNative::~GDNative() {
}
void GDNative::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_library", "library"), &GDNative::set_library);
ClassDB::bind_method(D_METHOD("get_library"), &GDNative::get_library);
ClassDB::bind_method(D_METHOD("initialize"), &GDNative::initialize);
ClassDB::bind_method(D_METHOD("terminate"), &GDNative::terminate);
ClassDB::bind_method(D_METHOD("call_native", "calling_type", "procedure_name", "arguments"), &GDNative::call_native);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "GDNativeLibrary"), "set_library", "get_library");
}
void GDNative::set_library(Ref<GDNativeLibrary> p_library) {
ERR_FAIL_COND_MSG(library.is_valid(), "Tried to change library of GDNative when it is already set.");
library = p_library;
}
Ref<GDNativeLibrary> GDNative::get_library() const {
return library;
}
extern "C" void _gdnative_report_version_mismatch(const godot_object *p_library, const char *p_ext, godot_gdnative_api_version p_want, godot_gdnative_api_version p_have);
extern "C" void _gdnative_report_loading_error(const godot_object *p_library, const char *p_what);
bool GDNative::initialize() {
if (library.is_null()) {
ERR_PRINT("No library set, can't initialize GDNative object");
return false;
}
String lib_path = library->get_current_library_path();
if (lib_path.empty()) {
ERR_PRINT("No library set for this platform");
return false;
}
#ifdef IPHONE_ENABLED
// On iOS we use static linking by default.
String path = "";
// On iOS dylibs is not allowed, but can be replaced with .framework or .xcframework.
// If they are used, we can run dlopen on them.
// They should be located under Frameworks directory, so we need to replace library path.
if (!lib_path.ends_with(".a")) {
path = ProjectSettings::get_singleton()->globalize_path(lib_path);
if (!FileAccess::exists(path)) {
String lib_name = lib_path.get_basename().get_file();
String framework_path_format = "Frameworks/$name.framework/$name";
Dictionary format_dict;
format_dict["name"] = lib_name;
String framework_path = framework_path_format.format(format_dict, "$_");
path = OS::get_singleton()->get_executable_path().get_base_dir().plus_file(framework_path);
}
}
#elif defined(ANDROID_ENABLED)
// On Android dynamic libraries are located separately from resource assets,
// we should pass library name to dlopen(). The library name is flattened
// during export.
String path = lib_path.get_file();
#elif defined(UWP_ENABLED)
// On UWP we use a relative path from the app
String path = lib_path.replace("res://", "");
#elif defined(OSX_ENABLED)
// On OSX the exported libraries are located under the Frameworks directory.
// So we need to replace the library path.
String path = ProjectSettings::get_singleton()->globalize_path(lib_path);
DirAccess *da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
if (!da->file_exists(path) && !da->dir_exists(path)) {
path = OS::get_singleton()->get_executable_path().get_base_dir().plus_file("../Frameworks").plus_file(lib_path.get_file());
}
if (da->dir_exists(path)) { // Target library is a ".framework", add library base name to the path.
path = path.plus_file(path.get_file().get_basename());
}
memdelete(da);
#else
String path = ProjectSettings::get_singleton()->globalize_path(lib_path);
#endif
if (library->should_load_once()) {
if (GDNativeLibrary::loaded_libraries.has(lib_path)) {
// already loaded. Don't load again.
// copy some of the stuff instead
this->native_handle = GDNativeLibrary::loaded_libraries[lib_path][0]->native_handle;
initialized = true;
return true;
}
}
Error err = OS::get_singleton()->open_dynamic_library(path, native_handle, true);
if (err != OK) {
return false;
}
void *library_init;
// we cheat here a little bit. you saw nothing
initialized = true;
err = get_symbol(library->get_symbol_prefix() + init_symbol, library_init, false);
initialized = false;
if (err || !library_init) {
OS::get_singleton()->close_dynamic_library(native_handle);
native_handle = nullptr;
ERR_PRINT("Failed to obtain " + library->get_symbol_prefix() + "gdnative_init symbol");
return false;
}
godot_gdnative_init_fn library_init_fpointer;
library_init_fpointer = (godot_gdnative_init_fn)library_init;
static uint64_t core_api_hash = 0;
static uint64_t editor_api_hash = 0;
static uint64_t no_api_hash = 0;
if (!(core_api_hash || editor_api_hash || no_api_hash)) {
core_api_hash = ClassDB::get_api_hash(ClassDB::API_CORE);
editor_api_hash = ClassDB::get_api_hash(ClassDB::API_EDITOR);
no_api_hash = ClassDB::get_api_hash(ClassDB::API_NONE);
}
godot_gdnative_init_options options;
options.api_struct = &api_struct;
options.in_editor = Engine::get_singleton()->is_editor_hint();
options.core_api_hash = core_api_hash;
options.editor_api_hash = editor_api_hash;
options.no_api_hash = no_api_hash;
options.report_version_mismatch = &_gdnative_report_version_mismatch;
options.report_loading_error = &_gdnative_report_loading_error;
options.gd_native_library = (godot_object *)(get_library().ptr());
options.active_library_path = (godot_string *)&path;
library_init_fpointer(&options);
initialized = true;
if (library->should_load_once() && !GDNativeLibrary::loaded_libraries.has(lib_path)) {
Vector<Ref<GDNative>> gdnatives;
gdnatives.resize(1);
gdnatives.write[0] = Ref<GDNative>(this);
GDNativeLibrary::loaded_libraries.insert(lib_path, gdnatives);
}
return true;
}
bool GDNative::terminate() {
if (!initialized) {
ERR_PRINT("No valid library handle, can't terminate GDNative object");
return false;
}
if (library->should_load_once()) {
Vector<Ref<GDNative>> *gdnatives = &GDNativeLibrary::loaded_libraries[library->get_current_library_path()];
if (gdnatives->size() > 1) {
// there are other GDNative's still using this library, so we actually don't terminate
gdnatives->erase(Ref<GDNative>(this));
initialized = false;
return true;
} else if (gdnatives->size() == 1) {
// we're the last one, terminate!
gdnatives->clear();
// whew this looks scary, but all it does is remove the entry completely
GDNativeLibrary::loaded_libraries.erase(GDNativeLibrary::loaded_libraries.find(library->get_current_library_path()));
}
}
void *library_terminate;
Error error = get_symbol(library->get_symbol_prefix() + terminate_symbol, library_terminate);
if (error || !library_terminate) {
OS::get_singleton()->close_dynamic_library(native_handle);
native_handle = nullptr;
initialized = false;
return true;
}
godot_gdnative_terminate_fn library_terminate_pointer;
library_terminate_pointer = (godot_gdnative_terminate_fn)library_terminate;
godot_gdnative_terminate_options options;
options.in_editor = Engine::get_singleton()->is_editor_hint();
library_terminate_pointer(&options);
initialized = false;
// GDNativeScriptLanguage::get_singleton()->initialized_libraries.erase(p_native_lib->path);
OS::get_singleton()->close_dynamic_library(native_handle);
native_handle = nullptr;
return true;
}
bool GDNative::is_initialized() const {
return initialized;
}
void GDNativeCallRegistry::register_native_call_type(StringName p_call_type, native_call_cb p_callback) {
native_calls.insert(p_call_type, p_callback);
}
Vector<StringName> GDNativeCallRegistry::get_native_call_types() {
Vector<StringName> call_types;
call_types.resize(native_calls.size());
size_t idx = 0;
for (Map<StringName, native_call_cb>::Element *E = native_calls.front(); E; E = E->next(), idx++) {
call_types.write[idx] = E->key();
}
return call_types;
}
Variant GDNative::call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments) {
Map<StringName, native_call_cb>::Element *E = GDNativeCallRegistry::singleton->native_calls.find(p_native_call_type);
if (!E) {
ERR_PRINT((String("No handler for native call type \"" + p_native_call_type) + "\" found").utf8().get_data());
return Variant();
}
void *procedure_handle;
Error err = OS::get_singleton()->get_dynamic_library_symbol_handle(
native_handle,
p_procedure_name,
procedure_handle);
if (err != OK || procedure_handle == nullptr) {
return Variant();
}
godot_variant result = E->get()(procedure_handle, (godot_array *)&p_arguments);
Variant res = *(Variant *)&result;
godot_variant_destroy(&result);
return res;
}
Error GDNative::get_symbol(StringName p_procedure_name, void *&r_handle, bool p_optional) const {
if (!initialized) {
ERR_PRINT("No valid library handle, can't get symbol from GDNative object");
return ERR_CANT_OPEN;
}
Error result = OS::get_singleton()->get_dynamic_library_symbol_handle(
native_handle,
p_procedure_name,
r_handle,
p_optional);
return result;
}
RES GDNativeLibraryResourceLoader::load(const String &p_path, const String &p_original_path, Error *r_error) {
Ref<GDNativeLibrary> lib;
lib.instance();
Ref<ConfigFile> config = lib->get_config_file();
Error err = config->load(p_path);
if (r_error) {
*r_error = err;
}
lib->set_config_file(config);
return lib;
}
void GDNativeLibraryResourceLoader::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("gdnlib");
}
bool GDNativeLibraryResourceLoader::handles_type(const String &p_type) const {
return p_type == "GDNativeLibrary";
}
String GDNativeLibraryResourceLoader::get_resource_type(const String &p_path) const {
String el = p_path.get_extension().to_lower();
if (el == "gdnlib") {
return "GDNativeLibrary";
}
return "";
}
Error GDNativeLibraryResourceSaver::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
Ref<GDNativeLibrary> lib = p_resource;
if (lib.is_null()) {
return ERR_INVALID_DATA;
}
Ref<ConfigFile> config = lib->get_config_file();
config->set_value("general", "singleton", lib->is_singleton());
config->set_value("general", "load_once", lib->should_load_once());
config->set_value("general", "symbol_prefix", lib->get_symbol_prefix());
config->set_value("general", "reloadable", lib->is_reloadable());
return config->save(p_path);
}
bool GDNativeLibraryResourceSaver::recognize(const RES &p_resource) const {
return Object::cast_to<GDNativeLibrary>(*p_resource) != nullptr;
}
void GDNativeLibraryResourceSaver::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (Object::cast_to<GDNativeLibrary>(*p_resource) != nullptr) {
p_extensions->push_back("gdnlib");
}
}

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@ -1,182 +0,0 @@
/*************************************************************************/
/* gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GDNATIVE_H
#define GDNATIVE_H
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/os/thread_safe.h"
#include "core/resource.h"
#include "gdnative/gdnative.h"
#include "gdnative_api_struct.gen.h"
#include "core/io/config_file.h"
class GDNativeLibraryResourceLoader;
class GDNative;
class GDNativeLibrary : public Resource {
GDCLASS(GDNativeLibrary, Resource);
static Map<String, Vector<Ref<GDNative>>> loaded_libraries;
friend class GDNativeLibraryResourceLoader;
friend class GDNative;
Ref<ConfigFile> config_file;
String current_library_path;
Vector<String> current_dependencies;
bool singleton;
bool load_once;
String symbol_prefix;
bool reloadable;
public:
GDNativeLibrary();
~GDNativeLibrary();
virtual bool _set(const StringName &p_name, const Variant &p_property);
virtual bool _get(const StringName &p_name, Variant &r_property) const;
virtual void _get_property_list(List<PropertyInfo> *p_list) const;
_FORCE_INLINE_ Ref<ConfigFile> get_config_file() { return config_file; }
void set_config_file(Ref<ConfigFile> p_config_file);
// things that change per-platform
// so there are no setters for this
_FORCE_INLINE_ const String &get_current_library_path() const {
return current_library_path;
}
_FORCE_INLINE_ Vector<String> get_current_dependencies() const {
return current_dependencies;
}
// things that are a property of the library itself, not platform specific
_FORCE_INLINE_ bool should_load_once() const {
return load_once;
}
_FORCE_INLINE_ bool is_singleton() const {
return singleton;
}
_FORCE_INLINE_ String get_symbol_prefix() const {
return symbol_prefix;
}
_FORCE_INLINE_ bool is_reloadable() const {
return reloadable;
}
_FORCE_INLINE_ void set_load_once(bool p_load_once) {
config_file->set_value("general", "load_once", p_load_once);
load_once = p_load_once;
}
_FORCE_INLINE_ void set_singleton(bool p_singleton) {
config_file->set_value("general", "singleton", p_singleton);
singleton = p_singleton;
}
_FORCE_INLINE_ void set_symbol_prefix(String p_symbol_prefix) {
config_file->set_value("general", "symbol_prefix", p_symbol_prefix);
symbol_prefix = p_symbol_prefix;
}
_FORCE_INLINE_ void set_reloadable(bool p_reloadable) {
config_file->set_value("general", "reloadable", p_reloadable);
reloadable = p_reloadable;
}
static void _bind_methods();
};
struct GDNativeCallRegistry {
static GDNativeCallRegistry *singleton;
inline static GDNativeCallRegistry *get_singleton() {
return singleton;
}
inline GDNativeCallRegistry() :
native_calls() {}
Map<StringName, native_call_cb> native_calls;
void register_native_call_type(StringName p_call_type, native_call_cb p_callback);
Vector<StringName> get_native_call_types();
};
class GDNative : public Reference {
GDCLASS(GDNative, Reference);
Ref<GDNativeLibrary> library;
void *native_handle;
bool initialized;
public:
GDNative();
~GDNative();
static void _bind_methods();
void set_library(Ref<GDNativeLibrary> p_library);
Ref<GDNativeLibrary> get_library() const;
bool is_initialized() const;
bool initialize();
bool terminate();
Variant call_native(StringName p_native_call_type, StringName p_procedure_name, Array p_arguments = Array());
Error get_symbol(StringName p_procedure_name, void *&r_handle, bool p_optional = true) const;
};
class GDNativeLibraryResourceLoader : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path, Error *r_error);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
class GDNativeLibraryResourceSaver : public ResourceFormatSaver {
public:
virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags);
virtual bool recognize(const RES &p_resource) const;
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
};
#endif // GDNATIVE_H

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@ -1,220 +0,0 @@
/*************************************************************************/
/* aabb.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/aabb.h"
#include "core/math/aabb.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_aabb) == sizeof(AABB), "AABB size mismatch");
void GDAPI godot_aabb_new(godot_aabb *r_dest, const godot_vector3 *p_pos, const godot_vector3 *p_size) {
const Vector3 *pos = (const Vector3 *)p_pos;
const Vector3 *size = (const Vector3 *)p_size;
AABB *dest = (AABB *)r_dest;
*dest = AABB(*pos, *size);
}
godot_vector3 GDAPI godot_aabb_get_position(const godot_aabb *p_self) {
godot_vector3 raw_ret;
const AABB *self = (const AABB *)p_self;
Vector3 *ret = (Vector3 *)&raw_ret;
*ret = self->position;
return raw_ret;
}
void GDAPI godot_aabb_set_position(const godot_aabb *p_self, const godot_vector3 *p_v) {
AABB *self = (AABB *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
self->position = *v;
}
godot_vector3 GDAPI godot_aabb_get_size(const godot_aabb *p_self) {
godot_vector3 raw_ret;
const AABB *self = (const AABB *)p_self;
Vector3 *ret = (Vector3 *)&raw_ret;
*ret = self->size;
return raw_ret;
}
void GDAPI godot_aabb_set_size(const godot_aabb *p_self, const godot_vector3 *p_v) {
AABB *self = (AABB *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
self->size = *v;
}
godot_string GDAPI godot_aabb_as_string(const godot_aabb *p_self) {
godot_string ret;
const AABB *self = (const AABB *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_real GDAPI godot_aabb_get_area(const godot_aabb *p_self) {
const AABB *self = (const AABB *)p_self;
return self->get_area();
}
godot_bool GDAPI godot_aabb_has_no_area(const godot_aabb *p_self) {
const AABB *self = (const AABB *)p_self;
return self->has_no_area();
}
godot_bool GDAPI godot_aabb_has_no_surface(const godot_aabb *p_self) {
const AABB *self = (const AABB *)p_self;
return self->has_no_surface();
}
godot_bool GDAPI godot_aabb_intersects(const godot_aabb *p_self, const godot_aabb *p_with) {
const AABB *self = (const AABB *)p_self;
const AABB *with = (const AABB *)p_with;
return self->intersects(*with);
}
godot_bool GDAPI godot_aabb_encloses(const godot_aabb *p_self, const godot_aabb *p_with) {
const AABB *self = (const AABB *)p_self;
const AABB *with = (const AABB *)p_with;
return self->encloses(*with);
}
godot_aabb GDAPI godot_aabb_merge(const godot_aabb *p_self, const godot_aabb *p_with) {
godot_aabb dest;
const AABB *self = (const AABB *)p_self;
const AABB *with = (const AABB *)p_with;
*((AABB *)&dest) = self->merge(*with);
return dest;
}
godot_aabb GDAPI godot_aabb_intersection(const godot_aabb *p_self, const godot_aabb *p_with) {
godot_aabb dest;
const AABB *self = (const AABB *)p_self;
const AABB *with = (const AABB *)p_with;
*((AABB *)&dest) = self->intersection(*with);
return dest;
}
godot_bool GDAPI godot_aabb_intersects_plane(const godot_aabb *p_self, const godot_plane *p_plane) {
const AABB *self = (const AABB *)p_self;
const Plane *plane = (const Plane *)p_plane;
return self->intersects_plane(*plane);
}
godot_bool GDAPI godot_aabb_intersects_segment(const godot_aabb *p_self, const godot_vector3 *p_from, const godot_vector3 *p_to) {
const AABB *self = (const AABB *)p_self;
const Vector3 *from = (const Vector3 *)p_from;
const Vector3 *to = (const Vector3 *)p_to;
return self->intersects_segment(*from, *to);
}
godot_bool GDAPI godot_aabb_has_point(const godot_aabb *p_self, const godot_vector3 *p_point) {
const AABB *self = (const AABB *)p_self;
const Vector3 *point = (const Vector3 *)p_point;
return self->has_point(*point);
}
godot_vector3 GDAPI godot_aabb_get_support(const godot_aabb *p_self, const godot_vector3 *p_dir) {
godot_vector3 dest;
const AABB *self = (const AABB *)p_self;
const Vector3 *dir = (const Vector3 *)p_dir;
*((Vector3 *)&dest) = self->get_support(*dir);
return dest;
}
godot_vector3 GDAPI godot_aabb_get_longest_axis(const godot_aabb *p_self) {
godot_vector3 dest;
const AABB *self = (const AABB *)p_self;
*((Vector3 *)&dest) = self->get_longest_axis();
return dest;
}
godot_int GDAPI godot_aabb_get_longest_axis_index(const godot_aabb *p_self) {
const AABB *self = (const AABB *)p_self;
return self->get_longest_axis_index();
}
godot_real GDAPI godot_aabb_get_longest_axis_size(const godot_aabb *p_self) {
const AABB *self = (const AABB *)p_self;
return self->get_longest_axis_size();
}
godot_vector3 GDAPI godot_aabb_get_shortest_axis(const godot_aabb *p_self) {
godot_vector3 dest;
const AABB *self = (const AABB *)p_self;
*((Vector3 *)&dest) = self->get_shortest_axis();
return dest;
}
godot_int GDAPI godot_aabb_get_shortest_axis_index(const godot_aabb *p_self) {
const AABB *self = (const AABB *)p_self;
return self->get_shortest_axis_index();
}
godot_real GDAPI godot_aabb_get_shortest_axis_size(const godot_aabb *p_self) {
const AABB *self = (const AABB *)p_self;
return self->get_shortest_axis_size();
}
godot_aabb GDAPI godot_aabb_expand(const godot_aabb *p_self, const godot_vector3 *p_to_point) {
godot_aabb dest;
const AABB *self = (const AABB *)p_self;
const Vector3 *to_point = (const Vector3 *)p_to_point;
*((AABB *)&dest) = self->expand(*to_point);
return dest;
}
godot_aabb GDAPI godot_aabb_grow(const godot_aabb *p_self, const godot_real p_by) {
godot_aabb dest;
const AABB *self = (const AABB *)p_self;
*((AABB *)&dest) = self->grow(p_by);
return dest;
}
godot_vector3 GDAPI godot_aabb_get_endpoint(const godot_aabb *p_self, const godot_int p_idx) {
godot_vector3 dest;
const AABB *self = (const AABB *)p_self;
*((Vector3 *)&dest) = self->get_endpoint(p_idx);
return dest;
}
godot_bool GDAPI godot_aabb_operator_equal(const godot_aabb *p_self, const godot_aabb *p_b) {
const AABB *self = (const AABB *)p_self;
const AABB *b = (const AABB *)p_b;
return *self == *b;
}
#ifdef __cplusplus
}
#endif

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@ -1,366 +0,0 @@
/*************************************************************************/
/* array.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/array.h"
#include "core/array.h"
#include "core/os/memory.h"
#include "core/color.h"
#include "core/pool_vector.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_array) == sizeof(Array), "Array size mismatch");
void GDAPI godot_array_new(godot_array *r_dest) {
Array *dest = (Array *)r_dest;
memnew_placement(dest, Array);
}
void GDAPI godot_array_new_copy(godot_array *r_dest, const godot_array *p_src) {
Array *dest = (Array *)r_dest;
const Array *src = (const Array *)p_src;
memnew_placement(dest, Array(*src));
}
void GDAPI godot_array_new_pool_color_array(godot_array *r_dest, const godot_pool_color_array *p_pca) {
Array *dest = (Array *)r_dest;
PoolVector<Color> *pca = (PoolVector<Color> *)p_pca;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_vector3_array(godot_array *r_dest, const godot_pool_vector3_array *p_pv3a) {
Array *dest = (Array *)r_dest;
PoolVector<Vector3> *pca = (PoolVector<Vector3> *)p_pv3a;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_vector2_array(godot_array *r_dest, const godot_pool_vector2_array *p_pv2a) {
Array *dest = (Array *)r_dest;
PoolVector<Vector2> *pca = (PoolVector<Vector2> *)p_pv2a;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_string_array(godot_array *r_dest, const godot_pool_string_array *p_psa) {
Array *dest = (Array *)r_dest;
PoolVector<String> *pca = (PoolVector<String> *)p_psa;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_real_array(godot_array *r_dest, const godot_pool_real_array *p_pra) {
Array *dest = (Array *)r_dest;
PoolVector<godot_real> *pca = (PoolVector<godot_real> *)p_pra;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_int_array(godot_array *r_dest, const godot_pool_int_array *p_pia) {
Array *dest = (Array *)r_dest;
PoolVector<godot_int> *pca = (PoolVector<godot_int> *)p_pia;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_new_pool_byte_array(godot_array *r_dest, const godot_pool_byte_array *p_pba) {
Array *dest = (Array *)r_dest;
PoolVector<uint8_t> *pca = (PoolVector<uint8_t> *)p_pba;
memnew_placement(dest, Array);
dest->resize(pca->size());
for (int i = 0; i < dest->size(); i++) {
Variant v = pca->operator[](i);
dest->operator[](i) = v;
}
}
void GDAPI godot_array_set(godot_array *p_self, const godot_int p_idx, const godot_variant *p_value) {
Array *self = (Array *)p_self;
Variant *val = (Variant *)p_value;
self->operator[](p_idx) = *val;
}
godot_variant GDAPI godot_array_get(const godot_array *p_self, const godot_int p_idx) {
godot_variant raw_dest;
Variant *dest = (Variant *)&raw_dest;
const Array *self = (const Array *)p_self;
memnew_placement(dest, Variant(self->operator[](p_idx)));
return raw_dest;
}
godot_variant GDAPI *godot_array_operator_index(godot_array *p_self, const godot_int p_idx) {
Array *self = (Array *)p_self;
return (godot_variant *)&self->operator[](p_idx);
}
const godot_variant GDAPI *godot_array_operator_index_const(const godot_array *p_self, const godot_int p_idx) {
const Array *self = (const Array *)p_self;
return (const godot_variant *)&self->operator[](p_idx);
}
void GDAPI godot_array_append(godot_array *p_self, const godot_variant *p_value) {
Array *self = (Array *)p_self;
Variant *val = (Variant *)p_value;
self->append(*val);
}
void GDAPI godot_array_clear(godot_array *p_self) {
Array *self = (Array *)p_self;
self->clear();
}
godot_int GDAPI godot_array_count(const godot_array *p_self, const godot_variant *p_value) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_value;
return self->count(*val);
}
godot_bool GDAPI godot_array_empty(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
return self->empty();
}
void GDAPI godot_array_erase(godot_array *p_self, const godot_variant *p_value) {
Array *self = (Array *)p_self;
const Variant *val = (const Variant *)p_value;
self->erase(*val);
}
godot_variant GDAPI godot_array_front(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->front();
return v;
}
godot_variant GDAPI godot_array_back(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->back();
return v;
}
godot_int GDAPI godot_array_find(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_what;
return self->find(*val, p_from);
}
godot_int GDAPI godot_array_find_last(const godot_array *p_self, const godot_variant *p_what) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_what;
return self->find_last(*val);
}
godot_bool GDAPI godot_array_has(const godot_array *p_self, const godot_variant *p_value) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_value;
return self->has(*val);
}
godot_int GDAPI godot_array_hash(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
return self->hash();
}
void GDAPI godot_array_insert(godot_array *p_self, const godot_int p_pos, const godot_variant *p_value) {
Array *self = (Array *)p_self;
const Variant *val = (const Variant *)p_value;
self->insert(p_pos, *val);
}
void GDAPI godot_array_invert(godot_array *p_self) {
Array *self = (Array *)p_self;
self->invert();
}
godot_variant GDAPI godot_array_pop_back(godot_array *p_self) {
Array *self = (Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->pop_back();
return v;
}
godot_variant GDAPI godot_array_pop_front(godot_array *p_self) {
Array *self = (Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->pop_front();
return v;
}
void GDAPI godot_array_push_back(godot_array *p_self, const godot_variant *p_value) {
Array *self = (Array *)p_self;
const Variant *val = (const Variant *)p_value;
self->push_back(*val);
}
void GDAPI godot_array_push_front(godot_array *p_self, const godot_variant *p_value) {
Array *self = (Array *)p_self;
const Variant *val = (const Variant *)p_value;
self->push_front(*val);
}
void GDAPI godot_array_remove(godot_array *p_self, const godot_int p_idx) {
Array *self = (Array *)p_self;
self->remove(p_idx);
}
void GDAPI godot_array_resize(godot_array *p_self, const godot_int p_size) {
Array *self = (Array *)p_self;
self->resize(p_size);
}
godot_int GDAPI godot_array_rfind(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from) {
const Array *self = (const Array *)p_self;
const Variant *val = (const Variant *)p_what;
return self->rfind(*val, p_from);
}
godot_int GDAPI godot_array_size(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
return self->size();
}
void GDAPI godot_array_sort(godot_array *p_self) {
Array *self = (Array *)p_self;
self->sort();
}
void GDAPI godot_array_sort_custom(godot_array *p_self, godot_object *p_obj, const godot_string *p_func) {
Array *self = (Array *)p_self;
const String *func = (const String *)p_func;
self->sort_custom((Object *)p_obj, *func);
}
godot_int GDAPI godot_array_bsearch(godot_array *p_self, const godot_variant *p_value, const godot_bool p_before) {
Array *self = (Array *)p_self;
return self->bsearch(*(const Variant *)p_value, p_before);
}
godot_int GDAPI godot_array_bsearch_custom(godot_array *p_self, const godot_variant *p_value, godot_object *p_obj, const godot_string *p_func, const godot_bool p_before) {
Array *self = (Array *)p_self;
const String *func = (const String *)p_func;
return self->bsearch_custom(*(const Variant *)p_value, (Object *)p_obj, *func, p_before);
}
void GDAPI godot_array_destroy(godot_array *p_self) {
((Array *)p_self)->~Array();
}
godot_array GDAPI godot_array_duplicate(const godot_array *p_self, const godot_bool p_deep) {
const Array *self = (const Array *)p_self;
godot_array res;
Array *val = (Array *)&res;
memnew_placement(val, Array);
*val = self->duplicate(p_deep);
return res;
}
godot_array GDAPI godot_array_slice(const godot_array *p_self, const godot_int p_begin, const godot_int p_end, const godot_int p_step, const godot_bool p_deep) {
const Array *self = (const Array *)p_self;
godot_array res;
Array *val = (Array *)&res;
memnew_placement(val, Array);
*val = self->slice(p_begin, p_end, p_step, p_deep);
return res;
}
godot_variant GDAPI godot_array_max(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->max();
return v;
}
godot_variant GDAPI godot_array_min(const godot_array *p_self) {
const Array *self = (const Array *)p_self;
godot_variant v;
Variant *val = (Variant *)&v;
memnew_placement(val, Variant);
*val = self->min();
return v;
}
void GDAPI godot_array_shuffle(godot_array *p_self) {
Array *self = (Array *)p_self;
self->shuffle();
}
#ifdef __cplusplus
}
#endif

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@ -1,298 +0,0 @@
/*************************************************************************/
/* basis.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/basis.h"
#include "core/math/basis.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_basis) == sizeof(Basis), "Basis size mismatch");
void GDAPI godot_basis_new_with_rows(godot_basis *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis) {
const Vector3 *x_axis = (const Vector3 *)p_x_axis;
const Vector3 *y_axis = (const Vector3 *)p_y_axis;
const Vector3 *z_axis = (const Vector3 *)p_z_axis;
Basis *dest = (Basis *)r_dest;
*dest = Basis(*x_axis, *y_axis, *z_axis);
}
void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *r_dest, const godot_vector3 *p_axis, const godot_real p_phi) {
const Vector3 *axis = (const Vector3 *)p_axis;
Basis *dest = (Basis *)r_dest;
*dest = Basis(*axis, p_phi);
}
void GDAPI godot_basis_new_with_euler(godot_basis *r_dest, const godot_vector3 *p_euler) {
const Vector3 *euler = (const Vector3 *)p_euler;
Basis *dest = (Basis *)r_dest;
*dest = Basis(*euler);
}
godot_string GDAPI godot_basis_as_string(const godot_basis *p_self) {
godot_string ret;
const Basis *self = (const Basis *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_basis GDAPI godot_basis_inverse(const godot_basis *p_self) {
godot_basis dest;
const Basis *self = (const Basis *)p_self;
*((Basis *)&dest) = self->inverse();
return dest;
}
godot_basis GDAPI godot_basis_transposed(const godot_basis *p_self) {
godot_basis dest;
const Basis *self = (const Basis *)p_self;
*((Basis *)&dest) = self->transposed();
return dest;
}
godot_basis GDAPI godot_basis_orthonormalized(const godot_basis *p_self) {
godot_basis dest;
const Basis *self = (const Basis *)p_self;
*((Basis *)&dest) = self->orthonormalized();
return dest;
}
godot_real GDAPI godot_basis_determinant(const godot_basis *p_self) {
const Basis *self = (const Basis *)p_self;
return self->determinant();
}
godot_basis GDAPI godot_basis_rotated(const godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
godot_basis dest;
const Basis *self = (const Basis *)p_self;
const Vector3 *axis = (const Vector3 *)p_axis;
*((Basis *)&dest) = self->rotated(*axis, p_phi);
return dest;
}
godot_basis GDAPI godot_basis_scaled(const godot_basis *p_self, const godot_vector3 *p_scale) {
godot_basis dest;
const Basis *self = (const Basis *)p_self;
const Vector3 *scale = (const Vector3 *)p_scale;
*((Basis *)&dest) = self->scaled(*scale);
return dest;
}
godot_vector3 GDAPI godot_basis_get_scale(const godot_basis *p_self) {
godot_vector3 dest;
const Basis *self = (const Basis *)p_self;
*((Vector3 *)&dest) = self->get_scale();
return dest;
}
godot_quat GDAPI godot_basis_get_quat(const godot_basis *p_self) {
godot_quat dest;
const Basis *self = (const Basis *)p_self;
*((Quat *)&dest) = self->get_quat();
return dest;
}
void GDAPI godot_basis_set_quat(godot_basis *p_self, const godot_quat *p_quat) {
Basis *self = (Basis *)p_self;
const Quat *quat = (const Quat *)p_quat;
self->set_quat(*quat);
}
void GDAPI godot_basis_set_axis_angle_scale(godot_basis *p_self, const godot_vector3 *p_axis, godot_real p_phi, const godot_vector3 *p_scale) {
Basis *self = (Basis *)p_self;
const Vector3 *axis = (const Vector3 *)p_axis;
const Vector3 *scale = (const Vector3 *)p_scale;
self->set_axis_angle_scale(*axis, p_phi, *scale);
}
void GDAPI godot_basis_set_euler_scale(godot_basis *p_self, const godot_vector3 *p_euler, const godot_vector3 *p_scale) {
Basis *self = (Basis *)p_self;
const Vector3 *euler = (const Vector3 *)p_euler;
const Vector3 *scale = (const Vector3 *)p_scale;
self->set_euler_scale(*euler, *scale);
}
void GDAPI godot_basis_set_quat_scale(godot_basis *p_self, const godot_quat *p_quat, const godot_vector3 *p_scale) {
Basis *self = (Basis *)p_self;
const Quat *quat = (const Quat *)p_quat;
const Vector3 *scale = (const Vector3 *)p_scale;
self->set_quat_scale(*quat, *scale);
}
godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_self) {
godot_vector3 dest;
const Basis *self = (const Basis *)p_self;
*((Vector3 *)&dest) = self->get_euler();
return dest;
}
godot_real GDAPI godot_basis_tdotx(const godot_basis *p_self, const godot_vector3 *p_with) {
const Basis *self = (const Basis *)p_self;
const Vector3 *with = (const Vector3 *)p_with;
return self->tdotx(*with);
}
godot_real GDAPI godot_basis_tdoty(const godot_basis *p_self, const godot_vector3 *p_with) {
const Basis *self = (const Basis *)p_self;
const Vector3 *with = (const Vector3 *)p_with;
return self->tdoty(*with);
}
godot_real GDAPI godot_basis_tdotz(const godot_basis *p_self, const godot_vector3 *p_with) {
const Basis *self = (const Basis *)p_self;
const Vector3 *with = (const Vector3 *)p_with;
return self->tdotz(*with);
}
godot_vector3 GDAPI godot_basis_xform(const godot_basis *p_self, const godot_vector3 *p_v) {
godot_vector3 dest;
const Basis *self = (const Basis *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
*((Vector3 *)&dest) = self->xform(*v);
return dest;
}
godot_vector3 GDAPI godot_basis_xform_inv(const godot_basis *p_self, const godot_vector3 *p_v) {
godot_vector3 dest;
const Basis *self = (const Basis *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
*((Vector3 *)&dest) = self->xform_inv(*v);
return dest;
}
godot_int GDAPI godot_basis_get_orthogonal_index(const godot_basis *p_self) {
const Basis *self = (const Basis *)p_self;
return self->get_orthogonal_index();
}
void GDAPI godot_basis_new(godot_basis *r_dest) {
Basis *dest = (Basis *)r_dest;
*dest = Basis();
}
void GDAPI godot_basis_new_with_euler_quat(godot_basis *r_dest, const godot_quat *p_euler) {
Basis *dest = (Basis *)r_dest;
const Quat *euler = (const Quat *)p_euler;
*dest = Basis(*euler);
}
// p_elements is a pointer to an array of 3 (!!) vector3
void GDAPI godot_basis_get_elements(const godot_basis *p_self, godot_vector3 *p_elements) {
const Basis *self = (const Basis *)p_self;
Vector3 *elements = (Vector3 *)p_elements;
elements[0] = self->elements[0];
elements[1] = self->elements[1];
elements[2] = self->elements[2];
}
godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_self, const godot_int p_axis) {
godot_vector3 dest;
Vector3 *d = (Vector3 *)&dest;
const Basis *self = (const Basis *)p_self;
*d = self->get_axis(p_axis);
return dest;
}
void GDAPI godot_basis_set_axis(godot_basis *p_self, const godot_int p_axis, const godot_vector3 *p_value) {
Basis *self = (Basis *)p_self;
const Vector3 *value = (const Vector3 *)p_value;
self->set_axis(p_axis, *value);
}
godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_self, const godot_int p_row) {
godot_vector3 dest;
Vector3 *d = (Vector3 *)&dest;
const Basis *self = (const Basis *)p_self;
*d = self->get_row(p_row);
return dest;
}
void GDAPI godot_basis_set_row(godot_basis *p_self, const godot_int p_row, const godot_vector3 *p_value) {
Basis *self = (Basis *)p_self;
const Vector3 *value = (const Vector3 *)p_value;
self->set_row(p_row, *value);
}
godot_bool GDAPI godot_basis_operator_equal(const godot_basis *p_self, const godot_basis *p_b) {
const Basis *self = (const Basis *)p_self;
const Basis *b = (const Basis *)p_b;
return *self == *b;
}
godot_basis GDAPI godot_basis_operator_add(const godot_basis *p_self, const godot_basis *p_b) {
godot_basis raw_dest;
Basis *dest = (Basis *)&raw_dest;
const Basis *self = (const Basis *)p_self;
const Basis *b = (const Basis *)p_b;
*dest = *self + *b;
return raw_dest;
}
godot_basis GDAPI godot_basis_operator_subtract(const godot_basis *p_self, const godot_basis *p_b) {
godot_basis raw_dest;
Basis *dest = (Basis *)&raw_dest;
const Basis *self = (const Basis *)p_self;
const Basis *b = (const Basis *)p_b;
*dest = *self - *b;
return raw_dest;
}
godot_basis GDAPI godot_basis_operator_multiply_vector(const godot_basis *p_self, const godot_basis *p_b) {
godot_basis raw_dest;
Basis *dest = (Basis *)&raw_dest;
const Basis *self = (const Basis *)p_self;
const Basis *b = (const Basis *)p_b;
*dest = *self * *b;
return raw_dest;
}
godot_basis GDAPI godot_basis_operator_multiply_scalar(const godot_basis *p_self, const godot_real p_b) {
godot_basis raw_dest;
Basis *dest = (Basis *)&raw_dest;
const Basis *self = (const Basis *)p_self;
*dest = *self * p_b;
return raw_dest;
}
godot_basis GDAPI godot_basis_slerp(const godot_basis *p_self, const godot_basis *p_b, const godot_real p_t) {
godot_basis raw_dest;
Basis *dest = (Basis *)&raw_dest;
const Basis *self = (const Basis *)p_self;
const Basis *b = (const Basis *)p_b;
*dest = self->slerp(*b, p_t);
return raw_dest;
}
#ifdef __cplusplus
}
#endif

View File

@ -1,222 +0,0 @@
/*************************************************************************/
/* color.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/color.h"
#include "core/color.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_color) == sizeof(Color), "Color size mismatch");
void GDAPI godot_color_new_rgba(godot_color *r_dest, const godot_real p_r, const godot_real p_g, const godot_real p_b, const godot_real p_a) {
Color *dest = (Color *)r_dest;
*dest = Color(p_r, p_g, p_b, p_a);
}
void GDAPI godot_color_new_rgb(godot_color *r_dest, const godot_real p_r, const godot_real p_g, const godot_real p_b) {
Color *dest = (Color *)r_dest;
*dest = Color(p_r, p_g, p_b);
}
godot_real godot_color_get_r(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->r;
}
void godot_color_set_r(godot_color *p_self, const godot_real val) {
Color *self = (Color *)p_self;
self->r = val;
}
godot_real godot_color_get_g(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->g;
}
void godot_color_set_g(godot_color *p_self, const godot_real val) {
Color *self = (Color *)p_self;
self->g = val;
}
godot_real godot_color_get_b(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->b;
}
void godot_color_set_b(godot_color *p_self, const godot_real val) {
Color *self = (Color *)p_self;
self->b = val;
}
godot_real godot_color_get_a(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->a;
}
void godot_color_set_a(godot_color *p_self, const godot_real val) {
Color *self = (Color *)p_self;
self->a = val;
}
godot_real godot_color_get_h(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->get_h();
}
godot_real godot_color_get_s(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->get_s();
}
godot_real godot_color_get_v(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->get_v();
}
godot_string GDAPI godot_color_as_string(const godot_color *p_self) {
godot_string ret;
const Color *self = (const Color *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_int GDAPI godot_color_to_rgba32(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->to_rgba32();
}
godot_int GDAPI godot_color_to_abgr32(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->to_abgr32();
}
godot_int GDAPI godot_color_to_abgr64(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->to_abgr64();
}
godot_int GDAPI godot_color_to_argb64(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->to_argb64();
}
godot_int GDAPI godot_color_to_rgba64(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->to_rgba64();
}
godot_int GDAPI godot_color_to_argb32(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->to_argb32();
}
godot_real GDAPI godot_color_gray(const godot_color *p_self) {
const Color *self = (const Color *)p_self;
return self->gray();
}
godot_color GDAPI godot_color_inverted(const godot_color *p_self) {
godot_color dest;
const Color *self = (const Color *)p_self;
*((Color *)&dest) = self->inverted();
return dest;
}
godot_color GDAPI godot_color_contrasted(const godot_color *p_self) {
godot_color dest;
const Color *self = (const Color *)p_self;
*((Color *)&dest) = self->contrasted();
return dest;
}
godot_color GDAPI godot_color_linear_interpolate(const godot_color *p_self, const godot_color *p_b, const godot_real p_t) {
godot_color dest;
const Color *self = (const Color *)p_self;
const Color *b = (const Color *)p_b;
*((Color *)&dest) = self->linear_interpolate(*b, p_t);
return dest;
}
godot_color GDAPI godot_color_blend(const godot_color *p_self, const godot_color *p_over) {
godot_color dest;
const Color *self = (const Color *)p_self;
const Color *over = (const Color *)p_over;
*((Color *)&dest) = self->blend(*over);
return dest;
}
godot_color GDAPI godot_color_darkened(const godot_color *p_self, const godot_real p_amount) {
godot_color dest;
const Color *self = (const Color *)p_self;
*((Color *)&dest) = self->darkened(p_amount);
return dest;
}
godot_color GDAPI godot_color_from_hsv(const godot_color *p_self, const godot_real p_h, const godot_real p_s, const godot_real p_v, const godot_real p_a) {
godot_color dest;
const Color *self = (const Color *)p_self;
*((Color *)&dest) = self->from_hsv(p_h, p_s, p_v, p_a);
return dest;
}
godot_color GDAPI godot_color_lightened(const godot_color *p_self, const godot_real p_amount) {
godot_color dest;
const Color *self = (const Color *)p_self;
*((Color *)&dest) = self->lightened(p_amount);
return dest;
}
godot_string GDAPI godot_color_to_html(const godot_color *p_self, const godot_bool p_with_alpha) {
godot_string dest;
const Color *self = (const Color *)p_self;
memnew_placement(&dest, String(self->to_html(p_with_alpha)));
return dest;
}
godot_bool GDAPI godot_color_operator_equal(const godot_color *p_self, const godot_color *p_b) {
const Color *self = (const Color *)p_self;
const Color *b = (const Color *)p_b;
return *self == *b;
}
godot_bool GDAPI godot_color_operator_less(const godot_color *p_self, const godot_color *p_b) {
const Color *self = (const Color *)p_self;
const Color *b = (const Color *)p_b;
return *self < *b;
}
#ifdef __cplusplus
}
#endif

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@ -1,191 +0,0 @@
/*************************************************************************/
/* dictionary.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/dictionary.h"
#include "core/variant.h"
// core/variant.h before to avoid compile errors with MSVC
#include "core/dictionary.h"
#include "core/io/json.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_dictionary) == sizeof(Dictionary), "Dictionary size mismatch");
void GDAPI godot_dictionary_new(godot_dictionary *r_dest) {
Dictionary *dest = (Dictionary *)r_dest;
memnew_placement(dest, Dictionary);
}
void GDAPI godot_dictionary_new_copy(godot_dictionary *r_dest, const godot_dictionary *p_src) {
Dictionary *dest = (Dictionary *)r_dest;
const Dictionary *src = (const Dictionary *)p_src;
memnew_placement(dest, Dictionary(*src));
}
void GDAPI godot_dictionary_destroy(godot_dictionary *p_self) {
Dictionary *self = (Dictionary *)p_self;
self->~Dictionary();
}
godot_dictionary GDAPI godot_dictionary_duplicate(const godot_dictionary *p_self, const godot_bool p_deep) {
const Dictionary *self = (const Dictionary *)p_self;
godot_dictionary res;
Dictionary *val = (Dictionary *)&res;
memnew_placement(val, Dictionary);
*val = self->duplicate(p_deep);
return res;
}
godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_self) {
const Dictionary *self = (const Dictionary *)p_self;
return self->size();
}
godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_self) {
const Dictionary *self = (const Dictionary *)p_self;
return self->empty();
}
void GDAPI godot_dictionary_clear(godot_dictionary *p_self) {
Dictionary *self = (Dictionary *)p_self;
self->clear();
}
godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_self, const godot_variant *p_key) {
const Dictionary *self = (const Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
return self->has(*key);
}
godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_self, const godot_array *p_keys) {
const Dictionary *self = (const Dictionary *)p_self;
const Array *keys = (const Array *)p_keys;
return self->has_all(*keys);
}
void GDAPI godot_dictionary_erase(godot_dictionary *p_self, const godot_variant *p_key) {
Dictionary *self = (Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
self->erase(*key);
}
godot_int GDAPI godot_dictionary_hash(const godot_dictionary *p_self) {
const Dictionary *self = (const Dictionary *)p_self;
return self->hash();
}
godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_self) {
godot_array dest;
const Dictionary *self = (const Dictionary *)p_self;
memnew_placement(&dest, Array(self->keys()));
return dest;
}
godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_self) {
godot_array dest;
const Dictionary *self = (const Dictionary *)p_self;
memnew_placement(&dest, Array(self->values()));
return dest;
}
godot_variant GDAPI godot_dictionary_get(const godot_dictionary *p_self, const godot_variant *p_key) {
godot_variant raw_dest;
Variant *dest = (Variant *)&raw_dest;
const Dictionary *self = (const Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
memnew_placement(dest, Variant(self->operator[](*key)));
return raw_dest;
}
void GDAPI godot_dictionary_set(godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_value) {
Dictionary *self = (Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
const Variant *value = (const Variant *)p_value;
self->operator[](*key) = *value;
}
godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_self, const godot_variant *p_key) {
Dictionary *self = (Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
return (godot_variant *)&self->operator[](*key);
}
const godot_variant GDAPI *godot_dictionary_operator_index_const(const godot_dictionary *p_self, const godot_variant *p_key) {
const Dictionary *self = (const Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
return (const godot_variant *)&self->operator[](*key);
}
godot_variant GDAPI *godot_dictionary_next(const godot_dictionary *p_self, const godot_variant *p_key) {
Dictionary *self = (Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
return (godot_variant *)self->next(key);
}
godot_bool GDAPI godot_dictionary_operator_equal(const godot_dictionary *p_self, const godot_dictionary *p_b) {
const Dictionary *self = (const Dictionary *)p_self;
const Dictionary *b = (const Dictionary *)p_b;
return *self == *b;
}
godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_self) {
godot_string raw_dest;
String *dest = (String *)&raw_dest;
const Dictionary *self = (const Dictionary *)p_self;
memnew_placement(dest, String(JSON::print(Variant(*self))));
return raw_dest;
}
// GDNative core 1.1
godot_bool GDAPI godot_dictionary_erase_with_return(godot_dictionary *p_self, const godot_variant *p_key) {
Dictionary *self = (Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
return self->erase(*key);
}
godot_variant GDAPI godot_dictionary_get_with_default(const godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_default) {
const Dictionary *self = (const Dictionary *)p_self;
const Variant *key = (const Variant *)p_key;
const Variant *def = (const Variant *)p_default;
godot_variant raw_dest;
Variant *dest = (Variant *)&raw_dest;
memnew_placement(dest, Variant(self->get(*key, *def)));
return raw_dest;
}
#ifdef __cplusplus
}
#endif

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@ -1,193 +0,0 @@
/*************************************************************************/
/* gdnative.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/gdnative.h"
#include "core/class_db.h"
#include "core/engine.h"
#include "core/error_macros.h"
#include "core/global_constants.h"
#include "core/os/os.h"
#include "core/variant.h"
#include "modules/gdnative/gdnative.h"
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_object_destroy(godot_object *p_o) {
memdelete((Object *)p_o);
}
// Singleton API
godot_object GDAPI *godot_global_get_singleton(char *p_name) {
return (godot_object *)Engine::get_singleton()->get_singleton_object(String(p_name));
} // result shouldn't be freed
// MethodBind API
godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname) {
MethodBind *mb = ClassDB::get_method(StringName(p_classname), StringName(p_methodname));
// MethodBind *mb = ClassDB::get_method("Node", "get_name");
return (godot_method_bind *)mb;
}
void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret) {
MethodBind *mb = (MethodBind *)p_method_bind;
Object *o = (Object *)p_instance;
mb->ptrcall(o, p_args, p_ret);
}
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) {
MethodBind *mb = (MethodBind *)p_method_bind;
Object *o = (Object *)p_instance;
const Variant **args = (const Variant **)p_args;
godot_variant ret;
godot_variant_new_nil(&ret);
Variant *ret_val = (Variant *)&ret;
Variant::CallError r_error;
*ret_val = mb->call(o, args, p_arg_count, r_error);
if (p_call_error) {
p_call_error->error = (godot_variant_call_error_error)r_error.error;
p_call_error->argument = r_error.argument;
p_call_error->expected = (godot_variant_type)r_error.expected;
}
return ret;
}
godot_class_constructor GDAPI godot_get_class_constructor(const char *p_classname) {
ClassDB::ClassInfo *class_info = ClassDB::classes.getptr(StringName(p_classname));
if (class_info) {
return (godot_class_constructor)class_info->creation_func;
}
return nullptr;
}
godot_dictionary GDAPI godot_get_global_constants() {
godot_dictionary constants;
godot_dictionary_new(&constants);
Dictionary *p_constants = (Dictionary *)&constants;
const int constants_count = GlobalConstants::get_global_constant_count();
for (int i = 0; i < constants_count; ++i) {
const char *name = GlobalConstants::get_global_constant_name(i);
int value = GlobalConstants::get_global_constant_value(i);
(*p_constants)[name] = value;
}
return constants;
}
// System functions
void GDAPI godot_register_native_call_type(const char *p_call_type, native_call_cb p_callback) {
GDNativeCallRegistry::get_singleton()->register_native_call_type(StringName(p_call_type), p_callback);
}
void GDAPI *godot_alloc(int p_bytes) {
return memalloc(p_bytes);
}
void GDAPI *godot_realloc(void *p_ptr, int p_bytes) {
return memrealloc(p_ptr, p_bytes);
}
void GDAPI godot_free(void *p_ptr) {
memfree(p_ptr);
}
void GDAPI godot_print_error(const char *p_description, const char *p_function, const char *p_file, int p_line) {
_err_print_error(p_function, p_file, p_line, p_description, ERR_HANDLER_ERROR);
}
void GDAPI godot_print_warning(const char *p_description, const char *p_function, const char *p_file, int p_line) {
_err_print_error(p_function, p_file, p_line, p_description, ERR_HANDLER_WARNING);
}
void GDAPI godot_print(const godot_string *p_message) {
print_line(*(String *)p_message);
}
void _gdnative_report_version_mismatch(const godot_object *p_library, const char *p_ext, godot_gdnative_api_version p_want, godot_gdnative_api_version p_have) {
String message = "Error loading GDNative file ";
GDNativeLibrary *library = (GDNativeLibrary *)p_library;
message += library->get_current_library_path() + ": Extension \"" + p_ext + "\" can't be loaded.\n";
Dictionary versions;
versions["have_major"] = p_have.major;
versions["have_minor"] = p_have.minor;
versions["want_major"] = p_want.major;
versions["want_minor"] = p_want.minor;
message += String("Got version {have_major}.{have_minor} but needs {want_major}.{want_minor}!").format(versions);
_err_print_error("gdnative_init", library->get_current_library_path().utf8().ptr(), 0, message.utf8().ptr());
}
void _gdnative_report_loading_error(const godot_object *p_library, const char *p_what) {
String message = "Error loading GDNative file ";
GDNativeLibrary *library = (GDNativeLibrary *)p_library;
message += library->get_current_library_path() + ": " + p_what;
_err_print_error("gdnative_init", library->get_current_library_path().utf8().ptr(), 0, message.utf8().ptr());
}
bool GDAPI godot_is_instance_valid(const godot_object *p_object) {
return ObjectDB::instance_validate((Object *)p_object);
}
godot_object GDAPI *godot_instance_from_id(godot_int p_instance_id) {
return (godot_object *)ObjectDB::get_instance((ObjectID)p_instance_id);
}
void *godot_get_class_tag(const godot_string_name *p_class) {
StringName class_name = *(StringName *)p_class;
ClassDB::ClassInfo *class_info = ClassDB::classes.getptr(class_name);
return class_info ? class_info->class_ptr : nullptr;
}
godot_object *godot_object_cast_to(const godot_object *p_object, void *p_class_tag) {
if (!p_object) {
return nullptr;
}
Object *o = (Object *)p_object;
return o->is_class_ptr(p_class_tag) ? (godot_object *)o : nullptr;
}
#ifdef __cplusplus
}
#endif

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@ -1,126 +0,0 @@
/*************************************************************************/
/* node_path.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/node_path.h"
#include "core/node_path.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_node_path) == sizeof(NodePath), "NodePath size mismatch");
void GDAPI godot_node_path_new(godot_node_path *r_dest, const godot_string *p_from) {
NodePath *dest = (NodePath *)r_dest;
const String *from = (const String *)p_from;
memnew_placement(dest, NodePath(*from));
}
void GDAPI godot_node_path_new_copy(godot_node_path *r_dest, const godot_node_path *p_src) {
NodePath *dest = (NodePath *)r_dest;
const NodePath *src = (const NodePath *)p_src;
memnew_placement(dest, NodePath(*src));
}
void GDAPI godot_node_path_destroy(godot_node_path *p_self) {
NodePath *self = (NodePath *)p_self;
self->~NodePath();
}
godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_self) {
godot_string ret;
const NodePath *self = (const NodePath *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_self) {
const NodePath *self = (const NodePath *)p_self;
return self->is_absolute();
}
godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_self) {
const NodePath *self = (const NodePath *)p_self;
return self->get_name_count();
}
godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_self, const godot_int p_idx) {
godot_string dest;
const NodePath *self = (const NodePath *)p_self;
memnew_placement(&dest, String(self->get_name(p_idx)));
return dest;
}
godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_self) {
const NodePath *self = (const NodePath *)p_self;
return self->get_subname_count();
}
godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_self, const godot_int p_idx) {
godot_string dest;
const NodePath *self = (const NodePath *)p_self;
memnew_placement(&dest, String(self->get_subname(p_idx)));
return dest;
}
godot_string GDAPI godot_node_path_get_concatenated_subnames(const godot_node_path *p_self) {
godot_string dest;
const NodePath *self = (const NodePath *)p_self;
memnew_placement(&dest, String(self->get_concatenated_subnames()));
return dest;
}
godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_self) {
const NodePath *self = (const NodePath *)p_self;
return self->is_empty();
}
godot_bool GDAPI godot_node_path_operator_equal(const godot_node_path *p_self, const godot_node_path *p_b) {
const NodePath *self = (const NodePath *)p_self;
const NodePath *b = (const NodePath *)p_b;
return *self == *b;
}
godot_node_path godot_node_path_get_as_property_path(const godot_node_path *p_self) {
const NodePath *self = (const NodePath *)p_self;
godot_node_path res;
NodePath *val = (NodePath *)&res;
memnew_placement(val, NodePath);
*val = self->get_as_property_path();
return res;
}
#ifdef __cplusplus
}
#endif

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@ -1,178 +0,0 @@
/*************************************************************************/
/* plane.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/plane.h"
#include "core/math/plane.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_plane) == sizeof(Plane), "Plane size mismatch");
void GDAPI godot_plane_new_with_reals(godot_plane *r_dest, const godot_real p_a, const godot_real p_b, const godot_real p_c, const godot_real p_d) {
Plane *dest = (Plane *)r_dest;
*dest = Plane(p_a, p_b, p_c, p_d);
}
void GDAPI godot_plane_new_with_vectors(godot_plane *r_dest, const godot_vector3 *p_v1, const godot_vector3 *p_v2, const godot_vector3 *p_v3) {
const Vector3 *v1 = (const Vector3 *)p_v1;
const Vector3 *v2 = (const Vector3 *)p_v2;
const Vector3 *v3 = (const Vector3 *)p_v3;
Plane *dest = (Plane *)r_dest;
*dest = Plane(*v1, *v2, *v3);
}
void GDAPI godot_plane_new_with_normal(godot_plane *r_dest, const godot_vector3 *p_normal, const godot_real p_d) {
const Vector3 *normal = (const Vector3 *)p_normal;
Plane *dest = (Plane *)r_dest;
*dest = Plane(*normal, p_d);
}
godot_string GDAPI godot_plane_as_string(const godot_plane *p_self) {
godot_string ret;
const Plane *self = (const Plane *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_plane GDAPI godot_plane_normalized(const godot_plane *p_self) {
godot_plane dest;
const Plane *self = (const Plane *)p_self;
*((Plane *)&dest) = self->normalized();
return dest;
}
godot_vector3 GDAPI godot_plane_center(const godot_plane *p_self) {
godot_vector3 dest;
const Plane *self = (const Plane *)p_self;
*((Vector3 *)&dest) = self->center();
return dest;
}
godot_vector3 GDAPI godot_plane_get_any_point(const godot_plane *p_self) {
godot_vector3 dest;
const Plane *self = (const Plane *)p_self;
*((Vector3 *)&dest) = self->get_any_point();
return dest;
}
godot_bool GDAPI godot_plane_is_point_over(const godot_plane *p_self, const godot_vector3 *p_point) {
const Plane *self = (const Plane *)p_self;
const Vector3 *point = (const Vector3 *)p_point;
return self->is_point_over(*point);
}
godot_real GDAPI godot_plane_distance_to(const godot_plane *p_self, const godot_vector3 *p_point) {
const Plane *self = (const Plane *)p_self;
const Vector3 *point = (const Vector3 *)p_point;
return self->distance_to(*point);
}
godot_bool GDAPI godot_plane_has_point(const godot_plane *p_self, const godot_vector3 *p_point, const godot_real p_epsilon) {
const Plane *self = (const Plane *)p_self;
const Vector3 *point = (const Vector3 *)p_point;
return self->has_point(*point, p_epsilon);
}
godot_vector3 GDAPI godot_plane_project(const godot_plane *p_self, const godot_vector3 *p_point) {
godot_vector3 dest;
const Plane *self = (const Plane *)p_self;
const Vector3 *point = (const Vector3 *)p_point;
*((Vector3 *)&dest) = self->project(*point);
return dest;
}
godot_bool GDAPI godot_plane_intersect_3(const godot_plane *p_self, godot_vector3 *r_dest, const godot_plane *p_b, const godot_plane *p_c) {
const Plane *self = (const Plane *)p_self;
const Plane *b = (const Plane *)p_b;
const Plane *c = (const Plane *)p_c;
Vector3 *dest = (Vector3 *)r_dest;
return self->intersect_3(*b, *c, dest);
}
godot_bool GDAPI godot_plane_intersects_ray(const godot_plane *p_self, godot_vector3 *r_dest, const godot_vector3 *p_from, const godot_vector3 *p_dir) {
const Plane *self = (const Plane *)p_self;
const Vector3 *from = (const Vector3 *)p_from;
const Vector3 *dir = (const Vector3 *)p_dir;
Vector3 *dest = (Vector3 *)r_dest;
return self->intersects_ray(*from, *dir, dest);
}
godot_bool GDAPI godot_plane_intersects_segment(const godot_plane *p_self, godot_vector3 *r_dest, const godot_vector3 *p_begin, const godot_vector3 *p_end) {
const Plane *self = (const Plane *)p_self;
const Vector3 *begin = (const Vector3 *)p_begin;
const Vector3 *end = (const Vector3 *)p_end;
Vector3 *dest = (Vector3 *)r_dest;
return self->intersects_segment(*begin, *end, dest);
}
godot_plane GDAPI godot_plane_operator_neg(const godot_plane *p_self) {
godot_plane raw_dest;
Plane *dest = (Plane *)&raw_dest;
const Plane *self = (const Plane *)p_self;
*dest = -(*self);
return raw_dest;
}
godot_bool GDAPI godot_plane_operator_equal(const godot_plane *p_self, const godot_plane *p_b) {
const Plane *self = (const Plane *)p_self;
const Plane *b = (const Plane *)p_b;
return *self == *b;
}
void GDAPI godot_plane_set_normal(godot_plane *p_self, const godot_vector3 *p_normal) {
Plane *self = (Plane *)p_self;
const Vector3 *normal = (const Vector3 *)p_normal;
self->set_normal(*normal);
}
godot_vector3 GDAPI godot_plane_get_normal(const godot_plane *p_self) {
const Plane *self = (const Plane *)p_self;
const Vector3 normal = self->get_normal();
godot_vector3 *v3 = (godot_vector3 *)&normal;
return *v3;
}
godot_real GDAPI godot_plane_get_d(const godot_plane *p_self) {
const Plane *self = (const Plane *)p_self;
return self->d;
}
void GDAPI godot_plane_set_d(godot_plane *p_self, const godot_real p_d) {
Plane *self = (Plane *)p_self;
self->d = p_d;
}
#ifdef __cplusplus
}
#endif

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@ -1,990 +0,0 @@
/*************************************************************************/
/* pool_arrays.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/pool_arrays.h"
#include "core/array.h"
#include "core/pool_vector.h"
#include "core/variant.h"
#include "core/color.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_pool_byte_array) == sizeof(PoolVector<uint8_t>), "PoolVector<uint8_t> size mismatch");
static_assert(sizeof(godot_pool_int_array) == sizeof(PoolVector<godot_int>), "PoolVector<godot_int> size mismatch");
static_assert(sizeof(godot_pool_real_array) == sizeof(PoolVector<godot_real>), "PoolVector<godot_real> size mismatch");
static_assert(sizeof(godot_pool_string_array) == sizeof(PoolVector<String>), "PoolVector<String> size mismatch");
static_assert(sizeof(godot_pool_vector2_array) == sizeof(PoolVector<Vector2>), "PoolVector<Vector2> size mismatch");
static_assert(sizeof(godot_pool_vector3_array) == sizeof(PoolVector<Vector3>), "PoolVector<Vector3> size mismatch");
static_assert(sizeof(godot_pool_color_array) == sizeof(PoolVector<Color>), "PoolVector<Color> size mismatch");
#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
// byte
void GDAPI godot_pool_byte_array_new(godot_pool_byte_array *r_dest) {
PoolVector<uint8_t> *dest = (PoolVector<uint8_t> *)r_dest;
memnew_placement(dest, PoolVector<uint8_t>);
}
void GDAPI godot_pool_byte_array_new_copy(godot_pool_byte_array *r_dest, const godot_pool_byte_array *p_src) {
PoolVector<uint8_t> *dest = (PoolVector<uint8_t> *)r_dest;
const PoolVector<uint8_t> *src = (const PoolVector<uint8_t> *)p_src;
memnew_placement(dest, PoolVector<uint8_t>(*src));
}
void GDAPI godot_pool_byte_array_new_with_array(godot_pool_byte_array *r_dest, const godot_array *p_a) {
PoolVector<uint8_t> *dest = (PoolVector<uint8_t> *)r_dest;
Array *a = (Array *)p_a;
memnew_placement(dest, PoolVector<uint8_t>);
dest->resize(a->size());
for (int i = 0; i < a->size(); i++) {
dest->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_byte_array_append(godot_pool_byte_array *p_self, const uint8_t p_data) {
PoolVector<uint8_t> *self = (PoolVector<uint8_t> *)p_self;
self->append(p_data);
}
void GDAPI godot_pool_byte_array_append_array(godot_pool_byte_array *p_self, const godot_pool_byte_array *p_array) {
PoolVector<uint8_t> *self = (PoolVector<uint8_t> *)p_self;
PoolVector<uint8_t> *array = (PoolVector<uint8_t> *)p_array;
self->append_array(*array);
}
godot_error GDAPI godot_pool_byte_array_insert(godot_pool_byte_array *p_self, const godot_int p_idx, const uint8_t p_data) {
PoolVector<uint8_t> *self = (PoolVector<uint8_t> *)p_self;
return (godot_error)self->insert(p_idx, p_data);
}
void GDAPI godot_pool_byte_array_invert(godot_pool_byte_array *p_self) {
PoolVector<uint8_t> *self = (PoolVector<uint8_t> *)p_self;
self->invert();
}
void GDAPI godot_pool_byte_array_push_back(godot_pool_byte_array *p_self, const uint8_t p_data) {
PoolVector<uint8_t> *self = (PoolVector<uint8_t> *)p_self;
self->push_back(p_data);
}
void GDAPI godot_pool_byte_array_remove(godot_pool_byte_array *p_self, const godot_int p_idx) {
PoolVector<uint8_t> *self = (PoolVector<uint8_t> *)p_self;
self->remove(p_idx);
}
void GDAPI godot_pool_byte_array_resize(godot_pool_byte_array *p_self, const godot_int p_size) {
PoolVector<uint8_t> *self = (PoolVector<uint8_t> *)p_self;
self->resize(p_size);
}
godot_pool_byte_array_read_access GDAPI *godot_pool_byte_array_read(const godot_pool_byte_array *p_self) {
const PoolVector<uint8_t> *self = (const PoolVector<uint8_t> *)p_self;
return (godot_pool_byte_array_read_access *)memnew(PoolVector<uint8_t>::Read(self->read()));
}
godot_pool_byte_array_write_access GDAPI *godot_pool_byte_array_write(godot_pool_byte_array *p_self) {
PoolVector<uint8_t> *self = (PoolVector<uint8_t> *)p_self;
return (godot_pool_byte_array_write_access *)memnew(PoolVector<uint8_t>::Write(self->write()));
}
void GDAPI godot_pool_byte_array_set(godot_pool_byte_array *p_self, const godot_int p_idx, const uint8_t p_data) {
PoolVector<uint8_t> *self = (PoolVector<uint8_t> *)p_self;
self->set(p_idx, p_data);
}
uint8_t GDAPI godot_pool_byte_array_get(const godot_pool_byte_array *p_self, const godot_int p_idx) {
const PoolVector<uint8_t> *self = (const PoolVector<uint8_t> *)p_self;
return self->get(p_idx);
}
godot_int GDAPI godot_pool_byte_array_size(const godot_pool_byte_array *p_self) {
const PoolVector<uint8_t> *self = (const PoolVector<uint8_t> *)p_self;
return self->size();
}
godot_bool GDAPI godot_pool_byte_array_empty(const godot_pool_byte_array *p_self) {
const PoolVector<uint8_t> *self = (const PoolVector<uint8_t> *)p_self;
return self->empty();
}
void GDAPI godot_pool_byte_array_destroy(godot_pool_byte_array *p_self) {
((PoolVector<uint8_t> *)p_self)->~PoolVector();
}
// int
void GDAPI godot_pool_int_array_new(godot_pool_int_array *r_dest) {
PoolVector<godot_int> *dest = (PoolVector<godot_int> *)r_dest;
memnew_placement(dest, PoolVector<godot_int>);
}
void GDAPI godot_pool_int_array_new_copy(godot_pool_int_array *r_dest, const godot_pool_int_array *p_src) {
PoolVector<godot_int> *dest = (PoolVector<godot_int> *)r_dest;
const PoolVector<godot_int> *src = (const PoolVector<godot_int> *)p_src;
memnew_placement(dest, PoolVector<godot_int>(*src));
}
void GDAPI godot_pool_int_array_new_with_array(godot_pool_int_array *r_dest, const godot_array *p_a) {
PoolVector<godot_int> *dest = (PoolVector<godot_int> *)r_dest;
Array *a = (Array *)p_a;
memnew_placement(dest, PoolVector<godot_int>);
dest->resize(a->size());
for (int i = 0; i < a->size(); i++) {
dest->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_int_array_append(godot_pool_int_array *p_self, const godot_int p_data) {
PoolVector<godot_int> *self = (PoolVector<godot_int> *)p_self;
self->append(p_data);
}
void GDAPI godot_pool_int_array_append_array(godot_pool_int_array *p_self, const godot_pool_int_array *p_array) {
PoolVector<godot_int> *self = (PoolVector<godot_int> *)p_self;
PoolVector<godot_int> *array = (PoolVector<godot_int> *)p_array;
self->append_array(*array);
}
godot_error GDAPI godot_pool_int_array_insert(godot_pool_int_array *p_self, const godot_int p_idx, const godot_int p_data) {
PoolVector<godot_int> *self = (PoolVector<godot_int> *)p_self;
return (godot_error)self->insert(p_idx, p_data);
}
void GDAPI godot_pool_int_array_invert(godot_pool_int_array *p_self) {
PoolVector<godot_int> *self = (PoolVector<godot_int> *)p_self;
self->invert();
}
void GDAPI godot_pool_int_array_push_back(godot_pool_int_array *p_self, const godot_int p_data) {
PoolVector<godot_int> *self = (PoolVector<godot_int> *)p_self;
self->push_back(p_data);
}
void GDAPI godot_pool_int_array_remove(godot_pool_int_array *p_self, const godot_int p_idx) {
PoolVector<godot_int> *self = (PoolVector<godot_int> *)p_self;
self->remove(p_idx);
}
void GDAPI godot_pool_int_array_resize(godot_pool_int_array *p_self, const godot_int p_size) {
PoolVector<godot_int> *self = (PoolVector<godot_int> *)p_self;
self->resize(p_size);
}
godot_pool_int_array_read_access GDAPI *godot_pool_int_array_read(const godot_pool_int_array *p_self) {
const PoolVector<godot_int> *self = (const PoolVector<godot_int> *)p_self;
return (godot_pool_int_array_read_access *)memnew(PoolVector<godot_int>::Read(self->read()));
}
godot_pool_int_array_write_access GDAPI *godot_pool_int_array_write(godot_pool_int_array *p_self) {
PoolVector<godot_int> *self = (PoolVector<godot_int> *)p_self;
return (godot_pool_int_array_write_access *)memnew(PoolVector<godot_int>::Write(self->write()));
}
void GDAPI godot_pool_int_array_set(godot_pool_int_array *p_self, const godot_int p_idx, const godot_int p_data) {
PoolVector<godot_int> *self = (PoolVector<godot_int> *)p_self;
self->set(p_idx, p_data);
}
godot_int GDAPI godot_pool_int_array_get(const godot_pool_int_array *p_self, const godot_int p_idx) {
const PoolVector<godot_int> *self = (const PoolVector<godot_int> *)p_self;
return self->get(p_idx);
}
godot_int GDAPI godot_pool_int_array_size(const godot_pool_int_array *p_self) {
const PoolVector<godot_int> *self = (const PoolVector<godot_int> *)p_self;
return self->size();
}
godot_bool GDAPI godot_pool_int_array_empty(const godot_pool_int_array *p_self) {
const PoolVector<godot_int> *self = (const PoolVector<godot_int> *)p_self;
return self->empty();
}
void GDAPI godot_pool_int_array_destroy(godot_pool_int_array *p_self) {
((PoolVector<godot_int> *)p_self)->~PoolVector();
}
// real
void GDAPI godot_pool_real_array_new(godot_pool_real_array *r_dest) {
PoolVector<godot_real> *dest = (PoolVector<godot_real> *)r_dest;
memnew_placement(dest, PoolVector<godot_real>);
}
void GDAPI godot_pool_real_array_new_copy(godot_pool_real_array *r_dest, const godot_pool_real_array *p_src) {
PoolVector<godot_real> *dest = (PoolVector<godot_real> *)r_dest;
const PoolVector<godot_real> *src = (const PoolVector<godot_real> *)p_src;
memnew_placement(dest, PoolVector<godot_real>(*src));
}
void GDAPI godot_pool_real_array_new_with_array(godot_pool_real_array *r_dest, const godot_array *p_a) {
PoolVector<godot_real> *dest = (PoolVector<godot_real> *)r_dest;
Array *a = (Array *)p_a;
memnew_placement(dest, PoolVector<godot_real>);
dest->resize(a->size());
for (int i = 0; i < a->size(); i++) {
dest->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_real_array_append(godot_pool_real_array *p_self, const godot_real p_data) {
PoolVector<godot_real> *self = (PoolVector<godot_real> *)p_self;
self->append(p_data);
}
void GDAPI godot_pool_real_array_append_array(godot_pool_real_array *p_self, const godot_pool_real_array *p_array) {
PoolVector<godot_real> *self = (PoolVector<godot_real> *)p_self;
PoolVector<godot_real> *array = (PoolVector<godot_real> *)p_array;
self->append_array(*array);
}
godot_error GDAPI godot_pool_real_array_insert(godot_pool_real_array *p_self, const godot_int p_idx, const godot_real p_data) {
PoolVector<godot_real> *self = (PoolVector<godot_real> *)p_self;
return (godot_error)self->insert(p_idx, p_data);
}
void GDAPI godot_pool_real_array_invert(godot_pool_real_array *p_self) {
PoolVector<godot_real> *self = (PoolVector<godot_real> *)p_self;
self->invert();
}
void GDAPI godot_pool_real_array_push_back(godot_pool_real_array *p_self, const godot_real p_data) {
PoolVector<godot_real> *self = (PoolVector<godot_real> *)p_self;
self->push_back(p_data);
}
void GDAPI godot_pool_real_array_remove(godot_pool_real_array *p_self, const godot_int p_idx) {
PoolVector<godot_real> *self = (PoolVector<godot_real> *)p_self;
self->remove(p_idx);
}
void GDAPI godot_pool_real_array_resize(godot_pool_real_array *p_self, const godot_int p_size) {
PoolVector<godot_real> *self = (PoolVector<godot_real> *)p_self;
self->resize(p_size);
}
godot_pool_real_array_read_access GDAPI *godot_pool_real_array_read(const godot_pool_real_array *p_self) {
const PoolVector<godot_real> *self = (const PoolVector<godot_real> *)p_self;
return (godot_pool_real_array_read_access *)memnew(PoolVector<godot_real>::Read(self->read()));
}
godot_pool_int_array_write_access GDAPI *godot_pool_real_array_write(godot_pool_real_array *p_self) {
PoolVector<godot_real> *self = (PoolVector<godot_real> *)p_self;
return (godot_pool_real_array_write_access *)memnew(PoolVector<godot_real>::Write(self->write()));
}
void GDAPI godot_pool_real_array_set(godot_pool_real_array *p_self, const godot_int p_idx, const godot_real p_data) {
PoolVector<godot_real> *self = (PoolVector<godot_real> *)p_self;
self->set(p_idx, p_data);
}
godot_real GDAPI godot_pool_real_array_get(const godot_pool_real_array *p_self, const godot_int p_idx) {
const PoolVector<godot_real> *self = (const PoolVector<godot_real> *)p_self;
return self->get(p_idx);
}
godot_int GDAPI godot_pool_real_array_size(const godot_pool_real_array *p_self) {
const PoolVector<godot_real> *self = (const PoolVector<godot_real> *)p_self;
return self->size();
}
godot_bool GDAPI godot_pool_real_array_empty(const godot_pool_real_array *p_self) {
const PoolVector<godot_real> *self = (const PoolVector<godot_real> *)p_self;
return self->empty();
}
void GDAPI godot_pool_real_array_destroy(godot_pool_real_array *p_self) {
((PoolVector<godot_real> *)p_self)->~PoolVector();
}
// string
void GDAPI godot_pool_string_array_new(godot_pool_string_array *r_dest) {
PoolVector<String> *dest = (PoolVector<String> *)r_dest;
memnew_placement(dest, PoolVector<String>);
}
void GDAPI godot_pool_string_array_new_copy(godot_pool_string_array *r_dest, const godot_pool_string_array *p_src) {
PoolVector<String> *dest = (PoolVector<String> *)r_dest;
const PoolVector<String> *src = (const PoolVector<String> *)p_src;
memnew_placement(dest, PoolVector<String>(*src));
}
void GDAPI godot_pool_string_array_new_with_array(godot_pool_string_array *r_dest, const godot_array *p_a) {
PoolVector<String> *dest = (PoolVector<String> *)r_dest;
Array *a = (Array *)p_a;
memnew_placement(dest, PoolVector<String>);
dest->resize(a->size());
for (int i = 0; i < a->size(); i++) {
dest->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_string_array_append(godot_pool_string_array *p_self, const godot_string *p_data) {
PoolVector<String> *self = (PoolVector<String> *)p_self;
String &s = *(String *)p_data;
self->append(s);
}
void GDAPI godot_pool_string_array_append_array(godot_pool_string_array *p_self, const godot_pool_string_array *p_array) {
PoolVector<String> *self = (PoolVector<String> *)p_self;
PoolVector<String> *array = (PoolVector<String> *)p_array;
self->append_array(*array);
}
godot_error GDAPI godot_pool_string_array_insert(godot_pool_string_array *p_self, const godot_int p_idx, const godot_string *p_data) {
PoolVector<String> *self = (PoolVector<String> *)p_self;
String &s = *(String *)p_data;
return (godot_error)self->insert(p_idx, s);
}
void GDAPI godot_pool_string_array_invert(godot_pool_string_array *p_self) {
PoolVector<String> *self = (PoolVector<String> *)p_self;
self->invert();
}
void GDAPI godot_pool_string_array_push_back(godot_pool_string_array *p_self, const godot_string *p_data) {
PoolVector<String> *self = (PoolVector<String> *)p_self;
String &s = *(String *)p_data;
self->push_back(s);
}
void GDAPI godot_pool_string_array_remove(godot_pool_string_array *p_self, const godot_int p_idx) {
PoolVector<String> *self = (PoolVector<String> *)p_self;
self->remove(p_idx);
}
void GDAPI godot_pool_string_array_resize(godot_pool_string_array *p_self, const godot_int p_size) {
PoolVector<String> *self = (PoolVector<String> *)p_self;
self->resize(p_size);
}
godot_pool_string_array_read_access GDAPI *godot_pool_string_array_read(const godot_pool_string_array *p_self) {
const PoolVector<String> *self = (const PoolVector<String> *)p_self;
return (godot_pool_string_array_read_access *)memnew(PoolVector<String>::Read(self->read()));
}
godot_pool_string_array_write_access GDAPI *godot_pool_string_array_write(godot_pool_string_array *p_self) {
PoolVector<String> *self = (PoolVector<String> *)p_self;
return (godot_pool_string_array_write_access *)memnew(PoolVector<String>::Write(self->write()));
}
void GDAPI godot_pool_string_array_set(godot_pool_string_array *p_self, const godot_int p_idx, const godot_string *p_data) {
PoolVector<String> *self = (PoolVector<String> *)p_self;
String &s = *(String *)p_data;
self->set(p_idx, s);
}
godot_string GDAPI godot_pool_string_array_get(const godot_pool_string_array *p_self, const godot_int p_idx) {
const PoolVector<String> *self = (const PoolVector<String> *)p_self;
godot_string str;
String *s = (String *)&str;
memnew_placement(s, String);
*s = self->get(p_idx);
return str;
}
godot_int GDAPI godot_pool_string_array_size(const godot_pool_string_array *p_self) {
const PoolVector<String> *self = (const PoolVector<String> *)p_self;
return self->size();
}
godot_bool GDAPI godot_pool_string_array_empty(const godot_pool_string_array *p_self) {
const PoolVector<String> *self = (const PoolVector<String> *)p_self;
return self->empty();
}
void GDAPI godot_pool_string_array_destroy(godot_pool_string_array *p_self) {
((PoolVector<String> *)p_self)->~PoolVector();
}
// vector2
void GDAPI godot_pool_vector2_array_new(godot_pool_vector2_array *r_dest) {
PoolVector<Vector2> *dest = (PoolVector<Vector2> *)r_dest;
memnew_placement(dest, PoolVector<Vector2>);
}
void GDAPI godot_pool_vector2_array_new_copy(godot_pool_vector2_array *r_dest, const godot_pool_vector2_array *p_src) {
PoolVector<Vector2> *dest = (PoolVector<Vector2> *)r_dest;
const PoolVector<Vector2> *src = (const PoolVector<Vector2> *)p_src;
memnew_placement(dest, PoolVector<Vector2>(*src));
}
void GDAPI godot_pool_vector2_array_new_with_array(godot_pool_vector2_array *r_dest, const godot_array *p_a) {
PoolVector<Vector2> *dest = (PoolVector<Vector2> *)r_dest;
Array *a = (Array *)p_a;
memnew_placement(dest, PoolVector<Vector2>);
dest->resize(a->size());
for (int i = 0; i < a->size(); i++) {
dest->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_vector2_array_append(godot_pool_vector2_array *p_self, const godot_vector2 *p_data) {
PoolVector<Vector2> *self = (PoolVector<Vector2> *)p_self;
Vector2 &s = *(Vector2 *)p_data;
self->append(s);
}
void GDAPI godot_pool_vector2_array_append_array(godot_pool_vector2_array *p_self, const godot_pool_vector2_array *p_array) {
PoolVector<Vector2> *self = (PoolVector<Vector2> *)p_self;
PoolVector<Vector2> *array = (PoolVector<Vector2> *)p_array;
self->append_array(*array);
}
godot_error GDAPI godot_pool_vector2_array_insert(godot_pool_vector2_array *p_self, const godot_int p_idx, const godot_vector2 *p_data) {
PoolVector<Vector2> *self = (PoolVector<Vector2> *)p_self;
Vector2 &s = *(Vector2 *)p_data;
return (godot_error)self->insert(p_idx, s);
}
void GDAPI godot_pool_vector2_array_invert(godot_pool_vector2_array *p_self) {
PoolVector<Vector2> *self = (PoolVector<Vector2> *)p_self;
self->invert();
}
void GDAPI godot_pool_vector2_array_push_back(godot_pool_vector2_array *p_self, const godot_vector2 *p_data) {
PoolVector<Vector2> *self = (PoolVector<Vector2> *)p_self;
Vector2 &s = *(Vector2 *)p_data;
self->push_back(s);
}
void GDAPI godot_pool_vector2_array_remove(godot_pool_vector2_array *p_self, const godot_int p_idx) {
PoolVector<Vector2> *self = (PoolVector<Vector2> *)p_self;
self->remove(p_idx);
}
void GDAPI godot_pool_vector2_array_resize(godot_pool_vector2_array *p_self, const godot_int p_size) {
PoolVector<Vector2> *self = (PoolVector<Vector2> *)p_self;
self->resize(p_size);
}
godot_pool_vector2_array_read_access GDAPI *godot_pool_vector2_array_read(const godot_pool_vector2_array *p_self) {
const PoolVector<Vector2> *self = (const PoolVector<Vector2> *)p_self;
return (godot_pool_vector2_array_read_access *)memnew(PoolVector<Vector2>::Read(self->read()));
}
godot_pool_vector2_array_write_access GDAPI *godot_pool_vector2_array_write(godot_pool_vector2_array *p_self) {
PoolVector<Vector2> *self = (PoolVector<Vector2> *)p_self;
return (godot_pool_vector2_array_write_access *)memnew(PoolVector<Vector2>::Write(self->write()));
}
void GDAPI godot_pool_vector2_array_set(godot_pool_vector2_array *p_self, const godot_int p_idx, const godot_vector2 *p_data) {
PoolVector<Vector2> *self = (PoolVector<Vector2> *)p_self;
Vector2 &s = *(Vector2 *)p_data;
self->set(p_idx, s);
}
godot_vector2 GDAPI godot_pool_vector2_array_get(const godot_pool_vector2_array *p_self, const godot_int p_idx) {
const PoolVector<Vector2> *self = (const PoolVector<Vector2> *)p_self;
godot_vector2 v;
Vector2 *s = (Vector2 *)&v;
*s = self->get(p_idx);
return v;
}
godot_int GDAPI godot_pool_vector2_array_size(const godot_pool_vector2_array *p_self) {
const PoolVector<Vector2> *self = (const PoolVector<Vector2> *)p_self;
return self->size();
}
godot_bool GDAPI godot_pool_vector2_array_empty(const godot_pool_vector2_array *p_self) {
const PoolVector<Vector2> *self = (const PoolVector<Vector2> *)p_self;
return self->empty();
}
void GDAPI godot_pool_vector2_array_destroy(godot_pool_vector2_array *p_self) {
((PoolVector<Vector2> *)p_self)->~PoolVector();
}
// vector3
void GDAPI godot_pool_vector3_array_new(godot_pool_vector3_array *r_dest) {
PoolVector<Vector3> *dest = (PoolVector<Vector3> *)r_dest;
memnew_placement(dest, PoolVector<Vector3>);
}
void GDAPI godot_pool_vector3_array_new_copy(godot_pool_vector3_array *r_dest, const godot_pool_vector3_array *p_src) {
PoolVector<Vector3> *dest = (PoolVector<Vector3> *)r_dest;
const PoolVector<Vector3> *src = (const PoolVector<Vector3> *)p_src;
memnew_placement(dest, PoolVector<Vector3>(*src));
}
void GDAPI godot_pool_vector3_array_new_with_array(godot_pool_vector3_array *r_dest, const godot_array *p_a) {
PoolVector<Vector3> *dest = (PoolVector<Vector3> *)r_dest;
Array *a = (Array *)p_a;
memnew_placement(dest, PoolVector<Vector3>);
dest->resize(a->size());
for (int i = 0; i < a->size(); i++) {
dest->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_vector3_array_append(godot_pool_vector3_array *p_self, const godot_vector3 *p_data) {
PoolVector<Vector3> *self = (PoolVector<Vector3> *)p_self;
Vector3 &s = *(Vector3 *)p_data;
self->append(s);
}
void GDAPI godot_pool_vector3_array_append_array(godot_pool_vector3_array *p_self, const godot_pool_vector3_array *p_array) {
PoolVector<Vector3> *self = (PoolVector<Vector3> *)p_self;
PoolVector<Vector3> *array = (PoolVector<Vector3> *)p_array;
self->append_array(*array);
}
godot_error GDAPI godot_pool_vector3_array_insert(godot_pool_vector3_array *p_self, const godot_int p_idx, const godot_vector3 *p_data) {
PoolVector<Vector3> *self = (PoolVector<Vector3> *)p_self;
Vector3 &s = *(Vector3 *)p_data;
return (godot_error)self->insert(p_idx, s);
}
void GDAPI godot_pool_vector3_array_invert(godot_pool_vector3_array *p_self) {
PoolVector<Vector3> *self = (PoolVector<Vector3> *)p_self;
self->invert();
}
void GDAPI godot_pool_vector3_array_push_back(godot_pool_vector3_array *p_self, const godot_vector3 *p_data) {
PoolVector<Vector3> *self = (PoolVector<Vector3> *)p_self;
Vector3 &s = *(Vector3 *)p_data;
self->push_back(s);
}
void GDAPI godot_pool_vector3_array_remove(godot_pool_vector3_array *p_self, const godot_int p_idx) {
PoolVector<Vector3> *self = (PoolVector<Vector3> *)p_self;
self->remove(p_idx);
}
void GDAPI godot_pool_vector3_array_resize(godot_pool_vector3_array *p_self, const godot_int p_size) {
PoolVector<Vector3> *self = (PoolVector<Vector3> *)p_self;
self->resize(p_size);
}
godot_pool_vector3_array_read_access GDAPI *godot_pool_vector3_array_read(const godot_pool_vector3_array *p_self) {
const PoolVector<Vector3> *self = (const PoolVector<Vector3> *)p_self;
return (godot_pool_vector3_array_read_access *)memnew(PoolVector<Vector3>::Read(self->read()));
}
godot_pool_vector3_array_write_access GDAPI *godot_pool_vector3_array_write(godot_pool_vector3_array *p_self) {
PoolVector<Vector3> *self = (PoolVector<Vector3> *)p_self;
return (godot_pool_vector3_array_write_access *)memnew(PoolVector<Vector3>::Write(self->write()));
}
void GDAPI godot_pool_vector3_array_set(godot_pool_vector3_array *p_self, const godot_int p_idx, const godot_vector3 *p_data) {
PoolVector<Vector3> *self = (PoolVector<Vector3> *)p_self;
Vector3 &s = *(Vector3 *)p_data;
self->set(p_idx, s);
}
godot_vector3 GDAPI godot_pool_vector3_array_get(const godot_pool_vector3_array *p_self, const godot_int p_idx) {
const PoolVector<Vector3> *self = (const PoolVector<Vector3> *)p_self;
godot_vector3 v;
Vector3 *s = (Vector3 *)&v;
*s = self->get(p_idx);
return v;
}
godot_int GDAPI godot_pool_vector3_array_size(const godot_pool_vector3_array *p_self) {
const PoolVector<Vector3> *self = (const PoolVector<Vector3> *)p_self;
return self->size();
}
godot_bool GDAPI godot_pool_vector3_array_empty(const godot_pool_vector3_array *p_self) {
const PoolVector<Vector3> *self = (const PoolVector<Vector3> *)p_self;
return self->empty();
}
void GDAPI godot_pool_vector3_array_destroy(godot_pool_vector3_array *p_self) {
((PoolVector<Vector3> *)p_self)->~PoolVector();
}
// color
void GDAPI godot_pool_color_array_new(godot_pool_color_array *r_dest) {
PoolVector<Color> *dest = (PoolVector<Color> *)r_dest;
memnew_placement(dest, PoolVector<Color>);
}
void GDAPI godot_pool_color_array_new_copy(godot_pool_color_array *r_dest, const godot_pool_color_array *p_src) {
PoolVector<Color> *dest = (PoolVector<Color> *)r_dest;
const PoolVector<Color> *src = (const PoolVector<Color> *)p_src;
memnew_placement(dest, PoolVector<Color>(*src));
}
void GDAPI godot_pool_color_array_new_with_array(godot_pool_color_array *r_dest, const godot_array *p_a) {
PoolVector<Color> *dest = (PoolVector<Color> *)r_dest;
Array *a = (Array *)p_a;
memnew_placement(dest, PoolVector<Color>);
dest->resize(a->size());
for (int i = 0; i < a->size(); i++) {
dest->set(i, (*a)[i]);
}
}
void GDAPI godot_pool_color_array_append(godot_pool_color_array *p_self, const godot_color *p_data) {
PoolVector<Color> *self = (PoolVector<Color> *)p_self;
Color &s = *(Color *)p_data;
self->append(s);
}
void GDAPI godot_pool_color_array_append_array(godot_pool_color_array *p_self, const godot_pool_color_array *p_array) {
PoolVector<Color> *self = (PoolVector<Color> *)p_self;
PoolVector<Color> *array = (PoolVector<Color> *)p_array;
self->append_array(*array);
}
godot_error GDAPI godot_pool_color_array_insert(godot_pool_color_array *p_self, const godot_int p_idx, const godot_color *p_data) {
PoolVector<Color> *self = (PoolVector<Color> *)p_self;
Color &s = *(Color *)p_data;
return (godot_error)self->insert(p_idx, s);
}
void GDAPI godot_pool_color_array_invert(godot_pool_color_array *p_self) {
PoolVector<Color> *self = (PoolVector<Color> *)p_self;
self->invert();
}
void GDAPI godot_pool_color_array_push_back(godot_pool_color_array *p_self, const godot_color *p_data) {
PoolVector<Color> *self = (PoolVector<Color> *)p_self;
Color &s = *(Color *)p_data;
self->push_back(s);
}
void GDAPI godot_pool_color_array_remove(godot_pool_color_array *p_self, const godot_int p_idx) {
PoolVector<Color> *self = (PoolVector<Color> *)p_self;
self->remove(p_idx);
}
void GDAPI godot_pool_color_array_resize(godot_pool_color_array *p_self, const godot_int p_size) {
PoolVector<Color> *self = (PoolVector<Color> *)p_self;
self->resize(p_size);
}
godot_pool_color_array_read_access GDAPI *godot_pool_color_array_read(const godot_pool_color_array *p_self) {
const PoolVector<Color> *self = (const PoolVector<Color> *)p_self;
return (godot_pool_color_array_read_access *)memnew(PoolVector<Color>::Read(self->read()));
}
godot_pool_color_array_write_access GDAPI *godot_pool_color_array_write(godot_pool_color_array *p_self) {
PoolVector<Color> *self = (PoolVector<Color> *)p_self;
return (godot_pool_color_array_write_access *)memnew(PoolVector<Color>::Write(self->write()));
}
void GDAPI godot_pool_color_array_set(godot_pool_color_array *p_self, const godot_int p_idx, const godot_color *p_data) {
PoolVector<Color> *self = (PoolVector<Color> *)p_self;
Color &s = *(Color *)p_data;
self->set(p_idx, s);
}
godot_color GDAPI godot_pool_color_array_get(const godot_pool_color_array *p_self, const godot_int p_idx) {
const PoolVector<Color> *self = (const PoolVector<Color> *)p_self;
godot_color v;
Color *s = (Color *)&v;
*s = self->get(p_idx);
return v;
}
godot_int GDAPI godot_pool_color_array_size(const godot_pool_color_array *p_self) {
const PoolVector<Color> *self = (const PoolVector<Color> *)p_self;
return self->size();
}
godot_bool GDAPI godot_pool_color_array_empty(const godot_pool_color_array *p_self) {
const PoolVector<Color> *self = (const PoolVector<Color> *)p_self;
return self->empty();
}
void GDAPI godot_pool_color_array_destroy(godot_pool_color_array *p_self) {
((PoolVector<Color> *)p_self)->~PoolVector();
}
//
// read accessor functions
//
godot_pool_byte_array_read_access GDAPI *godot_pool_byte_array_read_access_copy(const godot_pool_byte_array_read_access *p_other) {
PoolVector<uint8_t>::Read *other = (PoolVector<uint8_t>::Read *)p_other;
return (godot_pool_byte_array_read_access *)memnew(PoolVector<uint8_t>::Read(*other));
}
const uint8_t GDAPI *godot_pool_byte_array_read_access_ptr(const godot_pool_byte_array_read_access *p_read) {
const PoolVector<uint8_t>::Read *read = (const PoolVector<uint8_t>::Read *)p_read;
return read->ptr();
}
void GDAPI godot_pool_byte_array_read_access_operator_assign(godot_pool_byte_array_read_access *p_read, godot_pool_byte_array_read_access *p_other) {
PoolVector<uint8_t>::Read *read = (PoolVector<uint8_t>::Read *)p_read;
PoolVector<uint8_t>::Read *other = (PoolVector<uint8_t>::Read *)p_other;
read->operator=(*other);
}
void GDAPI godot_pool_byte_array_read_access_destroy(godot_pool_byte_array_read_access *p_read) {
memdelete((PoolVector<uint8_t>::Read *)p_read);
}
godot_pool_int_array_read_access GDAPI *godot_pool_int_array_read_access_copy(const godot_pool_int_array_read_access *p_other) {
PoolVector<godot_int>::Read *other = (PoolVector<godot_int>::Read *)p_other;
return (godot_pool_int_array_read_access *)memnew(PoolVector<godot_int>::Read(*other));
}
const godot_int GDAPI *godot_pool_int_array_read_access_ptr(const godot_pool_int_array_read_access *p_read) {
const PoolVector<godot_int>::Read *read = (const PoolVector<godot_int>::Read *)p_read;
return read->ptr();
}
void GDAPI godot_pool_int_array_read_access_operator_assign(godot_pool_int_array_read_access *p_read, godot_pool_int_array_read_access *p_other) {
PoolVector<godot_int>::Read *read = (PoolVector<godot_int>::Read *)p_read;
PoolVector<godot_int>::Read *other = (PoolVector<godot_int>::Read *)p_other;
read->operator=(*other);
}
void GDAPI godot_pool_int_array_read_access_destroy(godot_pool_int_array_read_access *p_read) {
memdelete((PoolVector<godot_int>::Read *)p_read);
}
godot_pool_real_array_read_access GDAPI *godot_pool_real_array_read_access_copy(const godot_pool_real_array_read_access *p_other) {
PoolVector<godot_real>::Read *other = (PoolVector<godot_real>::Read *)p_other;
return (godot_pool_real_array_read_access *)memnew(PoolVector<godot_real>::Read(*other));
}
const godot_real GDAPI *godot_pool_real_array_read_access_ptr(const godot_pool_real_array_read_access *p_read) {
const PoolVector<godot_real>::Read *read = (const PoolVector<godot_real>::Read *)p_read;
return read->ptr();
}
void GDAPI godot_pool_real_array_read_access_operator_assign(godot_pool_real_array_read_access *p_read, godot_pool_real_array_read_access *p_other) {
PoolVector<godot_real>::Read *read = (PoolVector<godot_real>::Read *)p_read;
PoolVector<godot_real>::Read *other = (PoolVector<godot_real>::Read *)p_other;
read->operator=(*other);
}
void GDAPI godot_pool_real_array_read_access_destroy(godot_pool_real_array_read_access *p_read) {
memdelete((PoolVector<godot_real>::Read *)p_read);
}
godot_pool_string_array_read_access GDAPI *godot_pool_string_array_read_access_copy(const godot_pool_string_array_read_access *p_other) {
PoolVector<String>::Read *other = (PoolVector<String>::Read *)p_other;
return (godot_pool_string_array_read_access *)memnew(PoolVector<String>::Read(*other));
}
const godot_string GDAPI *godot_pool_string_array_read_access_ptr(const godot_pool_string_array_read_access *p_read) {
const PoolVector<String>::Read *read = (const PoolVector<String>::Read *)p_read;
return (const godot_string *)read->ptr();
}
void GDAPI godot_pool_string_array_read_access_operator_assign(godot_pool_string_array_read_access *p_read, godot_pool_string_array_read_access *p_other) {
PoolVector<String>::Read *read = (PoolVector<String>::Read *)p_read;
PoolVector<String>::Read *other = (PoolVector<String>::Read *)p_other;
read->operator=(*other);
}
void GDAPI godot_pool_string_array_read_access_destroy(godot_pool_string_array_read_access *p_read) {
memdelete((PoolVector<String>::Read *)p_read);
}
godot_pool_vector2_array_read_access GDAPI *godot_pool_vector2_array_read_access_copy(const godot_pool_vector2_array_read_access *p_other) {
PoolVector<Vector2>::Read *other = (PoolVector<Vector2>::Read *)p_other;
return (godot_pool_vector2_array_read_access *)memnew(PoolVector<Vector2>::Read(*other));
}
const godot_vector2 GDAPI *godot_pool_vector2_array_read_access_ptr(const godot_pool_vector2_array_read_access *p_read) {
const PoolVector<Vector2>::Read *read = (const PoolVector<Vector2>::Read *)p_read;
return (const godot_vector2 *)read->ptr();
}
void GDAPI godot_pool_vector2_array_read_access_operator_assign(godot_pool_vector2_array_read_access *p_read, godot_pool_vector2_array_read_access *p_other) {
PoolVector<Vector2>::Read *read = (PoolVector<Vector2>::Read *)p_read;
PoolVector<Vector2>::Read *other = (PoolVector<Vector2>::Read *)p_other;
read->operator=(*other);
}
void GDAPI godot_pool_vector2_array_read_access_destroy(godot_pool_vector2_array_read_access *p_read) {
memdelete((PoolVector<Vector2>::Read *)p_read);
}
godot_pool_vector3_array_read_access GDAPI *godot_pool_vector3_array_read_access_copy(const godot_pool_vector3_array_read_access *p_other) {
PoolVector<Vector3>::Read *other = (PoolVector<Vector3>::Read *)p_other;
return (godot_pool_vector3_array_read_access *)memnew(PoolVector<Vector3>::Read(*other));
}
const godot_vector3 GDAPI *godot_pool_vector3_array_read_access_ptr(const godot_pool_vector3_array_read_access *p_read) {
const PoolVector<Vector3>::Read *read = (const PoolVector<Vector3>::Read *)p_read;
return (const godot_vector3 *)read->ptr();
}
void GDAPI godot_pool_vector3_array_read_access_operator_assign(godot_pool_vector3_array_read_access *p_read, godot_pool_vector3_array_read_access *p_other) {
PoolVector<Vector3>::Read *read = (PoolVector<Vector3>::Read *)p_read;
PoolVector<Vector3>::Read *other = (PoolVector<Vector3>::Read *)p_other;
read->operator=(*other);
}
void GDAPI godot_pool_vector3_array_read_access_destroy(godot_pool_vector3_array_read_access *p_read) {
memdelete((PoolVector<Vector2>::Read *)p_read);
}
godot_pool_color_array_read_access GDAPI *godot_pool_color_array_read_access_copy(const godot_pool_color_array_read_access *p_other) {
PoolVector<Color>::Read *other = (PoolVector<Color>::Read *)p_other;
return (godot_pool_color_array_read_access *)memnew(PoolVector<Color>::Read(*other));
}
const godot_color GDAPI *godot_pool_color_array_read_access_ptr(const godot_pool_color_array_read_access *p_read) {
const PoolVector<Color>::Read *read = (const PoolVector<Color>::Read *)p_read;
return (const godot_color *)read->ptr();
}
void GDAPI godot_pool_color_array_read_access_operator_assign(godot_pool_color_array_read_access *p_read, godot_pool_color_array_read_access *p_other) {
PoolVector<Color>::Read *read = (PoolVector<Color>::Read *)p_read;
PoolVector<Color>::Read *other = (PoolVector<Color>::Read *)p_other;
read->operator=(*other);
}
void GDAPI godot_pool_color_array_read_access_destroy(godot_pool_color_array_read_access *p_read) {
memdelete((PoolVector<Color>::Read *)p_read);
}
//
// write accessor functions
//
godot_pool_byte_array_write_access GDAPI *godot_pool_byte_array_write_access_copy(const godot_pool_byte_array_write_access *p_other) {
PoolVector<uint8_t>::Write *other = (PoolVector<uint8_t>::Write *)p_other;
return (godot_pool_byte_array_write_access *)memnew(PoolVector<uint8_t>::Write(*other));
}
uint8_t GDAPI *godot_pool_byte_array_write_access_ptr(const godot_pool_byte_array_write_access *p_write) {
PoolVector<uint8_t>::Write *write = (PoolVector<uint8_t>::Write *)p_write;
return write->ptr();
}
void GDAPI godot_pool_byte_array_write_access_operator_assign(godot_pool_byte_array_write_access *p_write, godot_pool_byte_array_write_access *p_other) {
PoolVector<uint8_t>::Write *write = (PoolVector<uint8_t>::Write *)p_write;
PoolVector<uint8_t>::Write *other = (PoolVector<uint8_t>::Write *)p_other;
write->operator=(*other);
}
void GDAPI godot_pool_byte_array_write_access_destroy(godot_pool_byte_array_write_access *p_write) {
memdelete((PoolVector<uint8_t>::Write *)p_write);
}
godot_pool_int_array_write_access GDAPI *godot_pool_int_array_write_access_copy(const godot_pool_int_array_write_access *p_other) {
PoolVector<godot_int>::Write *other = (PoolVector<godot_int>::Write *)p_other;
return (godot_pool_int_array_write_access *)memnew(PoolVector<godot_int>::Write(*other));
}
godot_int GDAPI *godot_pool_int_array_write_access_ptr(const godot_pool_int_array_write_access *p_write) {
PoolVector<godot_int>::Write *write = (PoolVector<godot_int>::Write *)p_write;
return write->ptr();
}
void GDAPI godot_pool_int_array_write_access_operator_assign(godot_pool_int_array_write_access *p_write, godot_pool_int_array_write_access *p_other) {
PoolVector<godot_int>::Write *write = (PoolVector<godot_int>::Write *)p_write;
PoolVector<godot_int>::Write *other = (PoolVector<godot_int>::Write *)p_other;
write->operator=(*other);
}
void GDAPI godot_pool_int_array_write_access_destroy(godot_pool_int_array_write_access *p_write) {
memdelete((PoolVector<godot_int>::Write *)p_write);
}
godot_pool_real_array_write_access GDAPI *godot_pool_real_array_write_access_copy(const godot_pool_real_array_write_access *p_other) {
PoolVector<godot_real>::Write *other = (PoolVector<godot_real>::Write *)p_other;
return (godot_pool_real_array_write_access *)memnew(PoolVector<godot_real>::Write(*other));
}
godot_real GDAPI *godot_pool_real_array_write_access_ptr(const godot_pool_real_array_write_access *p_write) {
PoolVector<godot_real>::Write *write = (PoolVector<godot_real>::Write *)p_write;
return write->ptr();
}
void GDAPI godot_pool_real_array_write_access_operator_assign(godot_pool_real_array_write_access *p_write, godot_pool_real_array_write_access *p_other) {
PoolVector<godot_real>::Write *write = (PoolVector<godot_real>::Write *)p_write;
PoolVector<godot_real>::Write *other = (PoolVector<godot_real>::Write *)p_other;
write->operator=(*other);
}
void GDAPI godot_pool_real_array_write_access_destroy(godot_pool_real_array_write_access *p_write) {
memdelete((PoolVector<godot_real>::Write *)p_write);
}
godot_pool_string_array_write_access GDAPI *godot_pool_string_array_write_access_copy(const godot_pool_string_array_write_access *p_other) {
PoolVector<String>::Write *other = (PoolVector<String>::Write *)p_other;
return (godot_pool_string_array_write_access *)memnew(PoolVector<String>::Write(*other));
}
godot_string GDAPI *godot_pool_string_array_write_access_ptr(const godot_pool_string_array_write_access *p_write) {
PoolVector<String>::Write *write = (PoolVector<String>::Write *)p_write;
return (godot_string *)write->ptr();
}
void GDAPI godot_pool_string_array_write_access_operator_assign(godot_pool_string_array_write_access *p_write, godot_pool_string_array_write_access *p_other) {
PoolVector<String>::Write *write = (PoolVector<String>::Write *)p_write;
PoolVector<String>::Write *other = (PoolVector<String>::Write *)p_other;
write->operator=(*other);
}
void GDAPI godot_pool_string_array_write_access_destroy(godot_pool_string_array_write_access *p_write) {
memdelete((PoolVector<String>::Write *)p_write);
}
godot_pool_vector2_array_write_access GDAPI *godot_pool_vector2_array_write_access_copy(const godot_pool_vector2_array_write_access *p_other) {
PoolVector<Vector2>::Write *other = (PoolVector<Vector2>::Write *)p_other;
return (godot_pool_vector2_array_write_access *)memnew(PoolVector<Vector2>::Write(*other));
}
godot_vector2 GDAPI *godot_pool_vector2_array_write_access_ptr(const godot_pool_vector2_array_write_access *p_write) {
PoolVector<Vector2>::Write *write = (PoolVector<Vector2>::Write *)p_write;
return (godot_vector2 *)write->ptr();
}
void GDAPI godot_pool_vector2_array_write_access_operator_assign(godot_pool_vector2_array_write_access *p_write, godot_pool_vector2_array_write_access *p_other) {
PoolVector<Vector2>::Write *write = (PoolVector<Vector2>::Write *)p_write;
PoolVector<Vector2>::Write *other = (PoolVector<Vector2>::Write *)p_other;
write->operator=(*other);
}
void GDAPI godot_pool_vector2_array_write_access_destroy(godot_pool_vector2_array_write_access *p_write) {
memdelete((PoolVector<Vector2>::Write *)p_write);
}
godot_pool_vector3_array_write_access GDAPI *godot_pool_vector3_array_write_access_copy(const godot_pool_vector3_array_write_access *p_other) {
PoolVector<Vector3>::Write *other = (PoolVector<Vector3>::Write *)p_other;
return (godot_pool_vector3_array_write_access *)memnew(PoolVector<Vector3>::Write(*other));
}
godot_vector3 GDAPI *godot_pool_vector3_array_write_access_ptr(const godot_pool_vector3_array_write_access *p_write) {
PoolVector<Vector3>::Write *write = (PoolVector<Vector3>::Write *)p_write;
return (godot_vector3 *)write->ptr();
}
void GDAPI godot_pool_vector3_array_write_access_operator_assign(godot_pool_vector3_array_write_access *p_write, godot_pool_vector3_array_write_access *p_other) {
PoolVector<Vector3>::Write *write = (PoolVector<Vector3>::Write *)p_write;
PoolVector<Vector3>::Write *other = (PoolVector<Vector3>::Write *)p_other;
write->operator=(*other);
}
void GDAPI godot_pool_vector3_array_write_access_destroy(godot_pool_vector3_array_write_access *p_write) {
memdelete((PoolVector<Vector3>::Write *)p_write);
}
godot_pool_color_array_write_access GDAPI *godot_pool_color_array_write_access_copy(const godot_pool_color_array_write_access *p_other) {
PoolVector<Color>::Write *other = (PoolVector<Color>::Write *)p_other;
return (godot_pool_color_array_write_access *)memnew(PoolVector<Color>::Write(*other));
}
godot_color GDAPI *godot_pool_color_array_write_access_ptr(const godot_pool_color_array_write_access *p_write) {
PoolVector<Color>::Write *write = (PoolVector<Color>::Write *)p_write;
return (godot_color *)write->ptr();
}
void GDAPI godot_pool_color_array_write_access_operator_assign(godot_pool_color_array_write_access *p_write, godot_pool_color_array_write_access *p_other) {
PoolVector<Color>::Write *write = (PoolVector<Color>::Write *)p_write;
PoolVector<Color>::Write *other = (PoolVector<Color>::Write *)p_other;
write->operator=(*other);
}
void GDAPI godot_pool_color_array_write_access_destroy(godot_pool_color_array_write_access *p_write) {
memdelete((PoolVector<Color>::Write *)p_write);
}
#ifdef __cplusplus
}
#endif

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@ -1,237 +0,0 @@
/*************************************************************************/
/* quat.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/quat.h"
#include "core/math/quat.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_quat) == sizeof(Quat), "Quat size mismatch");
void GDAPI godot_quat_new(godot_quat *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z, const godot_real p_w) {
Quat *dest = (Quat *)r_dest;
*dest = Quat(p_x, p_y, p_z, p_w);
}
void GDAPI godot_quat_new_with_axis_angle(godot_quat *r_dest, const godot_vector3 *p_axis, const godot_real p_angle) {
const Vector3 *axis = (const Vector3 *)p_axis;
Quat *dest = (Quat *)r_dest;
*dest = Quat(*axis, p_angle);
}
void GDAPI godot_quat_new_with_basis(godot_quat *r_dest, const godot_basis *p_basis) {
const Basis *basis = (const Basis *)p_basis;
Quat *dest = (Quat *)r_dest;
*dest = Quat(*basis);
}
void GDAPI godot_quat_new_with_euler(godot_quat *r_dest, const godot_vector3 *p_euler) {
const Vector3 *euler = (const Vector3 *)p_euler;
Quat *dest = (Quat *)r_dest;
*dest = Quat(*euler);
}
godot_real GDAPI godot_quat_get_x(const godot_quat *p_self) {
const Quat *self = (const Quat *)p_self;
return self->x;
}
void GDAPI godot_quat_set_x(godot_quat *p_self, const godot_real val) {
Quat *self = (Quat *)p_self;
self->x = val;
}
godot_real GDAPI godot_quat_get_y(const godot_quat *p_self) {
const Quat *self = (const Quat *)p_self;
return self->y;
}
void GDAPI godot_quat_set_y(godot_quat *p_self, const godot_real val) {
Quat *self = (Quat *)p_self;
self->y = val;
}
godot_real GDAPI godot_quat_get_z(const godot_quat *p_self) {
const Quat *self = (const Quat *)p_self;
return self->z;
}
void GDAPI godot_quat_set_z(godot_quat *p_self, const godot_real val) {
Quat *self = (Quat *)p_self;
self->z = val;
}
godot_real GDAPI godot_quat_get_w(const godot_quat *p_self) {
const Quat *self = (const Quat *)p_self;
return self->w;
}
void GDAPI godot_quat_set_w(godot_quat *p_self, const godot_real val) {
Quat *self = (Quat *)p_self;
self->w = val;
}
godot_string GDAPI godot_quat_as_string(const godot_quat *p_self) {
godot_string ret;
const Quat *self = (const Quat *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_real GDAPI godot_quat_length(const godot_quat *p_self) {
const Quat *self = (const Quat *)p_self;
return self->length();
}
godot_real GDAPI godot_quat_length_squared(const godot_quat *p_self) {
const Quat *self = (const Quat *)p_self;
return self->length_squared();
}
godot_quat GDAPI godot_quat_normalized(const godot_quat *p_self) {
godot_quat dest;
const Quat *self = (const Quat *)p_self;
*((Quat *)&dest) = self->normalized();
return dest;
}
godot_bool GDAPI godot_quat_is_normalized(const godot_quat *p_self) {
const Quat *self = (const Quat *)p_self;
return self->is_normalized();
}
godot_quat GDAPI godot_quat_inverse(const godot_quat *p_self) {
godot_quat dest;
const Quat *self = (const Quat *)p_self;
*((Quat *)&dest) = self->inverse();
return dest;
}
godot_real GDAPI godot_quat_dot(const godot_quat *p_self, const godot_quat *p_b) {
const Quat *self = (const Quat *)p_self;
const Quat *b = (const Quat *)p_b;
return self->dot(*b);
}
godot_vector3 GDAPI godot_quat_xform(const godot_quat *p_self, const godot_vector3 *p_v) {
godot_vector3 dest;
const Quat *self = (const Quat *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
*((Vector3 *)&dest) = self->xform(*v);
return dest;
}
godot_quat GDAPI godot_quat_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t) {
godot_quat dest;
const Quat *self = (const Quat *)p_self;
const Quat *b = (const Quat *)p_b;
*((Quat *)&dest) = self->slerp(*b, p_t);
return dest;
}
godot_quat GDAPI godot_quat_slerpni(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t) {
godot_quat dest;
const Quat *self = (const Quat *)p_self;
const Quat *b = (const Quat *)p_b;
*((Quat *)&dest) = self->slerpni(*b, p_t);
return dest;
}
godot_quat GDAPI godot_quat_cubic_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_quat *p_pre_a, const godot_quat *p_post_b, const godot_real p_t) {
godot_quat dest;
const Quat *self = (const Quat *)p_self;
const Quat *b = (const Quat *)p_b;
const Quat *pre_a = (const Quat *)p_pre_a;
const Quat *post_b = (const Quat *)p_post_b;
*((Quat *)&dest) = self->cubic_slerp(*b, *pre_a, *post_b, p_t);
return dest;
}
godot_quat GDAPI godot_quat_operator_multiply(const godot_quat *p_self, const godot_real p_b) {
godot_quat raw_dest;
Quat *dest = (Quat *)&raw_dest;
const Quat *self = (const Quat *)p_self;
*dest = *self * p_b;
return raw_dest;
}
godot_quat GDAPI godot_quat_operator_add(const godot_quat *p_self, const godot_quat *p_b) {
godot_quat raw_dest;
Quat *dest = (Quat *)&raw_dest;
const Quat *self = (const Quat *)p_self;
const Quat *b = (const Quat *)p_b;
*dest = *self + *b;
return raw_dest;
}
godot_quat GDAPI godot_quat_operator_subtract(const godot_quat *p_self, const godot_quat *p_b) {
godot_quat raw_dest;
Quat *dest = (Quat *)&raw_dest;
const Quat *self = (const Quat *)p_self;
const Quat *b = (const Quat *)p_b;
*dest = *self - *b;
return raw_dest;
}
godot_quat GDAPI godot_quat_operator_divide(const godot_quat *p_self, const godot_real p_b) {
godot_quat raw_dest;
Quat *dest = (Quat *)&raw_dest;
const Quat *self = (const Quat *)p_self;
*dest = *self / p_b;
return raw_dest;
}
godot_bool GDAPI godot_quat_operator_equal(const godot_quat *p_self, const godot_quat *p_b) {
const Quat *self = (const Quat *)p_self;
const Quat *b = (const Quat *)p_b;
return *self == *b;
}
godot_quat GDAPI godot_quat_operator_neg(const godot_quat *p_self) {
godot_quat raw_dest;
Quat *dest = (Quat *)&raw_dest;
const Quat *self = (const Quat *)p_self;
*dest = -(*self);
return raw_dest;
}
void GDAPI godot_quat_set_axis_angle(godot_quat *p_self, const godot_vector3 *p_axis, const godot_real p_angle) {
Quat *self = (Quat *)p_self;
const Vector3 *axis = (const Vector3 *)p_axis;
self->set_axis_angle(*axis, p_angle);
}
#ifdef __cplusplus
}
#endif

View File

@ -1,178 +0,0 @@
/*************************************************************************/
/* rect2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/rect2.h"
#include "core/math/transform_2d.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_rect2) == sizeof(Rect2), "Rect2 size mismatch");
void GDAPI godot_rect2_new_with_position_and_size(godot_rect2 *r_dest, const godot_vector2 *p_pos, const godot_vector2 *p_size) {
const Vector2 *position = (const Vector2 *)p_pos;
const Vector2 *size = (const Vector2 *)p_size;
Rect2 *dest = (Rect2 *)r_dest;
*dest = Rect2(*position, *size);
}
void GDAPI godot_rect2_new(godot_rect2 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_width, const godot_real p_height) {
Rect2 *dest = (Rect2 *)r_dest;
*dest = Rect2(p_x, p_y, p_width, p_height);
}
godot_string GDAPI godot_rect2_as_string(const godot_rect2 *p_self) {
godot_string ret;
const Rect2 *self = (const Rect2 *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_real GDAPI godot_rect2_get_area(const godot_rect2 *p_self) {
const Rect2 *self = (const Rect2 *)p_self;
return self->get_area();
}
godot_bool GDAPI godot_rect2_intersects(const godot_rect2 *p_self, const godot_rect2 *p_b) {
const Rect2 *self = (const Rect2 *)p_self;
const Rect2 *b = (const Rect2 *)p_b;
return self->intersects(*b);
}
godot_bool GDAPI godot_rect2_encloses(const godot_rect2 *p_self, const godot_rect2 *p_b) {
const Rect2 *self = (const Rect2 *)p_self;
const Rect2 *b = (const Rect2 *)p_b;
return self->encloses(*b);
}
godot_bool GDAPI godot_rect2_has_no_area(const godot_rect2 *p_self) {
const Rect2 *self = (const Rect2 *)p_self;
return self->has_no_area();
}
godot_rect2 GDAPI godot_rect2_clip(const godot_rect2 *p_self, const godot_rect2 *p_b) {
godot_rect2 dest;
const Rect2 *self = (const Rect2 *)p_self;
const Rect2 *b = (const Rect2 *)p_b;
*((Rect2 *)&dest) = self->clip(*b);
return dest;
}
godot_rect2 GDAPI godot_rect2_merge(const godot_rect2 *p_self, const godot_rect2 *p_b) {
godot_rect2 dest;
const Rect2 *self = (const Rect2 *)p_self;
const Rect2 *b = (const Rect2 *)p_b;
*((Rect2 *)&dest) = self->merge(*b);
return dest;
}
godot_bool GDAPI godot_rect2_has_point(const godot_rect2 *p_self, const godot_vector2 *p_point) {
const Rect2 *self = (const Rect2 *)p_self;
const Vector2 *point = (const Vector2 *)p_point;
return self->has_point(*point);
}
godot_rect2 GDAPI godot_rect2_grow(const godot_rect2 *p_self, const godot_real p_by) {
godot_rect2 dest;
const Rect2 *self = (const Rect2 *)p_self;
*((Rect2 *)&dest) = self->grow(p_by);
return dest;
}
godot_rect2 GDAPI godot_rect2_grow_individual(const godot_rect2 *p_self, const godot_real p_left, const godot_real p_top, const godot_real p_right, const godot_real p_bottom) {
godot_rect2 dest;
const Rect2 *self = (const Rect2 *)p_self;
*((Rect2 *)&dest) = self->grow_individual(p_left, p_top, p_right, p_bottom);
return dest;
}
godot_rect2 GDAPI godot_rect2_grow_margin(const godot_rect2 *p_self, const godot_int p_margin, const godot_real p_by) {
godot_rect2 dest;
const Rect2 *self = (const Rect2 *)p_self;
*((Rect2 *)&dest) = self->grow_margin((Margin)p_margin, p_by);
return dest;
}
godot_rect2 GDAPI godot_rect2_abs(const godot_rect2 *p_self) {
godot_rect2 dest;
const Rect2 *self = (const Rect2 *)p_self;
*((Rect2 *)&dest) = self->abs();
return dest;
}
godot_rect2 GDAPI godot_rect2_expand(const godot_rect2 *p_self, const godot_vector2 *p_to) {
godot_rect2 dest;
const Rect2 *self = (const Rect2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
*((Rect2 *)&dest) = self->expand(*to);
return dest;
}
godot_bool GDAPI godot_rect2_operator_equal(const godot_rect2 *p_self, const godot_rect2 *p_b) {
const Rect2 *self = (const Rect2 *)p_self;
const Rect2 *b = (const Rect2 *)p_b;
return *self == *b;
}
godot_vector2 GDAPI godot_rect2_get_position(const godot_rect2 *p_self) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Rect2 *self = (const Rect2 *)p_self;
*d = self->get_position();
return dest;
}
godot_vector2 GDAPI godot_rect2_get_size(const godot_rect2 *p_self) {
godot_vector2 dest;
Vector2 *d = (Vector2 *)&dest;
const Rect2 *self = (const Rect2 *)p_self;
*d = self->get_size();
return dest;
}
void GDAPI godot_rect2_set_position(godot_rect2 *p_self, const godot_vector2 *p_pos) {
Rect2 *self = (Rect2 *)p_self;
const Vector2 *position = (const Vector2 *)p_pos;
self->set_position(*position);
}
void GDAPI godot_rect2_set_size(godot_rect2 *p_self, const godot_vector2 *p_size) {
Rect2 *self = (Rect2 *)p_self;
const Vector2 *size = (const Vector2 *)p_size;
self->set_size(*size);
}
#ifdef __cplusplus
}
#endif

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@ -1,76 +0,0 @@
/*************************************************************************/
/* rid.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/rid.h"
#include "core/resource.h"
#include "core/rid.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_rid) == sizeof(RID), "RID size mismatch");
void GDAPI godot_rid_new(godot_rid *r_dest) {
RID *dest = (RID *)r_dest;
memnew_placement(dest, RID);
}
godot_int GDAPI godot_rid_get_id(const godot_rid *p_self) {
const RID *self = (const RID *)p_self;
return self->get_id();
}
void GDAPI godot_rid_new_with_resource(godot_rid *r_dest, const godot_object *p_from) {
const Resource *res_from = Object::cast_to<Resource>((Object *)p_from);
godot_rid_new(r_dest);
if (res_from) {
RID *dest = (RID *)r_dest;
*dest = RID(res_from->get_rid());
}
}
godot_bool GDAPI godot_rid_operator_equal(const godot_rid *p_self, const godot_rid *p_b) {
const RID *self = (const RID *)p_self;
const RID *b = (const RID *)p_b;
return *self == *b;
}
godot_bool GDAPI godot_rid_operator_less(const godot_rid *p_self, const godot_rid *p_b) {
const RID *self = (const RID *)p_self;
const RID *b = (const RID *)p_b;
return *self < *b;
}
#ifdef __cplusplus
}
#endif

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/*************************************************************************/
/* string_name.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/string_name.h"
#include "core/string_name.h"
#include "core/ustring.h"
#include <string.h>
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_string_name) == sizeof(StringName), "StringName size mismatch");
void GDAPI godot_string_name_new(godot_string_name *r_dest, const godot_string *p_name) {
StringName *dest = (StringName *)r_dest;
const String *name = (const String *)p_name;
memnew_placement(dest, StringName(*name));
}
void GDAPI godot_string_name_new_data(godot_string_name *r_dest, const char *p_name) {
StringName *dest = (StringName *)r_dest;
memnew_placement(dest, StringName(p_name));
}
godot_string GDAPI godot_string_name_get_name(const godot_string_name *p_self) {
godot_string ret;
const StringName *self = (const StringName *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
uint32_t GDAPI godot_string_name_get_hash(const godot_string_name *p_self) {
const StringName *self = (const StringName *)p_self;
return self->hash();
}
const void GDAPI *godot_string_name_get_data_unique_pointer(const godot_string_name *p_self) {
const StringName *self = (const StringName *)p_self;
return self->data_unique_pointer();
}
godot_bool GDAPI godot_string_name_operator_equal(const godot_string_name *p_self, const godot_string_name *p_other) {
const StringName *self = (const StringName *)p_self;
const StringName *other = (const StringName *)p_other;
return self == other;
}
godot_bool GDAPI godot_string_name_operator_less(const godot_string_name *p_self, const godot_string_name *p_other) {
const StringName *self = (const StringName *)p_self;
const StringName *other = (const StringName *)p_other;
return self < other;
}
void GDAPI godot_string_name_destroy(godot_string_name *p_self) {
StringName *self = (StringName *)p_self;
self->~StringName();
}
#ifdef __cplusplus
}
#endif

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@ -1,230 +0,0 @@
/*************************************************************************/
/* transform.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/transform.h"
#include "core/math/transform.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_transform) == sizeof(Transform), "Transform size mismatch");
void GDAPI godot_transform_new_with_axis_origin(godot_transform *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis, const godot_vector3 *p_origin) {
const Vector3 *x_axis = (const Vector3 *)p_x_axis;
const Vector3 *y_axis = (const Vector3 *)p_y_axis;
const Vector3 *z_axis = (const Vector3 *)p_z_axis;
const Vector3 *origin = (const Vector3 *)p_origin;
Transform *dest = (Transform *)r_dest;
dest->basis.set_axis(0, *x_axis);
dest->basis.set_axis(1, *y_axis);
dest->basis.set_axis(2, *z_axis);
dest->origin = *origin;
}
void GDAPI godot_transform_new(godot_transform *r_dest, const godot_basis *p_basis, const godot_vector3 *p_origin) {
const Basis *basis = (const Basis *)p_basis;
const Vector3 *origin = (const Vector3 *)p_origin;
Transform *dest = (Transform *)r_dest;
*dest = Transform(*basis, *origin);
}
void GDAPI godot_transform_new_with_quat(godot_transform *r_dest, const godot_quat *p_quat) {
const Quat *quat = (const Quat *)p_quat;
Transform *dest = (Transform *)r_dest;
*dest = Transform(*quat);
}
godot_basis GDAPI godot_transform_get_basis(const godot_transform *p_self) {
godot_basis dest;
const Transform *self = (const Transform *)p_self;
*((Basis *)&dest) = self->basis;
return dest;
}
void GDAPI godot_transform_set_basis(godot_transform *p_self, const godot_basis *p_v) {
Transform *self = (Transform *)p_self;
const Basis *v = (const Basis *)p_v;
self->basis = *v;
}
godot_vector3 GDAPI godot_transform_get_origin(const godot_transform *p_self) {
godot_vector3 dest;
const Transform *self = (const Transform *)p_self;
*((Vector3 *)&dest) = self->origin;
return dest;
}
void GDAPI godot_transform_set_origin(godot_transform *p_self, const godot_vector3 *p_v) {
Transform *self = (Transform *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
self->origin = *v;
}
godot_string GDAPI godot_transform_as_string(const godot_transform *p_self) {
godot_string ret;
const Transform *self = (const Transform *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_transform GDAPI godot_transform_inverse(const godot_transform *p_self) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
*((Transform *)&dest) = self->inverse();
return dest;
}
godot_transform GDAPI godot_transform_affine_inverse(const godot_transform *p_self) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
*((Transform *)&dest) = self->affine_inverse();
return dest;
}
godot_transform GDAPI godot_transform_orthonormalized(const godot_transform *p_self) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
*((Transform *)&dest) = self->orthonormalized();
return dest;
}
godot_transform GDAPI godot_transform_rotated(const godot_transform *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *axis = (const Vector3 *)p_axis;
*((Transform *)&dest) = self->rotated(*axis, p_phi);
return dest;
}
godot_transform GDAPI godot_transform_scaled(const godot_transform *p_self, const godot_vector3 *p_scale) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *scale = (const Vector3 *)p_scale;
*((Transform *)&dest) = self->scaled(*scale);
return dest;
}
godot_transform GDAPI godot_transform_translated(const godot_transform *p_self, const godot_vector3 *p_ofs) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *ofs = (const Vector3 *)p_ofs;
*((Transform *)&dest) = self->translated(*ofs);
return dest;
}
godot_transform GDAPI godot_transform_looking_at(const godot_transform *p_self, const godot_vector3 *p_target, const godot_vector3 *p_up) {
godot_transform dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *target = (const Vector3 *)p_target;
const Vector3 *up = (const Vector3 *)p_up;
*((Transform *)&dest) = self->looking_at(*target, *up);
return dest;
}
godot_plane GDAPI godot_transform_xform_plane(const godot_transform *p_self, const godot_plane *p_v) {
godot_plane raw_dest;
Plane *dest = (Plane *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Plane *v = (const Plane *)p_v;
*dest = self->xform(*v);
return raw_dest;
}
godot_plane GDAPI godot_transform_xform_inv_plane(const godot_transform *p_self, const godot_plane *p_v) {
godot_plane raw_dest;
Plane *dest = (Plane *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Plane *v = (const Plane *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
}
void GDAPI godot_transform_new_identity(godot_transform *r_dest) {
Transform *dest = (Transform *)r_dest;
*dest = Transform();
}
godot_bool GDAPI godot_transform_operator_equal(const godot_transform *p_self, const godot_transform *p_b) {
const Transform *self = (const Transform *)p_self;
const Transform *b = (const Transform *)p_b;
return *self == *b;
}
godot_transform GDAPI godot_transform_operator_multiply(const godot_transform *p_self, const godot_transform *p_b) {
godot_transform raw_dest;
Transform *dest = (Transform *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Transform *b = (const Transform *)p_b;
*dest = *self * *b;
return raw_dest;
}
godot_vector3 GDAPI godot_transform_xform_vector3(const godot_transform *p_self, const godot_vector3 *p_v) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
*dest = self->xform(*v);
return raw_dest;
}
godot_vector3 GDAPI godot_transform_xform_inv_vector3(const godot_transform *p_self, const godot_vector3 *p_v) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const Vector3 *v = (const Vector3 *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
}
godot_aabb GDAPI godot_transform_xform_aabb(const godot_transform *p_self, const godot_aabb *p_v) {
godot_aabb raw_dest;
AABB *dest = (AABB *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const AABB *v = (const AABB *)p_v;
*dest = self->xform(*v);
return raw_dest;
}
godot_aabb GDAPI godot_transform_xform_inv_aabb(const godot_transform *p_self, const godot_aabb *p_v) {
godot_aabb raw_dest;
AABB *dest = (AABB *)&raw_dest;
const Transform *self = (const Transform *)p_self;
const AABB *v = (const AABB *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
}
#ifdef __cplusplus
}
#endif

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@ -1,211 +0,0 @@
/*************************************************************************/
/* transform2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/transform2d.h"
#include "core/math/transform_2d.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_transform2d) == sizeof(Transform2D), "Transform2D size mismatch");
void GDAPI godot_transform2d_new(godot_transform2d *r_dest, const godot_real p_rot, const godot_vector2 *p_pos) {
const Vector2 *pos = (const Vector2 *)p_pos;
Transform2D *dest = (Transform2D *)r_dest;
*dest = Transform2D(p_rot, *pos);
}
void GDAPI godot_transform2d_new_axis_origin(godot_transform2d *r_dest, const godot_vector2 *p_x_axis, const godot_vector2 *p_y_axis, const godot_vector2 *p_origin) {
const Vector2 *x_axis = (const Vector2 *)p_x_axis;
const Vector2 *y_axis = (const Vector2 *)p_y_axis;
const Vector2 *origin = (const Vector2 *)p_origin;
Transform2D *dest = (Transform2D *)r_dest;
*dest = Transform2D(x_axis->x, x_axis->y, y_axis->x, y_axis->y, origin->x, origin->y);
}
godot_string GDAPI godot_transform2d_as_string(const godot_transform2d *p_self) {
godot_string ret;
const Transform2D *self = (const Transform2D *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_self) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Transform2D *)&dest) = self->inverse();
return dest;
}
godot_transform2d GDAPI godot_transform2d_affine_inverse(const godot_transform2d *p_self) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Transform2D *)&dest) = self->affine_inverse();
return dest;
}
godot_real GDAPI godot_transform2d_get_rotation(const godot_transform2d *p_self) {
const Transform2D *self = (const Transform2D *)p_self;
return self->get_rotation();
}
godot_vector2 GDAPI godot_transform2d_get_origin(const godot_transform2d *p_self) {
godot_vector2 dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Vector2 *)&dest) = self->get_origin();
return dest;
}
godot_vector2 GDAPI godot_transform2d_get_scale(const godot_transform2d *p_self) {
godot_vector2 dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Vector2 *)&dest) = self->get_scale();
return dest;
}
godot_transform2d GDAPI godot_transform2d_orthonormalized(const godot_transform2d *p_self) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Transform2D *)&dest) = self->orthonormalized();
return dest;
}
godot_transform2d GDAPI godot_transform2d_rotated(const godot_transform2d *p_self, const godot_real p_phi) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
*((Transform2D *)&dest) = self->rotated(p_phi);
return dest;
}
godot_transform2d GDAPI godot_transform2d_scaled(const godot_transform2d *p_self, const godot_vector2 *p_scale) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *scale = (const Vector2 *)p_scale;
*((Transform2D *)&dest) = self->scaled(*scale);
return dest;
}
godot_transform2d GDAPI godot_transform2d_translated(const godot_transform2d *p_self, const godot_vector2 *p_offset) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *offset = (const Vector2 *)p_offset;
*((Transform2D *)&dest) = self->translated(*offset);
return dest;
}
godot_vector2 GDAPI godot_transform2d_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *v = (const Vector2 *)p_v;
*dest = self->xform(*v);
return raw_dest;
}
godot_vector2 GDAPI godot_transform2d_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *v = (const Vector2 *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
}
godot_vector2 GDAPI godot_transform2d_basis_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *v = (const Vector2 *)p_v;
*dest = self->basis_xform(*v);
return raw_dest;
}
godot_vector2 GDAPI godot_transform2d_basis_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Vector2 *v = (const Vector2 *)p_v;
*dest = self->basis_xform_inv(*v);
return raw_dest;
}
godot_transform2d GDAPI godot_transform2d_interpolate_with(const godot_transform2d *p_self, const godot_transform2d *p_m, const godot_real p_c) {
godot_transform2d dest;
const Transform2D *self = (const Transform2D *)p_self;
const Transform2D *m = (const Transform2D *)p_m;
*((Transform2D *)&dest) = self->interpolate_with(*m, p_c);
return dest;
}
godot_bool GDAPI godot_transform2d_operator_equal(const godot_transform2d *p_self, const godot_transform2d *p_b) {
const Transform2D *self = (const Transform2D *)p_self;
const Transform2D *b = (const Transform2D *)p_b;
return *self == *b;
}
godot_transform2d GDAPI godot_transform2d_operator_multiply(const godot_transform2d *p_self, const godot_transform2d *p_b) {
godot_transform2d raw_dest;
Transform2D *dest = (Transform2D *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Transform2D *b = (const Transform2D *)p_b;
*dest = *self * *b;
return raw_dest;
}
void GDAPI godot_transform2d_new_identity(godot_transform2d *r_dest) {
Transform2D *dest = (Transform2D *)r_dest;
*dest = Transform2D();
}
godot_rect2 GDAPI godot_transform2d_xform_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v) {
godot_rect2 raw_dest;
Rect2 *dest = (Rect2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Rect2 *v = (const Rect2 *)p_v;
*dest = self->xform(*v);
return raw_dest;
}
godot_rect2 GDAPI godot_transform2d_xform_inv_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v) {
godot_rect2 raw_dest;
Rect2 *dest = (Rect2 *)&raw_dest;
const Transform2D *self = (const Transform2D *)p_self;
const Rect2 *v = (const Rect2 *)p_v;
*dest = self->xform_inv(*v);
return raw_dest;
}
#ifdef __cplusplus
}
#endif

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@ -1,528 +0,0 @@
/*************************************************************************/
/* variant.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/variant.h"
#include "core/reference.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_variant) == sizeof(Variant), "Variant size mismatch");
// Workaround GCC ICE on armv7hl which was affected GCC 6.0 up to 8.0 (GH-16100).
// It was fixed upstream in 8.1, and a fix was backported to 7.4.
// This can be removed once no supported distro ships with versions older than 7.4.
#if defined(__arm__) && defined(__GNUC__) && !defined(__clang__) && \
(__GNUC__ == 6 || (__GNUC__ == 7 && __GNUC_MINOR__ < 4) || (__GNUC__ == 8 && __GNUC_MINOR__ < 1))
#pragma GCC push_options
#pragma GCC optimize("-O0")
#endif
#define memnew_placement_custom(m_placement, m_class, m_constr) _post_initialize(new (m_placement, sizeof(m_class), "") m_constr)
#if defined(__arm__) && defined(__GNUC__) && !defined(__clang__) && \
(__GNUC__ == 6 || (__GNUC__ == 7 && __GNUC_MINOR__ < 4) || (__GNUC__ == 8 && __GNUC_MINOR__ < 1))
#pragma GCC pop_options
#endif
// Constructors
godot_variant_type GDAPI godot_variant_get_type(const godot_variant *p_self) {
const Variant *self = (const Variant *)p_self;
return (godot_variant_type)self->get_type();
}
void GDAPI godot_variant_new_copy(godot_variant *p_dest, const godot_variant *p_src) {
Variant *dest = (Variant *)p_dest;
Variant *src = (Variant *)p_src;
memnew_placement(dest, Variant(*src));
}
void GDAPI godot_variant_new_nil(godot_variant *r_dest) {
Variant *dest = (Variant *)r_dest;
memnew_placement(dest, Variant);
}
void GDAPI godot_variant_new_bool(godot_variant *r_dest, const godot_bool p_b) {
Variant *dest = (Variant *)r_dest;
memnew_placement_custom(dest, Variant, Variant(p_b));
}
void GDAPI godot_variant_new_uint(godot_variant *r_dest, const uint64_t p_i) {
Variant *dest = (Variant *)r_dest;
memnew_placement_custom(dest, Variant, Variant(p_i));
}
void GDAPI godot_variant_new_int(godot_variant *r_dest, const int64_t p_i) {
Variant *dest = (Variant *)r_dest;
memnew_placement_custom(dest, Variant, Variant(p_i));
}
void GDAPI godot_variant_new_real(godot_variant *r_dest, const double p_r) {
Variant *dest = (Variant *)r_dest;
memnew_placement_custom(dest, Variant, Variant(p_r));
}
void GDAPI godot_variant_new_string(godot_variant *r_dest, const godot_string *p_s) {
Variant *dest = (Variant *)r_dest;
String *s = (String *)p_s;
memnew_placement_custom(dest, Variant, Variant(*s));
}
void GDAPI godot_variant_new_vector2(godot_variant *r_dest, const godot_vector2 *p_v2) {
Variant *dest = (Variant *)r_dest;
Vector2 *v2 = (Vector2 *)p_v2;
memnew_placement_custom(dest, Variant, Variant(*v2));
}
void GDAPI godot_variant_new_rect2(godot_variant *r_dest, const godot_rect2 *p_rect2) {
Variant *dest = (Variant *)r_dest;
Rect2 *rect2 = (Rect2 *)p_rect2;
memnew_placement_custom(dest, Variant, Variant(*rect2));
}
void GDAPI godot_variant_new_vector3(godot_variant *r_dest, const godot_vector3 *p_v3) {
Variant *dest = (Variant *)r_dest;
Vector3 *v3 = (Vector3 *)p_v3;
memnew_placement_custom(dest, Variant, Variant(*v3));
}
void GDAPI godot_variant_new_transform2d(godot_variant *r_dest, const godot_transform2d *p_t2d) {
Variant *dest = (Variant *)r_dest;
Transform2D *t2d = (Transform2D *)p_t2d;
memnew_placement_custom(dest, Variant, Variant(*t2d));
}
void GDAPI godot_variant_new_plane(godot_variant *r_dest, const godot_plane *p_plane) {
Variant *dest = (Variant *)r_dest;
Plane *plane = (Plane *)p_plane;
memnew_placement_custom(dest, Variant, Variant(*plane));
}
void GDAPI godot_variant_new_quat(godot_variant *r_dest, const godot_quat *p_quat) {
Variant *dest = (Variant *)r_dest;
Quat *quat = (Quat *)p_quat;
memnew_placement_custom(dest, Variant, Variant(*quat));
}
void GDAPI godot_variant_new_aabb(godot_variant *r_dest, const godot_aabb *p_aabb) {
Variant *dest = (Variant *)r_dest;
AABB *aabb = (AABB *)p_aabb;
memnew_placement_custom(dest, Variant, Variant(*aabb));
}
void GDAPI godot_variant_new_basis(godot_variant *r_dest, const godot_basis *p_basis) {
Variant *dest = (Variant *)r_dest;
Basis *basis = (Basis *)p_basis;
memnew_placement_custom(dest, Variant, Variant(*basis));
}
void GDAPI godot_variant_new_transform(godot_variant *r_dest, const godot_transform *p_trans) {
Variant *dest = (Variant *)r_dest;
Transform *trans = (Transform *)p_trans;
memnew_placement_custom(dest, Variant, Variant(*trans));
}
void GDAPI godot_variant_new_color(godot_variant *r_dest, const godot_color *p_color) {
Variant *dest = (Variant *)r_dest;
Color *color = (Color *)p_color;
memnew_placement_custom(dest, Variant, Variant(*color));
}
void GDAPI godot_variant_new_node_path(godot_variant *r_dest, const godot_node_path *p_np) {
Variant *dest = (Variant *)r_dest;
NodePath *np = (NodePath *)p_np;
memnew_placement_custom(dest, Variant, Variant(*np));
}
void GDAPI godot_variant_new_rid(godot_variant *r_dest, const godot_rid *p_rid) {
Variant *dest = (Variant *)r_dest;
RID *rid = (RID *)p_rid;
memnew_placement_custom(dest, Variant, Variant(*rid));
}
void GDAPI godot_variant_new_object(godot_variant *r_dest, const godot_object *p_obj) {
Variant *dest = (Variant *)r_dest;
Object *obj = (Object *)p_obj;
Reference *reference = Object::cast_to<Reference>(obj);
REF ref;
if (reference) {
ref = REF(reference);
}
if (!ref.is_null()) {
memnew_placement_custom(dest, Variant, Variant(ref.get_ref_ptr()));
} else {
#if defined(DEBUG_METHODS_ENABLED)
if (reference) {
ERR_PRINT("Reference object has 0 refcount in godot_variant_new_object - you lost it somewhere.");
}
#endif
memnew_placement_custom(dest, Variant, Variant(obj));
}
}
void GDAPI godot_variant_new_dictionary(godot_variant *r_dest, const godot_dictionary *p_dict) {
Variant *dest = (Variant *)r_dest;
Dictionary *dict = (Dictionary *)p_dict;
memnew_placement_custom(dest, Variant, Variant(*dict));
}
void GDAPI godot_variant_new_array(godot_variant *r_dest, const godot_array *p_arr) {
Variant *dest = (Variant *)r_dest;
Array *arr = (Array *)p_arr;
memnew_placement_custom(dest, Variant, Variant(*arr));
}
void GDAPI godot_variant_new_pool_byte_array(godot_variant *r_dest, const godot_pool_byte_array *p_pba) {
Variant *dest = (Variant *)r_dest;
PoolByteArray *pba = (PoolByteArray *)p_pba;
memnew_placement_custom(dest, Variant, Variant(*pba));
}
void GDAPI godot_variant_new_pool_int_array(godot_variant *r_dest, const godot_pool_int_array *p_pia) {
Variant *dest = (Variant *)r_dest;
PoolIntArray *pia = (PoolIntArray *)p_pia;
memnew_placement_custom(dest, Variant, Variant(*pia));
}
void GDAPI godot_variant_new_pool_real_array(godot_variant *r_dest, const godot_pool_real_array *p_pra) {
Variant *dest = (Variant *)r_dest;
PoolRealArray *pra = (PoolRealArray *)p_pra;
memnew_placement_custom(dest, Variant, Variant(*pra));
}
void GDAPI godot_variant_new_pool_string_array(godot_variant *r_dest, const godot_pool_string_array *p_psa) {
Variant *dest = (Variant *)r_dest;
PoolStringArray *psa = (PoolStringArray *)p_psa;
memnew_placement_custom(dest, Variant, Variant(*psa));
}
void GDAPI godot_variant_new_pool_vector2_array(godot_variant *r_dest, const godot_pool_vector2_array *p_pv2a) {
Variant *dest = (Variant *)r_dest;
PoolVector2Array *pv2a = (PoolVector2Array *)p_pv2a;
memnew_placement_custom(dest, Variant, Variant(*pv2a));
}
void GDAPI godot_variant_new_pool_vector3_array(godot_variant *r_dest, const godot_pool_vector3_array *p_pv3a) {
Variant *dest = (Variant *)r_dest;
PoolVector3Array *pv3a = (PoolVector3Array *)p_pv3a;
memnew_placement_custom(dest, Variant, Variant(*pv3a));
}
void GDAPI godot_variant_new_pool_color_array(godot_variant *r_dest, const godot_pool_color_array *p_pca) {
Variant *dest = (Variant *)r_dest;
PoolColorArray *pca = (PoolColorArray *)p_pca;
memnew_placement_custom(dest, Variant, Variant(*pca));
}
godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_self) {
const Variant *self = (const Variant *)p_self;
return self->operator bool();
}
uint64_t GDAPI godot_variant_as_uint(const godot_variant *p_self) {
const Variant *self = (const Variant *)p_self;
return self->operator uint64_t();
}
int64_t GDAPI godot_variant_as_int(const godot_variant *p_self) {
const Variant *self = (const Variant *)p_self;
return self->operator int64_t();
}
double GDAPI godot_variant_as_real(const godot_variant *p_self) {
const Variant *self = (const Variant *)p_self;
return self->operator double();
}
godot_string GDAPI godot_variant_as_string(const godot_variant *p_self) {
godot_string raw_dest;
const Variant *self = (const Variant *)p_self;
String *dest = (String *)&raw_dest;
memnew_placement(dest, String(self->operator String())); // operator = is overloaded by String
return raw_dest;
}
godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_self) {
godot_vector2 raw_dest;
const Variant *self = (const Variant *)p_self;
Vector2 *dest = (Vector2 *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_self) {
godot_rect2 raw_dest;
const Variant *self = (const Variant *)p_self;
Rect2 *dest = (Rect2 *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_vector3 GDAPI godot_variant_as_vector3(const godot_variant *p_self) {
godot_vector3 raw_dest;
const Variant *self = (const Variant *)p_self;
Vector3 *dest = (Vector3 *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_transform2d GDAPI godot_variant_as_transform2d(const godot_variant *p_self) {
godot_transform2d raw_dest;
const Variant *self = (const Variant *)p_self;
Transform2D *dest = (Transform2D *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_plane GDAPI godot_variant_as_plane(const godot_variant *p_self) {
godot_plane raw_dest;
const Variant *self = (const Variant *)p_self;
Plane *dest = (Plane *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_quat GDAPI godot_variant_as_quat(const godot_variant *p_self) {
godot_quat raw_dest;
const Variant *self = (const Variant *)p_self;
Quat *dest = (Quat *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_aabb GDAPI godot_variant_as_aabb(const godot_variant *p_self) {
godot_aabb raw_dest;
const Variant *self = (const Variant *)p_self;
AABB *dest = (AABB *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_basis GDAPI godot_variant_as_basis(const godot_variant *p_self) {
godot_basis raw_dest;
const Variant *self = (const Variant *)p_self;
Basis *dest = (Basis *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_transform GDAPI godot_variant_as_transform(const godot_variant *p_self) {
godot_transform raw_dest;
const Variant *self = (const Variant *)p_self;
Transform *dest = (Transform *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_color GDAPI godot_variant_as_color(const godot_variant *p_self) {
godot_color raw_dest;
const Variant *self = (const Variant *)p_self;
Color *dest = (Color *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_node_path GDAPI godot_variant_as_node_path(const godot_variant *p_self) {
godot_node_path raw_dest;
const Variant *self = (const Variant *)p_self;
NodePath *dest = (NodePath *)&raw_dest;
memnew_placement(dest, NodePath(self->operator NodePath())); // operator = is overloaded by NodePath
return raw_dest;
}
godot_rid GDAPI godot_variant_as_rid(const godot_variant *p_self) {
godot_rid raw_dest;
const Variant *self = (const Variant *)p_self;
RID *dest = (RID *)&raw_dest;
*dest = *self;
return raw_dest;
}
godot_object GDAPI *godot_variant_as_object(const godot_variant *p_self) {
const Variant *self = (const Variant *)p_self;
Object *dest;
dest = *self;
return (godot_object *)dest;
}
godot_dictionary GDAPI godot_variant_as_dictionary(const godot_variant *p_self) {
godot_dictionary raw_dest;
const Variant *self = (const Variant *)p_self;
Dictionary *dest = (Dictionary *)&raw_dest;
memnew_placement(dest, Dictionary(self->operator Dictionary())); // operator = is overloaded by Dictionary
return raw_dest;
}
godot_array GDAPI godot_variant_as_array(const godot_variant *p_self) {
godot_array raw_dest;
const Variant *self = (const Variant *)p_self;
Array *dest = (Array *)&raw_dest;
memnew_placement(dest, Array(self->operator Array())); // operator = is overloaded by Array
return raw_dest;
}
godot_pool_byte_array GDAPI godot_variant_as_pool_byte_array(const godot_variant *p_self) {
godot_pool_byte_array raw_dest;
const Variant *self = (const Variant *)p_self;
PoolByteArray *dest = (PoolByteArray *)&raw_dest;
memnew_placement(dest, PoolByteArray(self->operator PoolByteArray())); // operator = is overloaded by PoolByteArray
*dest = *self;
return raw_dest;
}
godot_pool_int_array GDAPI godot_variant_as_pool_int_array(const godot_variant *p_self) {
godot_pool_int_array raw_dest;
const Variant *self = (const Variant *)p_self;
PoolIntArray *dest = (PoolIntArray *)&raw_dest;
memnew_placement(dest, PoolIntArray(self->operator PoolIntArray())); // operator = is overloaded by PoolIntArray
*dest = *self;
return raw_dest;
}
godot_pool_real_array GDAPI godot_variant_as_pool_real_array(const godot_variant *p_self) {
godot_pool_real_array raw_dest;
const Variant *self = (const Variant *)p_self;
PoolRealArray *dest = (PoolRealArray *)&raw_dest;
memnew_placement(dest, PoolRealArray(self->operator PoolRealArray())); // operator = is overloaded by PoolRealArray
*dest = *self;
return raw_dest;
}
godot_pool_string_array GDAPI godot_variant_as_pool_string_array(const godot_variant *p_self) {
godot_pool_string_array raw_dest;
const Variant *self = (const Variant *)p_self;
PoolStringArray *dest = (PoolStringArray *)&raw_dest;
memnew_placement(dest, PoolStringArray(self->operator PoolStringArray())); // operator = is overloaded by PoolStringArray
*dest = *self;
return raw_dest;
}
godot_pool_vector2_array GDAPI godot_variant_as_pool_vector2_array(const godot_variant *p_self) {
godot_pool_vector2_array raw_dest;
const Variant *self = (const Variant *)p_self;
PoolVector2Array *dest = (PoolVector2Array *)&raw_dest;
memnew_placement(dest, PoolVector2Array(self->operator PoolVector2Array())); // operator = is overloaded by PoolVector2Array
*dest = *self;
return raw_dest;
}
godot_pool_vector3_array GDAPI godot_variant_as_pool_vector3_array(const godot_variant *p_self) {
godot_pool_vector3_array raw_dest;
const Variant *self = (const Variant *)p_self;
PoolVector3Array *dest = (PoolVector3Array *)&raw_dest;
memnew_placement(dest, PoolVector3Array(self->operator PoolVector3Array())); // operator = is overloaded by PoolVector3Array
*dest = *self;
return raw_dest;
}
godot_pool_color_array GDAPI godot_variant_as_pool_color_array(const godot_variant *p_self) {
godot_pool_color_array raw_dest;
const Variant *self = (const Variant *)p_self;
PoolColorArray *dest = (PoolColorArray *)&raw_dest;
memnew_placement(dest, PoolColorArray(self->operator PoolColorArray())); // operator = is overloaded by PoolColorArray
*dest = *self;
return raw_dest;
}
godot_variant GDAPI godot_variant_call(godot_variant *p_self, const godot_string *p_method, const godot_variant **p_args, const godot_int p_argcount, godot_variant_call_error *r_error) {
Variant *self = (Variant *)p_self;
String *method = (String *)p_method;
const Variant **args = (const Variant **)p_args;
godot_variant raw_dest;
Variant *dest = (Variant *)&raw_dest;
Variant::CallError error;
memnew_placement_custom(dest, Variant, Variant(self->call(*method, args, p_argcount, error)));
if (r_error) {
r_error->error = (godot_variant_call_error_error)error.error;
r_error->argument = error.argument;
r_error->expected = (godot_variant_type)error.expected;
}
return raw_dest;
}
godot_bool GDAPI godot_variant_has_method(const godot_variant *p_self, const godot_string *p_method) {
const Variant *self = (const Variant *)p_self;
const String *method = (const String *)p_method;
return self->has_method(*method);
}
godot_bool GDAPI godot_variant_operator_equal(const godot_variant *p_self, const godot_variant *p_other) {
const Variant *self = (const Variant *)p_self;
const Variant *other = (const Variant *)p_other;
return self->operator==(*other);
}
godot_bool GDAPI godot_variant_operator_less(const godot_variant *p_self, const godot_variant *p_other) {
const Variant *self = (const Variant *)p_self;
const Variant *other = (const Variant *)p_other;
return self->operator<(*other);
}
godot_bool GDAPI godot_variant_hash_compare(const godot_variant *p_self, const godot_variant *p_other) {
const Variant *self = (const Variant *)p_self;
const Variant *other = (const Variant *)p_other;
return self->hash_compare(*other);
}
godot_bool GDAPI godot_variant_booleanize(const godot_variant *p_self) {
const Variant *self = (const Variant *)p_self;
return self->booleanize();
}
void GDAPI godot_variant_destroy(godot_variant *p_self) {
Variant *self = (Variant *)p_self;
self->~Variant();
}
// GDNative core 1.1
godot_string GDAPI godot_variant_get_operator_name(godot_variant_operator p_op) {
Variant::Operator op = (Variant::Operator)p_op;
godot_string raw_dest;
String *dest = (String *)&raw_dest;
memnew_placement(dest, String(Variant::get_operator_name(op))); // operator = is overloaded by String
return raw_dest;
}
void GDAPI godot_variant_evaluate(godot_variant_operator p_op, const godot_variant *p_a, const godot_variant *p_b, godot_variant *r_ret, godot_bool *r_valid) {
Variant::Operator op = (Variant::Operator)p_op;
const Variant *a = (const Variant *)p_a;
const Variant *b = (const Variant *)p_b;
Variant *ret = (Variant *)r_ret;
Variant::evaluate(op, *a, *b, *ret, *r_valid);
}
#ifdef __cplusplus
}
#endif

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@ -1,313 +0,0 @@
/*************************************************************************/
/* vector2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/vector2.h"
#include "core/math/vector2.h"
#include "core/variant.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_vector2) == sizeof(Vector2), "Vector2 size mismatch");
void GDAPI godot_vector2_new(godot_vector2 *r_dest, const godot_real p_x, const godot_real p_y) {
Vector2 *dest = (Vector2 *)r_dest;
*dest = Vector2(p_x, p_y);
}
godot_string GDAPI godot_vector2_as_string(const godot_vector2 *p_self) {
godot_string ret;
const Vector2 *self = (const Vector2 *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_self) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->normalized();
return dest;
}
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->length();
}
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->angle();
}
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->length_squared();
}
godot_bool GDAPI godot_vector2_is_normalized(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->is_normalized();
}
godot_vector2 GDAPI godot_vector2_direction_to(const godot_vector2 *p_self, const godot_vector2 *p_to) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
*((Vector2 *)&dest) = self->direction_to(*to);
return dest;
}
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_self, const godot_vector2 *p_to) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
return self->distance_to(*to);
}
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_self, const godot_vector2 *p_to) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
return self->distance_squared_to(*to);
}
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_self, const godot_vector2 *p_to) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
return self->angle_to(*to);
}
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_self, const godot_vector2 *p_to) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
return self->angle_to_point(*to);
}
godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_real p_t) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*((Vector2 *)&dest) = self->linear_interpolate(*b, p_t);
return dest;
}
godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, const godot_real p_t) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
const Vector2 *pre_a = (const Vector2 *)p_pre_a;
const Vector2 *post_b = (const Vector2 *)p_post_b;
*((Vector2 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t);
return dest;
}
godot_vector2 GDAPI godot_vector2_move_toward(const godot_vector2 *p_self, const godot_vector2 *p_to, const godot_real p_delta) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *to = (const Vector2 *)p_to;
*((Vector2 *)&dest) = self->move_toward(*to, p_delta);
return dest;
}
godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->rotated(p_phi);
return dest;
}
godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->tangent();
return dest;
}
godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->floor();
return dest;
}
godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *by = (const Vector2 *)p_by;
*((Vector2 *)&dest) = self->snapped(*by);
return dest;
}
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->aspect();
}
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_self, const godot_vector2 *p_with) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *with = (const Vector2 *)p_with;
return self->dot(*with);
}
godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_self, const godot_vector2 *p_n) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *n = (const Vector2 *)p_n;
*((Vector2 *)&dest) = self->slide(*n);
return dest;
}
godot_vector2 GDAPI godot_vector2_bounce(const godot_vector2 *p_self, const godot_vector2 *p_n) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *n = (const Vector2 *)p_n;
*((Vector2 *)&dest) = self->bounce(*n);
return dest;
}
godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_self, const godot_vector2 *p_n) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *n = (const Vector2 *)p_n;
*((Vector2 *)&dest) = self->reflect(*n);
return dest;
}
godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_self) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->abs();
return dest;
}
godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length) {
godot_vector2 dest;
const Vector2 *self = (const Vector2 *)p_self;
*((Vector2 *)&dest) = self->limit_length(p_length);
return dest;
}
godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_self, const godot_vector2 *p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*dest = *self + *b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_self, const godot_vector2 *p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*dest = *self - *b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_self, const godot_vector2 *p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*dest = *self * *b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_self, const godot_real p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
*dest = *self * p_b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_self, const godot_vector2 *p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
*dest = *self / *b;
return raw_dest;
}
godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_self, const godot_real p_b) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
*dest = *self / p_b;
return raw_dest;
}
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_self, const godot_vector2 *p_b) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
return *self == *b;
}
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_self, const godot_vector2 *p_b) {
const Vector2 *self = (const Vector2 *)p_self;
const Vector2 *b = (const Vector2 *)p_b;
return *self < *b;
}
godot_vector2 GDAPI godot_vector2_operator_neg(const godot_vector2 *p_self) {
godot_vector2 raw_dest;
Vector2 *dest = (Vector2 *)&raw_dest;
const Vector2 *self = (const Vector2 *)p_self;
*dest = -(*self);
return raw_dest;
}
void GDAPI godot_vector2_set_x(godot_vector2 *p_self, const godot_real p_x) {
Vector2 *self = (Vector2 *)p_self;
self->x = p_x;
}
void GDAPI godot_vector2_set_y(godot_vector2 *p_self, const godot_real p_y) {
Vector2 *self = (Vector2 *)p_self;
self->y = p_y;
}
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->x;
}
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_self) {
const Vector2 *self = (const Vector2 *)p_self;
return self->y;
}
#ifdef __cplusplus
}
#endif

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@ -1,320 +0,0 @@
/*************************************************************************/
/* vector3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "gdnative/vector3.h"
#include "core/variant.h"
#include "core/vector.h"
#ifdef __cplusplus
extern "C" {
#endif
static_assert(sizeof(godot_vector3) == sizeof(Vector3), "Vector3 size mismatch");
void GDAPI godot_vector3_new(godot_vector3 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z) {
Vector3 *dest = (Vector3 *)r_dest;
*dest = Vector3(p_x, p_y, p_z);
}
godot_string GDAPI godot_vector3_as_string(const godot_vector3 *p_self) {
godot_string ret;
const Vector3 *self = (const Vector3 *)p_self;
memnew_placement(&ret, String(*self));
return ret;
}
godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->min_axis();
}
godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->max_axis();
}
godot_real GDAPI godot_vector3_length(const godot_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->length();
}
godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->length_squared();
}
godot_bool GDAPI godot_vector3_is_normalized(const godot_vector3 *p_self) {
const Vector3 *self = (const Vector3 *)p_self;
return self->is_normalized();
}
godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_self) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
*((Vector3 *)&dest) = self->normalized();
return dest;
}
godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_self) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
*((Vector3 *)&dest) = self->inverse();
return dest;
}
godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_self, const godot_vector3 *p_by) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *snap_axis = (const Vector3 *)p_by;
*((Vector3 *)&dest) = self->snapped(*snap_axis);
return dest;
}
godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_self, const godot_vector3 *p_axis, const godot_real p_phi) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *axis = (const Vector3 *)p_axis;
*((Vector3 *)&dest) = self->rotated(*axis, p_phi);
return dest;
}
godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_real p_t) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
*((Vector3 *)&dest) = self->linear_interpolate(*b, p_t);
return dest;
}
godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, const godot_real p_t) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
const Vector3 *pre_a = (const Vector3 *)p_pre_a;
const Vector3 *post_b = (const Vector3 *)p_post_b;
*((Vector3 *)&dest) = self->cubic_interpolate(*b, *pre_a, *post_b, p_t);
return dest;
}
godot_vector3 GDAPI godot_vector3_move_toward(const godot_vector3 *p_self, const godot_vector3 *p_to, const godot_real p_delta) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *to = (const Vector3 *)p_to;
*((Vector3 *)&dest) = self->move_toward(*to, p_delta);
return dest;
}
godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b) {
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
return self->dot(*b);
}
godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, const godot_vector3 *p_b) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
*((Vector3 *)&dest) = self->cross(*b);
return dest;
}
godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_self, const godot_vector3 *p_b) {
godot_basis dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
*((Basis *)&dest) = self->outer(*b);
return dest;
}
godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_self) {
godot_basis dest;
const Vector3 *self = (const Vector3 *)p_self;
*((Basis *)&dest) = self->to_diagonal_matrix();
return dest;
}
godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_self) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
*((Vector3 *)&dest) = self->abs();
return dest;
}
godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_self) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
*((Vector3 *)&dest) = self->floor();
return dest;
}
godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_self) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
*((Vector3 *)&dest) = self->ceil();
return dest;
}
godot_vector3 GDAPI godot_vector3_direction_to(const godot_vector3 *p_self, const godot_vector3 *p_to) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *to = (const Vector3 *)p_to;
*((Vector3 *)&dest) = self->direction_to(*to);
return dest;
}
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
return self->distance_to(*b);
}
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_self, const godot_vector3 *p_b) {
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
return self->distance_squared_to(*b);
}
godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_self, const godot_vector3 *p_to) {
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *to = (const Vector3 *)p_to;
return self->angle_to(*to);
}
godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_self, const godot_vector3 *p_n) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *n = (const Vector3 *)p_n;
*((Vector3 *)&dest) = self->slide(*n);
return dest;
}
godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_self, const godot_vector3 *p_n) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *n = (const Vector3 *)p_n;
*((Vector3 *)&dest) = self->bounce(*n);
return dest;
}
godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_self, const godot_vector3 *p_n) {
godot_vector3 dest;
const Vector3 *self = (const Vector3 *)p_self;
const Vector3 *n = (const Vector3 *)p_n;
*((Vector3 *)&dest) = self->reflect(*n);
return dest;
}
godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_self, const godot_vector3 *p_b) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
Vector3 *self = (Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
*dest = *self + *b;
return raw_dest;
}
godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_self, const godot_vector3 *p_b) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
Vector3 *self = (Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
*dest = *self - *b;
return raw_dest;
}
godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
Vector3 *self = (Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
*dest = *self * *b;
return raw_dest;
}
godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_self, const godot_real p_b) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
Vector3 *self = (Vector3 *)p_self;
*dest = *self * p_b;
return raw_dest;
}
godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_self, const godot_vector3 *p_b) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
Vector3 *self = (Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
*dest = *self / *b;
return raw_dest;
}
godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_self, const godot_real p_b) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
Vector3 *self = (Vector3 *)p_self;
*dest = *self / p_b;
return raw_dest;
}
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_self, const godot_vector3 *p_b) {
Vector3 *self = (Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
return *self == *b;
}
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_self, const godot_vector3 *p_b) {
Vector3 *self = (Vector3 *)p_self;
const Vector3 *b = (const Vector3 *)p_b;
return *self < *b;
}
godot_vector3 GDAPI godot_vector3_operator_neg(const godot_vector3 *p_self) {
godot_vector3 raw_dest;
Vector3 *dest = (Vector3 *)&raw_dest;
const Vector3 *self = (const Vector3 *)p_self;
*dest = -(*self);
return raw_dest;
}
void GDAPI godot_vector3_set_axis(godot_vector3 *p_self, const godot_vector3_axis p_axis, const godot_real p_val) {
Vector3 *self = (Vector3 *)p_self;
self->set_axis(p_axis, p_val);
}
godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_self, const godot_vector3_axis p_axis) {
const Vector3 *self = (const Vector3 *)p_self;
return self->get_axis(p_axis);
}
#ifdef __cplusplus
}
#endif

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@ -1,350 +0,0 @@
"""Functions used to generate source files during build time
All such functions are invoked in a subprocess on Windows to prevent build flakiness.
"""
import json
from platform_methods import subprocess_main
def _spaced(e):
return e if e[-1] == "*" else e + " "
def _build_gdnative_api_struct_header(api):
gdnative_api_init_macro = ["\textern const godot_gdnative_core_api_struct *_gdnative_wrapper_api_struct;"]
for ext in api["extensions"]:
name = ext["name"]
gdnative_api_init_macro.append(
"\textern const godot_gdnative_ext_{0}_api_struct *_gdnative_wrapper_{0}_api_struct;".format(name)
)
gdnative_api_init_macro.append("\t_gdnative_wrapper_api_struct = options->api_struct;")
gdnative_api_init_macro.append(
"\tfor (unsigned int i = 0; i < _gdnative_wrapper_api_struct->num_extensions; i++) { "
)
gdnative_api_init_macro.append("\t\tswitch (_gdnative_wrapper_api_struct->extensions[i]->type) {")
for ext in api["extensions"]:
name = ext["name"]
gdnative_api_init_macro.append("\t\t\tcase GDNATIVE_EXT_%s:" % ext["type"])
gdnative_api_init_macro.append(
"\t\t\t\t_gdnative_wrapper_{0}_api_struct = (godot_gdnative_ext_{0}_api_struct *)"
" _gdnative_wrapper_api_struct->extensions[i];".format(name)
)
gdnative_api_init_macro.append("\t\t\t\tbreak;")
gdnative_api_init_macro.append("\t\t}")
gdnative_api_init_macro.append("\t}")
out = [
"/* THIS FILE IS GENERATED DO NOT EDIT */",
"#ifndef GODOT_GDNATIVE_API_STRUCT_H",
"#define GODOT_GDNATIVE_API_STRUCT_H",
"",
"#include <gdnative/gdnative.h>",
"#include <android/godot_android.h>",
"#include <arvr/godot_arvr.h>",
"#include <nativescript/godot_nativescript.h>",
"#include <net/godot_net.h>",
"#include <pluginscript/godot_pluginscript.h>",
"#include <videodecoder/godot_videodecoder.h>",
"",
"#define GDNATIVE_API_INIT(options) do { \\\n" + " \\\n".join(gdnative_api_init_macro) + " \\\n } while (0)",
"",
"#ifdef __cplusplus",
'extern "C" {',
"#endif",
"",
"enum GDNATIVE_API_TYPES {",
"\tGDNATIVE_" + api["core"]["type"] + ",",
]
for ext in api["extensions"]:
out += ["\tGDNATIVE_EXT_" + ext["type"] + ","]
out += ["};", ""]
def generate_extension_struct(name, ext, include_version=True):
ret_val = []
if ext["next"]:
ret_val += generate_extension_struct(name, ext["next"])
ret_val += [
"typedef struct godot_gdnative_ext_"
+ name
+ ("" if not include_version else ("_{0}_{1}".format(ext["version"]["major"], ext["version"]["minor"])))
+ "_api_struct {",
"\tunsigned int type;",
"\tgodot_gdnative_api_version version;",
"\tconst godot_gdnative_api_struct *next;",
]
for funcdef in ext["api"]:
args = ", ".join(["%s%s" % (_spaced(t), n) for t, n in funcdef["arguments"]])
ret_val.append("\t%s(*%s)(%s);" % (_spaced(funcdef["return_type"]), funcdef["name"], args))
ret_val += [
"} godot_gdnative_ext_"
+ name
+ ("" if not include_version else ("_{0}_{1}".format(ext["version"]["major"], ext["version"]["minor"])))
+ "_api_struct;",
"",
]
return ret_val
def generate_core_extension_struct(core):
ret_val = []
if core["next"]:
ret_val += generate_core_extension_struct(core["next"])
ret_val += [
"typedef struct godot_gdnative_core_"
+ ("{0}_{1}".format(core["version"]["major"], core["version"]["minor"]))
+ "_api_struct {",
"\tunsigned int type;",
"\tgodot_gdnative_api_version version;",
"\tconst godot_gdnative_api_struct *next;",
]
for funcdef in core["api"]:
args = ", ".join(["%s%s" % (_spaced(t), n) for t, n in funcdef["arguments"]])
ret_val.append("\t%s(*%s)(%s);" % (_spaced(funcdef["return_type"]), funcdef["name"], args))
ret_val += [
"} godot_gdnative_core_"
+ "{0}_{1}".format(core["version"]["major"], core["version"]["minor"])
+ "_api_struct;",
"",
]
return ret_val
for ext in api["extensions"]:
name = ext["name"]
out += generate_extension_struct(name, ext, False)
if api["core"]["next"]:
out += generate_core_extension_struct(api["core"]["next"])
out += [
"typedef struct godot_gdnative_core_api_struct {",
"\tunsigned int type;",
"\tgodot_gdnative_api_version version;",
"\tconst godot_gdnative_api_struct *next;",
"\tunsigned int num_extensions;",
"\tconst godot_gdnative_api_struct **extensions;",
]
for funcdef in api["core"]["api"]:
args = ", ".join(["%s%s" % (_spaced(t), n) for t, n in funcdef["arguments"]])
out.append("\t%s(*%s)(%s);" % (_spaced(funcdef["return_type"]), funcdef["name"], args))
out += [
"} godot_gdnative_core_api_struct;",
"",
"#ifdef __cplusplus",
"}",
"#endif",
"",
"#endif // GODOT_GDNATIVE_API_STRUCT_H",
"",
]
return "\n".join(out)
def _build_gdnative_api_struct_source(api):
out = ["/* THIS FILE IS GENERATED DO NOT EDIT */", "", "#include <gdnative_api_struct.gen.h>", ""]
def get_extension_struct_name(name, ext, include_version=True):
return (
"godot_gdnative_ext_"
+ name
+ ("" if not include_version else ("_{0}_{1}".format(ext["version"]["major"], ext["version"]["minor"])))
+ "_api_struct"
)
def get_extension_struct_instance_name(name, ext, include_version=True):
return (
"api_extension_"
+ name
+ ("" if not include_version else ("_{0}_{1}".format(ext["version"]["major"], ext["version"]["minor"])))
+ "_struct"
)
def get_extension_struct_definition(name, ext, include_version=True):
ret_val = []
if ext["next"]:
ret_val += get_extension_struct_definition(name, ext["next"])
ret_val += [
"extern const "
+ get_extension_struct_name(name, ext, include_version)
+ " "
+ get_extension_struct_instance_name(name, ext, include_version)
+ " = {",
"\tGDNATIVE_EXT_" + ext["type"] + ",",
"\t{" + str(ext["version"]["major"]) + ", " + str(ext["version"]["minor"]) + "},",
"\t"
+ (
"NULL"
if not ext["next"]
else ("(const godot_gdnative_api_struct *)&" + get_extension_struct_instance_name(name, ext["next"]))
)
+ ",",
]
for funcdef in ext["api"]:
ret_val.append("\t%s," % funcdef["name"])
ret_val += ["};\n"]
return ret_val
def get_core_struct_definition(core):
ret_val = []
if core["next"]:
ret_val += get_core_struct_definition(core["next"])
ret_val += [
"extern const godot_gdnative_core_"
+ ("{0}_{1}_api_struct api_{0}_{1}".format(core["version"]["major"], core["version"]["minor"]))
+ " = {",
"\tGDNATIVE_" + core["type"] + ",",
"\t{" + str(core["version"]["major"]) + ", " + str(core["version"]["minor"]) + "},",
"\t"
+ (
"NULL"
if not core["next"]
else (
"(const godot_gdnative_api_struct *)& api_{0}_{1}".format(
core["next"]["version"]["major"], core["next"]["version"]["minor"]
)
)
)
+ ",",
]
for funcdef in core["api"]:
ret_val.append("\t%s," % funcdef["name"])
ret_val += ["};\n"]
return ret_val
for ext in api["extensions"]:
name = ext["name"]
out += get_extension_struct_definition(name, ext, False)
out += ["", "const godot_gdnative_api_struct *gdnative_extensions_pointers[] = {"]
for ext in api["extensions"]:
name = ext["name"]
out += ["\t(godot_gdnative_api_struct *)&api_extension_" + name + "_struct,"]
out += ["};\n"]
if api["core"]["next"]:
out += get_core_struct_definition(api["core"]["next"])
out += [
"extern const godot_gdnative_core_api_struct api_struct = {",
"\tGDNATIVE_" + api["core"]["type"] + ",",
"\t{" + str(api["core"]["version"]["major"]) + ", " + str(api["core"]["version"]["minor"]) + "},",
"\t(const godot_gdnative_api_struct *)&api_1_1,",
"\t" + str(len(api["extensions"])) + ",",
"\tgdnative_extensions_pointers,",
]
for funcdef in api["core"]["api"]:
out.append("\t%s," % funcdef["name"])
out.append("};\n")
return "\n".join(out)
def build_gdnative_api_struct(target, source, env):
with open(source[0], "r") as fd:
api = json.load(fd)
header, source = target
with open(header, "w") as fd:
fd.write(_build_gdnative_api_struct_header(api))
with open(source, "w") as fd:
fd.write(_build_gdnative_api_struct_source(api))
def _build_gdnative_wrapper_code(api):
out = [
"/* THIS FILE IS GENERATED DO NOT EDIT */",
"",
"#include <gdnative/gdnative.h>",
"#include <nativescript/godot_nativescript.h>",
"#include <pluginscript/godot_pluginscript.h>",
"#include <arvr/godot_arvr.h>",
"#include <videodecoder/godot_videodecoder.h>",
"",
"#include <gdnative_api_struct.gen.h>",
"",
"#ifdef __cplusplus",
'extern "C" {',
"#endif",
"",
"godot_gdnative_core_api_struct *_gdnative_wrapper_api_struct = 0;",
]
for ext in api["extensions"]:
name = ext["name"]
out.append("godot_gdnative_ext_" + name + "_api_struct *_gdnative_wrapper_" + name + "_api_struct = 0;")
out += [""]
for funcdef in api["core"]["api"]:
args = ", ".join(["%s%s" % (_spaced(t), n) for t, n in funcdef["arguments"]])
out.append("%s%s(%s) {" % (_spaced(funcdef["return_type"]), funcdef["name"], args))
args = ", ".join(["%s" % n for t, n in funcdef["arguments"]])
return_line = "\treturn " if funcdef["return_type"] != "void" else "\t"
return_line += "_gdnative_wrapper_api_struct->" + funcdef["name"] + "(" + args + ");"
out.append(return_line)
out.append("}")
out.append("")
for ext in api["extensions"]:
name = ext["name"]
for funcdef in ext["api"]:
args = ", ".join(["%s%s" % (_spaced(t), n) for t, n in funcdef["arguments"]])
out.append("%s%s(%s) {" % (_spaced(funcdef["return_type"]), funcdef["name"], args))
args = ", ".join(["%s" % n for t, n in funcdef["arguments"]])
return_line = "\treturn " if funcdef["return_type"] != "void" else "\t"
return_line += "_gdnative_wrapper_" + name + "_api_struct->" + funcdef["name"] + "(" + args + ");"
out.append(return_line)
out.append("}")
out.append("")
out += ["#ifdef __cplusplus", "}", "#endif"]
return "\n".join(out)
def build_gdnative_wrapper_code(target, source, env):
with open(source[0], "r") as fd:
api = json.load(fd)
wrapper_file = target[0]
with open(wrapper_file, "w") as fd:
fd.write(_build_gdnative_wrapper_code(api))
if __name__ == "__main__":
subprocess_main(globals())

View File

@ -1,426 +0,0 @@
/*************************************************************************/
/* gdnative_library_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifdef TOOLS_ENABLED
#include "gdnative_library_editor_plugin.h"
#include "gdnative.h"
#include "editor/editor_scale.h"
void GDNativeLibraryEditor::edit(Ref<GDNativeLibrary> p_library) {
library = p_library;
Ref<ConfigFile> config = p_library->get_config_file();
for (Map<String, NativePlatformConfig>::Element *E = platforms.front(); E; E = E->next()) {
for (List<String>::Element *it = E->value().entries.front(); it; it = it->next()) {
String target = E->key() + "." + it->get();
TargetConfig ecfg;
ecfg.library = config->get_value("entry", target, "");
ecfg.dependencies = config->get_value("dependencies", target, Array());
entry_configs[target] = ecfg;
}
}
_update_tree();
}
void GDNativeLibraryEditor::_bind_methods() {
ClassDB::bind_method("_on_item_button", &GDNativeLibraryEditor::_on_item_button);
ClassDB::bind_method("_on_library_selected", &GDNativeLibraryEditor::_on_library_selected);
ClassDB::bind_method("_on_dependencies_selected", &GDNativeLibraryEditor::_on_dependencies_selected);
ClassDB::bind_method("_on_filter_selected", &GDNativeLibraryEditor::_on_filter_selected);
ClassDB::bind_method("_on_item_collapsed", &GDNativeLibraryEditor::_on_item_collapsed);
ClassDB::bind_method("_on_item_activated", &GDNativeLibraryEditor::_on_item_activated);
ClassDB::bind_method("_on_create_new_entry", &GDNativeLibraryEditor::_on_create_new_entry);
}
void GDNativeLibraryEditor::_update_tree() {
tree->clear();
TreeItem *root = tree->create_item();
PopupMenu *filter_list = filter->get_popup();
String text = "";
for (int i = 0; i < filter_list->get_item_count(); i++) {
if (!filter_list->is_item_checked(i)) {
continue;
}
Map<String, NativePlatformConfig>::Element *E = platforms.find(filter_list->get_item_metadata(i));
if (!text.empty()) {
text += ", ";
}
text += E->get().name;
TreeItem *platform = tree->create_item(root);
platform->set_text(0, E->get().name);
platform->set_metadata(0, E->get().library_extension);
platform->set_custom_bg_color(0, get_color("prop_category", "Editor"));
platform->set_custom_bg_color(1, get_color("prop_category", "Editor"));
platform->set_custom_bg_color(2, get_color("prop_category", "Editor"));
platform->set_selectable(0, false);
platform->set_expand_right(0, true);
for (List<String>::Element *it = E->value().entries.front(); it; it = it->next()) {
String target = E->key() + "." + it->get();
TreeItem *bit = tree->create_item(platform);
bit->set_text(0, it->get());
bit->set_metadata(0, target);
bit->set_selectable(0, false);
bit->set_custom_bg_color(0, get_color("prop_subsection", "Editor"));
bit->add_button(1, get_icon("Folder", "EditorIcons"), BUTTON_SELECT_LIBRARY, false, TTR("Select the dynamic library for this entry"));
String file = entry_configs[target].library;
if (!file.empty()) {
bit->add_button(1, get_icon("Clear", "EditorIcons"), BUTTON_CLEAR_LIBRARY, false, TTR("Clear"));
}
bit->set_text(1, file);
bit->add_button(2, get_icon("Folder", "EditorIcons"), BUTTON_SELECT_DEPENDENCES, false, TTR("Select dependencies of the library for this entry"));
Array files = entry_configs[target].dependencies;
if (files.size()) {
bit->add_button(2, get_icon("Clear", "EditorIcons"), BUTTON_CLEAR_DEPENDENCES, false, TTR("Clear"));
}
bit->set_text(2, Variant(files));
bit->add_button(3, get_icon("MoveUp", "EditorIcons"), BUTTON_MOVE_UP, false, TTR("Move Up"));
bit->add_button(3, get_icon("MoveDown", "EditorIcons"), BUTTON_MOVE_DOWN, false, TTR("Move Down"));
bit->add_button(3, get_icon("Remove", "EditorIcons"), BUTTON_ERASE_ENTRY, false, TTR("Remove current entry"));
}
TreeItem *new_arch = tree->create_item(platform);
new_arch->set_text(0, TTR("Double click to create a new entry"));
new_arch->set_text_align(0, TreeItem::ALIGN_CENTER);
new_arch->set_custom_color(0, get_color("accent_color", "Editor"));
new_arch->set_expand_right(0, true);
new_arch->set_metadata(1, E->key());
platform->set_collapsed(collapsed_items.find(E->get().name) != nullptr);
}
filter->set_text(text);
}
void GDNativeLibraryEditor::_on_item_button(Object *item, int column, int id) {
String target = Object::cast_to<TreeItem>(item)->get_metadata(0);
String platform = target.substr(0, target.find("."));
String entry = target.substr(platform.length() + 1, target.length());
String section = (id == BUTTON_SELECT_DEPENDENCES || id == BUTTON_CLEAR_DEPENDENCES) ? "dependencies" : "entry";
if (id == BUTTON_SELECT_LIBRARY || id == BUTTON_SELECT_DEPENDENCES) {
TreeItem *treeItem = Object::cast_to<TreeItem>(item)->get_parent();
EditorFileDialog::Mode mode = EditorFileDialog::MODE_OPEN_FILE;
if (id == BUTTON_SELECT_DEPENDENCES) {
mode = EditorFileDialog::MODE_OPEN_FILES;
} else if (treeItem->get_text(0) == "iOS" || treeItem->get_text(0) == "macOS") {
mode = EditorFileDialog::MODE_OPEN_ANY;
}
file_dialog->set_meta("target", target);
file_dialog->set_meta("section", section);
file_dialog->clear_filters();
String filter_string = treeItem->get_metadata(0);
Vector<String> filters = filter_string.split(",", false, 0);
for (int i = 0; i < filters.size(); i++) {
file_dialog->add_filter(filters[i]);
}
file_dialog->set_mode(mode);
file_dialog->popup_centered_ratio();
} else if (id == BUTTON_CLEAR_LIBRARY) {
_set_target_value(section, target, "");
} else if (id == BUTTON_CLEAR_DEPENDENCES) {
_set_target_value(section, target, Array());
} else if (id == BUTTON_ERASE_ENTRY) {
_erase_entry(platform, entry);
} else if (id == BUTTON_MOVE_UP || id == BUTTON_MOVE_DOWN) {
_move_entry(platform, entry, id);
}
}
void GDNativeLibraryEditor::_on_library_selected(const String &file) {
_set_target_value(file_dialog->get_meta("section"), file_dialog->get_meta("target"), file);
}
void GDNativeLibraryEditor::_on_dependencies_selected(const PoolStringArray &files) {
_set_target_value(file_dialog->get_meta("section"), file_dialog->get_meta("target"), files);
}
void GDNativeLibraryEditor::_on_filter_selected(int index) {
PopupMenu *filter_list = filter->get_popup();
filter_list->set_item_checked(index, !filter_list->is_item_checked(index));
_update_tree();
}
void GDNativeLibraryEditor::_on_item_collapsed(Object *p_item) {
TreeItem *item = Object::cast_to<TreeItem>(p_item);
String name = item->get_text(0);
if (item->is_collapsed()) {
collapsed_items.insert(name);
} else if (Set<String>::Element *e = collapsed_items.find(name)) {
collapsed_items.erase(e);
}
}
void GDNativeLibraryEditor::_on_item_activated() {
TreeItem *item = tree->get_selected();
if (item && tree->get_selected_column() == 0 && item->get_metadata(0).get_type() == Variant::NIL) {
new_architecture_dialog->set_meta("platform", item->get_metadata(1));
new_architecture_dialog->popup_centered();
}
}
void GDNativeLibraryEditor::_on_create_new_entry() {
String platform = new_architecture_dialog->get_meta("platform");
String entry = new_architecture_input->get_text().strip_edges();
if (!entry.empty()) {
platforms[platform].entries.push_back(entry);
_update_tree();
}
}
void GDNativeLibraryEditor::_set_target_value(const String &section, const String &target, Variant file) {
if (section == "entry") {
entry_configs[target].library = file;
} else if (section == "dependencies") {
entry_configs[target].dependencies = file;
}
_translate_to_config_file();
_update_tree();
}
void GDNativeLibraryEditor::_erase_entry(const String &platform, const String &entry) {
if (platforms.has(platform)) {
if (List<String>::Element *E = platforms[platform].entries.find(entry)) {
String target = platform + "." + entry;
platforms[platform].entries.erase(E);
_set_target_value("entry", target, "");
_set_target_value("dependencies", target, Array());
_translate_to_config_file();
_update_tree();
}
}
}
void GDNativeLibraryEditor::_move_entry(const String &platform, const String &entry, int dir) {
if (List<String>::Element *E = platforms[platform].entries.find(entry)) {
if (E->prev() && dir == BUTTON_MOVE_UP) {
platforms[platform].entries.insert_before(E->prev(), E->get());
platforms[platform].entries.erase(E);
} else if (E->next() && dir == BUTTON_MOVE_DOWN) {
platforms[platform].entries.insert_after(E->next(), E->get());
platforms[platform].entries.erase(E);
}
_translate_to_config_file();
_update_tree();
}
}
void GDNativeLibraryEditor::_translate_to_config_file() {
if (!library.is_null()) {
Ref<ConfigFile> config = library->get_config_file();
config->erase_section("entry");
config->erase_section("dependencies");
for (Map<String, NativePlatformConfig>::Element *E = platforms.front(); E; E = E->next()) {
for (List<String>::Element *it = E->value().entries.front(); it; it = it->next()) {
String target = E->key() + "." + it->get();
if (entry_configs[target].library.empty() && entry_configs[target].dependencies.empty()) {
continue;
}
config->set_value("entry", target, entry_configs[target].library);
config->set_value("dependencies", target, entry_configs[target].dependencies);
}
}
library->_change_notify();
}
}
GDNativeLibraryEditor::GDNativeLibraryEditor() {
{ // Define platforms
NativePlatformConfig platform_windows;
platform_windows.name = "Windows";
platform_windows.entries.push_back("64");
platform_windows.entries.push_back("32");
platform_windows.library_extension = "*.dll";
platforms["Windows"] = platform_windows;
NativePlatformConfig platform_linux;
platform_linux.name = "Linux/X11";
platform_linux.entries.push_back("64");
platform_linux.entries.push_back("32");
platform_linux.library_extension = "*.so";
platforms["X11"] = platform_linux;
NativePlatformConfig platform_osx;
platform_osx.name = "macOS";
platform_osx.entries.push_back("64");
platform_osx.library_extension = "*.framework; Framework, *.dylib; Dynamic Library";
platforms["OSX"] = platform_osx;
NativePlatformConfig platform_haiku;
platform_haiku.name = "Haiku";
platform_haiku.entries.push_back("64");
platform_haiku.entries.push_back("32");
platform_haiku.library_extension = "*.so";
platforms["Haiku"] = platform_haiku;
NativePlatformConfig platform_uwp;
platform_uwp.name = "UWP";
platform_uwp.entries.push_back("arm");
platform_uwp.entries.push_back("32");
platform_uwp.entries.push_back("64");
platform_uwp.library_extension = "*.dll";
platforms["UWP"] = platform_uwp;
NativePlatformConfig platform_android;
platform_android.name = "Android";
platform_android.entries.push_back("armeabi-v7a");
platform_android.entries.push_back("arm64-v8a");
platform_android.entries.push_back("x86");
platform_android.entries.push_back("x86_64");
platform_android.library_extension = "*.so";
platforms["Android"] = platform_android;
NativePlatformConfig platform_html5;
platform_html5.name = "HTML5";
platform_html5.entries.push_back("wasm32");
platform_html5.library_extension = "*.wasm";
platforms["HTML5"] = platform_html5;
NativePlatformConfig platform_ios;
platform_ios.name = "iOS";
platform_ios.entries.push_back("armv7");
platform_ios.entries.push_back("arm64");
platform_ios.entries.push_back("x86_64");
// iOS can use both Static and Dynamic libraries.
// Frameworks is actually a folder with files.
platform_ios.library_extension = "*.framework; Framework, *.xcframework; Binary Framework, *.a; Static Library, *.dylib; Dynamic Library";
platforms["iOS"] = platform_ios;
}
VBoxContainer *container = memnew(VBoxContainer);
add_child(container);
container->set_anchors_and_margins_preset(PRESET_WIDE);
HBoxContainer *hbox = memnew(HBoxContainer);
container->add_child(hbox);
Label *label = memnew(Label);
label->set_text(TTR("Platform:"));
hbox->add_child(label);
filter = memnew(MenuButton);
filter->set_h_size_flags(SIZE_EXPAND_FILL);
filter->set_text_align(filter->ALIGN_LEFT);
hbox->add_child(filter);
PopupMenu *filter_list = filter->get_popup();
filter_list->set_hide_on_checkable_item_selection(false);
int idx = 0;
for (Map<String, NativePlatformConfig>::Element *E = platforms.front(); E; E = E->next()) {
filter_list->add_check_item(E->get().name, idx);
filter_list->set_item_metadata(idx, E->key());
filter_list->set_item_checked(idx, true);
idx += 1;
}
filter_list->connect("index_pressed", this, "_on_filter_selected");
tree = memnew(Tree);
container->add_child(tree);
tree->set_v_size_flags(SIZE_EXPAND_FILL);
tree->set_hide_root(true);
tree->set_column_titles_visible(true);
tree->set_columns(4);
tree->set_column_expand(0, false);
tree->set_column_min_width(0, int(200 * EDSCALE));
tree->set_column_title(0, TTR("Platform"));
tree->set_column_title(1, TTR("Dynamic Library"));
tree->set_column_title(2, TTR("Dependencies"));
tree->set_column_expand(3, false);
tree->set_column_min_width(3, int(110 * EDSCALE));
tree->connect("button_pressed", this, "_on_item_button");
tree->connect("item_collapsed", this, "_on_item_collapsed");
tree->connect("item_activated", this, "_on_item_activated");
file_dialog = memnew(EditorFileDialog);
file_dialog->set_access(EditorFileDialog::ACCESS_RESOURCES);
file_dialog->set_resizable(true);
add_child(file_dialog);
file_dialog->connect("file_selected", this, "_on_library_selected");
file_dialog->connect("dir_selected", this, "_on_library_selected");
file_dialog->connect("files_selected", this, "_on_dependencies_selected");
new_architecture_dialog = memnew(ConfirmationDialog);
add_child(new_architecture_dialog);
new_architecture_dialog->set_title(TTR("Add an architecture entry"));
new_architecture_input = memnew(LineEdit);
new_architecture_dialog->add_child(new_architecture_input);
new_architecture_dialog->set_custom_minimum_size(Vector2(300, 80) * EDSCALE);
new_architecture_input->set_anchors_and_margins_preset(PRESET_HCENTER_WIDE, PRESET_MODE_MINSIZE, 5 * EDSCALE);
new_architecture_dialog->get_ok()->connect("pressed", this, "_on_create_new_entry");
}
void GDNativeLibraryEditorPlugin::edit(Object *p_node) {
Ref<GDNativeLibrary> new_library = Object::cast_to<GDNativeLibrary>(p_node);
if (new_library.is_valid()) {
library_editor->edit(new_library);
}
}
bool GDNativeLibraryEditorPlugin::handles(Object *p_node) const {
return p_node->is_class("GDNativeLibrary");
}
void GDNativeLibraryEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
button->show();
EditorNode::get_singleton()->make_bottom_panel_item_visible(library_editor);
} else {
if (library_editor->is_visible_in_tree()) {
EditorNode::get_singleton()->hide_bottom_panel();
}
button->hide();
}
}
GDNativeLibraryEditorPlugin::GDNativeLibraryEditorPlugin(EditorNode *p_node) {
library_editor = memnew(GDNativeLibraryEditor);
library_editor->set_custom_minimum_size(Size2(0, 250 * EDSCALE));
button = p_node->add_bottom_panel_item(TTR("GDNativeLibrary"), library_editor);
button->hide();
}
#endif

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@ -1,112 +0,0 @@
/*************************************************************************/
/* gdnative_library_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GDNATIVE_LIBRARY_EDITOR_PLUGIN_H
#define GDNATIVE_LIBRARY_EDITOR_PLUGIN_H
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#include "gdnative.h"
class GDNativeLibraryEditor : public Control {
GDCLASS(GDNativeLibraryEditor, Control);
struct NativePlatformConfig {
String name;
String library_extension;
List<String> entries;
};
struct TargetConfig {
String library;
Array dependencies;
};
enum ItemButton {
BUTTON_SELECT_LIBRARY,
BUTTON_CLEAR_LIBRARY,
BUTTON_SELECT_DEPENDENCES,
BUTTON_CLEAR_DEPENDENCES,
BUTTON_ERASE_ENTRY,
BUTTON_MOVE_UP,
BUTTON_MOVE_DOWN,
};
Tree *tree;
MenuButton *filter;
EditorFileDialog *file_dialog;
ConfirmationDialog *new_architecture_dialog;
LineEdit *new_architecture_input;
Set<String> collapsed_items;
String showing_platform;
Ref<GDNativeLibrary> library;
Map<String, NativePlatformConfig> platforms;
Map<String, TargetConfig> entry_configs;
protected:
static void _bind_methods();
void _update_tree();
void _on_item_button(Object *item, int column, int id);
void _on_library_selected(const String &file);
void _on_dependencies_selected(const PoolStringArray &files);
void _on_filter_selected(int id);
void _on_item_collapsed(Object *p_item);
void _on_item_activated();
void _on_create_new_entry();
void _set_target_value(const String &section, const String &target, Variant file);
void _erase_entry(const String &platform, const String &entry);
void _move_entry(const String &platform, const String &entry, int dir);
void _translate_to_config_file();
public:
void edit(Ref<GDNativeLibrary> p_library);
GDNativeLibraryEditor();
};
class GDNativeLibraryEditorPlugin : public EditorPlugin {
GDCLASS(GDNativeLibraryEditorPlugin, EditorPlugin);
GDNativeLibraryEditor *library_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "GDNativeLibrary"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
GDNativeLibraryEditorPlugin(EditorNode *p_node);
};
#endif
#endif // GDNATIVE_LIBRARY_EDITOR_PLUGIN_H

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@ -1,212 +0,0 @@
/*************************************************************************/
/* gdnative_library_singleton_editor.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifdef TOOLS_ENABLED
#include "gdnative_library_singleton_editor.h"
#include "gdnative.h"
#include "editor/editor_node.h"
Set<String> GDNativeLibrarySingletonEditor::_find_singletons_recursive(EditorFileSystemDirectory *p_dir) {
Set<String> file_paths;
// check children
for (int i = 0; i < p_dir->get_file_count(); i++) {
String file_name = p_dir->get_file(i);
String file_type = p_dir->get_file_type(i);
if (file_type != "GDNativeLibrary") {
continue;
}
Ref<GDNativeLibrary> lib = ResourceLoader::load(p_dir->get_file_path(i));
if (lib.is_valid() && lib->is_singleton()) {
file_paths.insert(p_dir->get_file_path(i));
}
}
// check subdirectories
for (int i = 0; i < p_dir->get_subdir_count(); i++) {
Set<String> paths = _find_singletons_recursive(p_dir->get_subdir(i));
for (Set<String>::Element *E = paths.front(); E; E = E->next()) {
file_paths.insert(E->get());
}
}
return file_paths;
}
void GDNativeLibrarySingletonEditor::_discover_singletons() {
EditorFileSystemDirectory *dir = EditorFileSystem::get_singleton()->get_filesystem();
Set<String> file_paths = _find_singletons_recursive(dir);
bool changed = false;
Array current_files;
if (ProjectSettings::get_singleton()->has_setting("gdnative/singletons")) {
current_files = ProjectSettings::get_singleton()->get("gdnative/singletons");
}
Array files;
for (Set<String>::Element *E = file_paths.front(); E; E = E->next()) {
if (!current_files.has(E->get())) {
changed = true;
}
files.append(E->get());
}
// Check for removed files
if (!changed) {
// Removed singleton
for (int j = 0; j < current_files.size(); j++) {
if (!files.has(current_files[j])) {
changed = true;
break;
}
}
}
if (changed) {
ProjectSettings::get_singleton()->set("gdnative/singletons", files);
_update_libraries(); // So singleton options (i.e. disabled) updates too
ProjectSettings::get_singleton()->save();
}
}
void GDNativeLibrarySingletonEditor::_update_libraries() {
updating = true;
libraries->clear();
libraries->create_item(); // root item
Array singletons;
if (ProjectSettings::get_singleton()->has_setting("gdnative/singletons")) {
singletons = ProjectSettings::get_singleton()->get("gdnative/singletons");
}
Array singletons_disabled;
if (ProjectSettings::get_singleton()->has_setting("gdnative/singletons_disabled")) {
singletons_disabled = ProjectSettings::get_singleton()->get("gdnative/singletons_disabled");
}
Array updated_disabled;
for (int i = 0; i < singletons.size(); i++) {
bool enabled = true;
String path = singletons[i];
if (singletons_disabled.has(path)) {
enabled = false;
updated_disabled.push_back(path);
}
TreeItem *ti = libraries->create_item(libraries->get_root());
ti->set_text(0, path.get_file());
ti->set_tooltip(0, path);
ti->set_metadata(0, path);
ti->set_cell_mode(1, TreeItem::CELL_MODE_RANGE);
ti->set_text(1, "Disabled,Enabled");
ti->set_range(1, enabled ? 1 : 0);
ti->set_custom_color(1, enabled ? Color(0, 1, 0) : Color(1, 0, 0));
ti->set_editable(1, true);
}
// The singletons list changed, we must update the settings
if (updated_disabled.size() != singletons_disabled.size()) {
ProjectSettings::get_singleton()->set("gdnative/singletons_disabled", updated_disabled);
}
updating = false;
}
void GDNativeLibrarySingletonEditor::_item_edited() {
if (updating) {
return;
}
TreeItem *item = libraries->get_edited();
if (!item) {
return;
}
bool enabled = item->get_range(1);
String path = item->get_metadata(0);
Array disabled_paths;
Array undo_paths;
if (ProjectSettings::get_singleton()->has_setting("gdnative/singletons_disabled")) {
disabled_paths = ProjectSettings::get_singleton()->get("gdnative/singletons_disabled");
// Duplicate so redo works (not a reference)
disabled_paths = disabled_paths.duplicate();
// For undo, so we can reset the property.
undo_paths = disabled_paths.duplicate();
}
if (enabled) {
disabled_paths.erase(path);
} else {
if (disabled_paths.find(path) == -1) {
disabled_paths.push_back(path);
}
}
undo_redo->create_action(enabled ? TTR("Enabled GDNative Singleton") : TTR("Disabled GDNative Singleton"));
undo_redo->add_do_property(ProjectSettings::get_singleton(), "gdnative/singletons_disabled", disabled_paths);
undo_redo->add_do_method(this, "_update_libraries");
undo_redo->add_undo_property(ProjectSettings::get_singleton(), "gdnative/singletons_disabled", undo_paths);
undo_redo->add_undo_method(this, "_update_libraries");
undo_redo->commit_action();
}
void GDNativeLibrarySingletonEditor::_notification(int p_what) {
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
if (is_visible_in_tree()) {
_update_libraries();
}
}
}
void GDNativeLibrarySingletonEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_item_edited"), &GDNativeLibrarySingletonEditor::_item_edited);
ClassDB::bind_method(D_METHOD("_discover_singletons"), &GDNativeLibrarySingletonEditor::_discover_singletons);
ClassDB::bind_method(D_METHOD("_update_libraries"), &GDNativeLibrarySingletonEditor::_update_libraries);
}
GDNativeLibrarySingletonEditor::GDNativeLibrarySingletonEditor() {
undo_redo = EditorNode::get_singleton()->get_undo_redo();
libraries = memnew(Tree);
libraries->set_columns(2);
libraries->set_column_titles_visible(true);
libraries->set_column_title(0, TTR("Library"));
libraries->set_column_title(1, TTR("Status"));
libraries->set_hide_root(true);
add_margin_child(TTR("Libraries: "), libraries, true);
updating = false;
libraries->connect("item_edited", this, "_item_edited");
EditorFileSystem::get_singleton()->connect("filesystem_changed", this, "_discover_singletons");
}
#endif // TOOLS_ENABLED

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@ -1,62 +0,0 @@
/*************************************************************************/
/* gdnative_library_singleton_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GD_NATIVE_LIBRARY_EDITOR_H
#define GD_NATIVE_LIBRARY_EDITOR_H
#ifdef TOOLS_ENABLED
#include "editor/editor_file_system.h"
#include "editor/project_settings_editor.h"
class GDNativeLibrarySingletonEditor : public VBoxContainer {
GDCLASS(GDNativeLibrarySingletonEditor, VBoxContainer);
private:
Tree *libraries;
UndoRedo *undo_redo;
bool updating;
static Set<String> _find_singletons_recursive(EditorFileSystemDirectory *p_dir);
protected:
void _notification(int p_what);
static void _bind_methods();
void _discover_singletons();
void _item_edited();
void _update_libraries();
public:
GDNativeLibrarySingletonEditor();
};
#endif
#endif // GD_NATIVE_LIBRARY_EDITOR_H

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<svg width="16" height="16" version="1.1" viewBox="0 0 16 16" xmlns="http://www.w3.org/2000/svg">
<g transform="translate(0 -1036.4)">
<path transform="translate(0 1036.4)" d="m7 1l-0.56445 2.2578a5 5 0 0 0 -0.68945 0.2793l-1.9883-1.1934-1.4141 1.4141 1.1953 1.9941a5 5 0 0 0 -0.28516 0.68555l-2.2539 0.5625v2l2.2578 0.56445a5 5 0 0 0 0.2793 0.6875l-1.1934 1.9902 1.4141 1.4141 1.9941-1.1953a5 5 0 0 0 0.68555 0.28516l0.5625 2.2539v-5.2695a2 2 0 0 1 -1 -1.7305 2 2 0 0 1 1 -1.7285v-0.27148h1 4.5762a5 5 0 0 0 -0.11328 -0.25195l1.1934-1.9902-1.4141-1.4141-1.9941 1.1953a5 5 0 0 0 -0.68555 -0.28516l-0.5625-2.2539h-2zm2 7v1 5 1h5c0.55228 0 1-0.4477 1-1v-5c0-0.5523-0.44772-1-1-1v4l-1-1-1 1v-4h-3z" fill="#e0e0e0"/>
</g>
</svg>

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<g transform="translate(0 -1036.4)">
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/*************************************************************************/
/* godot_android.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_ANDROID_GDN_H
#define GODOT_ANDROID_GDN_H
#include <gdnative/gdnative.h>
#ifdef __ANDROID__
#include <jni.h>
#else
#define JNIEnv void
#define jobject void *
#endif
#ifdef __cplusplus
extern "C" {
#endif
JNIEnv *GDAPI godot_android_get_env();
jobject GDAPI godot_android_get_activity();
jobject GDAPI godot_android_get_surface();
bool GDAPI godot_android_is_activity_resumed();
#ifdef __cplusplus
}
#endif
#endif /* !GODOT_ANDROID_GDN_H */

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/*************************************************************************/
/* godot_arvr.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_NATIVEARVR_H
#define GODOT_NATIVEARVR_H
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
// For future versions of the API we should only add new functions at the end of the structure and use the
// version info to detect whether a call is available
// Use these to populate version in your plugin
#define GODOTVR_API_MAJOR 1
#define GODOTVR_API_MINOR 2
typedef struct {
godot_gdnative_api_version version; /* version of our API */
void *(*constructor)(godot_object *);
void (*destructor)(void *);
godot_string (*get_name)(const void *);
godot_int (*get_capabilities)(const void *);
godot_bool (*get_anchor_detection_is_enabled)(const void *);
void (*set_anchor_detection_is_enabled)(void *, godot_bool);
godot_bool (*is_stereo)(const void *);
godot_bool (*is_initialized)(const void *);
godot_bool (*initialize)(void *);
void (*uninitialize)(void *);
godot_vector2 (*get_render_targetsize)(const void *);
godot_transform (*get_transform_for_eye)(void *, godot_int, godot_transform *);
void (*fill_projection_for_eye)(void *, godot_real *, godot_int, godot_real, godot_real, godot_real);
void (*commit_for_eye)(void *, godot_int, godot_rid *, godot_rect2 *);
void (*process)(void *);
// only in 1.1 onwards
godot_int (*get_external_texture_for_eye)(void *, godot_int);
void (*notification)(void *, godot_int);
godot_int (*get_camera_feed_id)(void *);
// only in 1.2 onwards
godot_int (*get_external_depth_for_eye)(void *, godot_int);
} godot_arvr_interface_gdnative;
void GDAPI godot_arvr_register_interface(const godot_arvr_interface_gdnative *p_interface);
// helper functions to access ARVRServer data
godot_real GDAPI godot_arvr_get_worldscale();
godot_transform GDAPI godot_arvr_get_reference_frame();
// helper functions for rendering
void GDAPI godot_arvr_blit(godot_int p_eye, godot_rid *p_render_target, godot_rect2 *p_rect);
godot_int GDAPI godot_arvr_get_texid(godot_rid *p_render_target);
// helper functions for updating ARVR controllers
godot_int GDAPI godot_arvr_add_controller(char *p_device_name, godot_int p_hand, godot_bool p_tracks_orientation, godot_bool p_tracks_position);
void GDAPI godot_arvr_remove_controller(godot_int p_controller_id);
void GDAPI godot_arvr_set_controller_transform(godot_int p_controller_id, godot_transform *p_transform, godot_bool p_tracks_orientation, godot_bool p_tracks_position);
void GDAPI godot_arvr_set_controller_button(godot_int p_controller_id, godot_int p_button, godot_bool p_is_pressed);
void GDAPI godot_arvr_set_controller_axis(godot_int p_controller_id, godot_int p_axis, godot_real p_value, godot_bool p_can_be_negative);
godot_real GDAPI godot_arvr_get_controller_rumble(godot_int p_controller_id);
// ARVR 1.2 functions
void GDAPI godot_arvr_set_interface(godot_object *p_arvr_interface, const godot_arvr_interface_gdnative *p_gdn_interface);
godot_int GDAPI godot_arvr_get_depthid(godot_rid *p_render_target);
#ifdef __cplusplus
}
#endif
#endif /* !GODOT_NATIVEARVR_H */

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/*************************************************************************/
/* aabb.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_AABB_H
#define GODOT_AABB_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_AABB_SIZE 24
#ifndef GODOT_CORE_API_GODOT_AABB_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_AABB_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_AABB_SIZE];
} godot_aabb;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#include <gdnative/plane.h>
#include <gdnative/vector3.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_aabb_new(godot_aabb *r_dest, const godot_vector3 *p_pos, const godot_vector3 *p_size);
godot_vector3 GDAPI godot_aabb_get_position(const godot_aabb *p_self);
void GDAPI godot_aabb_set_position(const godot_aabb *p_self, const godot_vector3 *p_v);
godot_vector3 GDAPI godot_aabb_get_size(const godot_aabb *p_self);
void GDAPI godot_aabb_set_size(const godot_aabb *p_self, const godot_vector3 *p_v);
godot_string GDAPI godot_aabb_as_string(const godot_aabb *p_self);
godot_real GDAPI godot_aabb_get_area(const godot_aabb *p_self);
godot_bool GDAPI godot_aabb_has_no_area(const godot_aabb *p_self);
godot_bool GDAPI godot_aabb_has_no_surface(const godot_aabb *p_self);
godot_bool GDAPI godot_aabb_intersects(const godot_aabb *p_self, const godot_aabb *p_with);
godot_bool GDAPI godot_aabb_encloses(const godot_aabb *p_self, const godot_aabb *p_with);
godot_aabb GDAPI godot_aabb_merge(const godot_aabb *p_self, const godot_aabb *p_with);
godot_aabb GDAPI godot_aabb_intersection(const godot_aabb *p_self, const godot_aabb *p_with);
godot_bool GDAPI godot_aabb_intersects_plane(const godot_aabb *p_self, const godot_plane *p_plane);
godot_bool GDAPI godot_aabb_intersects_segment(const godot_aabb *p_self, const godot_vector3 *p_from, const godot_vector3 *p_to);
godot_bool GDAPI godot_aabb_has_point(const godot_aabb *p_self, const godot_vector3 *p_point);
godot_vector3 GDAPI godot_aabb_get_support(const godot_aabb *p_self, const godot_vector3 *p_dir);
godot_vector3 GDAPI godot_aabb_get_longest_axis(const godot_aabb *p_self);
godot_int GDAPI godot_aabb_get_longest_axis_index(const godot_aabb *p_self);
godot_real GDAPI godot_aabb_get_longest_axis_size(const godot_aabb *p_self);
godot_vector3 GDAPI godot_aabb_get_shortest_axis(const godot_aabb *p_self);
godot_int GDAPI godot_aabb_get_shortest_axis_index(const godot_aabb *p_self);
godot_real GDAPI godot_aabb_get_shortest_axis_size(const godot_aabb *p_self);
godot_aabb GDAPI godot_aabb_expand(const godot_aabb *p_self, const godot_vector3 *p_to_point);
godot_aabb GDAPI godot_aabb_grow(const godot_aabb *p_self, const godot_real p_by);
godot_vector3 GDAPI godot_aabb_get_endpoint(const godot_aabb *p_self, const godot_int p_idx);
godot_bool GDAPI godot_aabb_operator_equal(const godot_aabb *p_self, const godot_aabb *p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_AABB_H

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@ -1,147 +0,0 @@
/*************************************************************************/
/* array.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_ARRAY_H
#define GODOT_ARRAY_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_ARRAY_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_ARRAY_SIZE];
} godot_array;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/pool_arrays.h>
#include <gdnative/variant.h>
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_array_new(godot_array *r_dest);
void GDAPI godot_array_new_copy(godot_array *r_dest, const godot_array *p_src);
void GDAPI godot_array_new_pool_color_array(godot_array *r_dest, const godot_pool_color_array *p_pca);
void GDAPI godot_array_new_pool_vector3_array(godot_array *r_dest, const godot_pool_vector3_array *p_pv3a);
void GDAPI godot_array_new_pool_vector2_array(godot_array *r_dest, const godot_pool_vector2_array *p_pv2a);
void GDAPI godot_array_new_pool_string_array(godot_array *r_dest, const godot_pool_string_array *p_psa);
void GDAPI godot_array_new_pool_real_array(godot_array *r_dest, const godot_pool_real_array *p_pra);
void GDAPI godot_array_new_pool_int_array(godot_array *r_dest, const godot_pool_int_array *p_pia);
void GDAPI godot_array_new_pool_byte_array(godot_array *r_dest, const godot_pool_byte_array *p_pba);
void GDAPI godot_array_set(godot_array *p_self, const godot_int p_idx, const godot_variant *p_value);
godot_variant GDAPI godot_array_get(const godot_array *p_self, const godot_int p_idx);
godot_variant GDAPI *godot_array_operator_index(godot_array *p_self, const godot_int p_idx);
const godot_variant GDAPI *godot_array_operator_index_const(const godot_array *p_self, const godot_int p_idx);
void GDAPI godot_array_append(godot_array *p_self, const godot_variant *p_value);
void GDAPI godot_array_clear(godot_array *p_self);
godot_int GDAPI godot_array_count(const godot_array *p_self, const godot_variant *p_value);
godot_bool GDAPI godot_array_empty(const godot_array *p_self);
void GDAPI godot_array_erase(godot_array *p_self, const godot_variant *p_value);
godot_variant GDAPI godot_array_front(const godot_array *p_self);
godot_variant GDAPI godot_array_back(const godot_array *p_self);
godot_int GDAPI godot_array_find(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from);
godot_int GDAPI godot_array_find_last(const godot_array *p_self, const godot_variant *p_what);
godot_bool GDAPI godot_array_has(const godot_array *p_self, const godot_variant *p_value);
godot_int GDAPI godot_array_hash(const godot_array *p_self);
void GDAPI godot_array_insert(godot_array *p_self, const godot_int p_pos, const godot_variant *p_value);
void GDAPI godot_array_invert(godot_array *p_self);
godot_variant GDAPI godot_array_pop_back(godot_array *p_self);
godot_variant GDAPI godot_array_pop_front(godot_array *p_self);
void GDAPI godot_array_push_back(godot_array *p_self, const godot_variant *p_value);
void GDAPI godot_array_push_front(godot_array *p_self, const godot_variant *p_value);
void GDAPI godot_array_remove(godot_array *p_self, const godot_int p_idx);
void GDAPI godot_array_resize(godot_array *p_self, const godot_int p_size);
godot_int GDAPI godot_array_rfind(const godot_array *p_self, const godot_variant *p_what, const godot_int p_from);
godot_int GDAPI godot_array_size(const godot_array *p_self);
void GDAPI godot_array_sort(godot_array *p_self);
void GDAPI godot_array_sort_custom(godot_array *p_self, godot_object *p_obj, const godot_string *p_func);
godot_int GDAPI godot_array_bsearch(godot_array *p_self, const godot_variant *p_value, const godot_bool p_before);
godot_int GDAPI godot_array_bsearch_custom(godot_array *p_self, const godot_variant *p_value, godot_object *p_obj, const godot_string *p_func, const godot_bool p_before);
void GDAPI godot_array_destroy(godot_array *p_self);
godot_array GDAPI godot_array_duplicate(const godot_array *p_self, const godot_bool p_deep);
godot_array GDAPI godot_array_slice(const godot_array *p_self, const godot_int p_begin, const godot_int p_end, const godot_int p_step, const godot_bool p_deep);
godot_variant GDAPI godot_array_max(const godot_array *p_self);
godot_variant GDAPI godot_array_min(const godot_array *p_self);
void GDAPI godot_array_shuffle(godot_array *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_ARRAY_H

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@ -1,136 +0,0 @@
/*************************************************************************/
/* basis.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_BASIS_H
#define GODOT_BASIS_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_BASIS_SIZE 36
#ifndef GODOT_CORE_API_GODOT_BASIS_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_BASIS_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_BASIS_SIZE];
} godot_basis;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#include <gdnative/quat.h>
#include <gdnative/vector3.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_basis_new_with_rows(godot_basis *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis);
void GDAPI godot_basis_new_with_axis_and_angle(godot_basis *r_dest, const godot_vector3 *p_axis, const godot_real p_phi);
void GDAPI godot_basis_new_with_euler(godot_basis *r_dest, const godot_vector3 *p_euler);
void GDAPI godot_basis_new_with_euler_quat(godot_basis *r_dest, const godot_quat *p_euler);
godot_string GDAPI godot_basis_as_string(const godot_basis *p_self);
godot_basis GDAPI godot_basis_inverse(const godot_basis *p_self);
godot_basis GDAPI godot_basis_transposed(const godot_basis *p_self);
godot_basis GDAPI godot_basis_orthonormalized(const godot_basis *p_self);
godot_real GDAPI godot_basis_determinant(const godot_basis *p_self);
godot_basis GDAPI godot_basis_rotated(const godot_basis *p_self, const godot_vector3 *p_axis, const godot_real p_phi);
godot_basis GDAPI godot_basis_scaled(const godot_basis *p_self, const godot_vector3 *p_scale);
godot_vector3 GDAPI godot_basis_get_scale(const godot_basis *p_self);
godot_vector3 GDAPI godot_basis_get_euler(const godot_basis *p_self);
godot_quat GDAPI godot_basis_get_quat(const godot_basis *p_self);
void GDAPI godot_basis_set_quat(godot_basis *p_self, const godot_quat *p_quat);
void GDAPI godot_basis_set_axis_angle_scale(godot_basis *p_self, const godot_vector3 *p_axis, godot_real p_phi, const godot_vector3 *p_scale);
void GDAPI godot_basis_set_euler_scale(godot_basis *p_self, const godot_vector3 *p_euler, const godot_vector3 *p_scale);
void GDAPI godot_basis_set_quat_scale(godot_basis *p_self, const godot_quat *p_quat, const godot_vector3 *p_scale);
godot_real GDAPI godot_basis_tdotx(const godot_basis *p_self, const godot_vector3 *p_with);
godot_real GDAPI godot_basis_tdoty(const godot_basis *p_self, const godot_vector3 *p_with);
godot_real GDAPI godot_basis_tdotz(const godot_basis *p_self, const godot_vector3 *p_with);
godot_vector3 GDAPI godot_basis_xform(const godot_basis *p_self, const godot_vector3 *p_v);
godot_vector3 GDAPI godot_basis_xform_inv(const godot_basis *p_self, const godot_vector3 *p_v);
godot_int GDAPI godot_basis_get_orthogonal_index(const godot_basis *p_self);
void GDAPI godot_basis_new(godot_basis *r_dest);
// p_elements is a pointer to an array of 3 (!!) vector3
void GDAPI godot_basis_get_elements(const godot_basis *p_self, godot_vector3 *p_elements);
godot_vector3 GDAPI godot_basis_get_axis(const godot_basis *p_self, const godot_int p_axis);
void GDAPI godot_basis_set_axis(godot_basis *p_self, const godot_int p_axis, const godot_vector3 *p_value);
godot_vector3 GDAPI godot_basis_get_row(const godot_basis *p_self, const godot_int p_row);
void GDAPI godot_basis_set_row(godot_basis *p_self, const godot_int p_row, const godot_vector3 *p_value);
godot_bool GDAPI godot_basis_operator_equal(const godot_basis *p_self, const godot_basis *p_b);
godot_basis GDAPI godot_basis_operator_add(const godot_basis *p_self, const godot_basis *p_b);
godot_basis GDAPI godot_basis_operator_subtract(const godot_basis *p_self, const godot_basis *p_b);
godot_basis GDAPI godot_basis_operator_multiply_vector(const godot_basis *p_self, const godot_basis *p_b);
godot_basis GDAPI godot_basis_operator_multiply_scalar(const godot_basis *p_self, const godot_real p_b);
godot_basis GDAPI godot_basis_slerp(const godot_basis *p_self, const godot_basis *p_b, const godot_real p_t);
#ifdef __cplusplus
}
#endif
#endif // GODOT_BASIS_H

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@ -1,120 +0,0 @@
/*************************************************************************/
/* color.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_COLOR_H
#define GODOT_COLOR_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_COLOR_SIZE 16
#ifndef GODOT_CORE_API_GODOT_COLOR_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_COLOR_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_COLOR_SIZE];
} godot_color;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#include <gdnative/string.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_color_new_rgba(godot_color *r_dest, const godot_real p_r, const godot_real p_g, const godot_real p_b, const godot_real p_a);
void GDAPI godot_color_new_rgb(godot_color *r_dest, const godot_real p_r, const godot_real p_g, const godot_real p_b);
godot_real godot_color_get_r(const godot_color *p_self);
void godot_color_set_r(godot_color *p_self, const godot_real r);
godot_real godot_color_get_g(const godot_color *p_self);
void godot_color_set_g(godot_color *p_self, const godot_real g);
godot_real godot_color_get_b(const godot_color *p_self);
void godot_color_set_b(godot_color *p_self, const godot_real b);
godot_real godot_color_get_a(const godot_color *p_self);
void godot_color_set_a(godot_color *p_self, const godot_real a);
godot_real godot_color_get_h(const godot_color *p_self);
godot_real godot_color_get_s(const godot_color *p_self);
godot_real godot_color_get_v(const godot_color *p_self);
godot_string GDAPI godot_color_as_string(const godot_color *p_self);
godot_int GDAPI godot_color_to_rgba32(const godot_color *p_self);
godot_int GDAPI godot_color_to_abgr32(const godot_color *p_self);
godot_int GDAPI godot_color_to_abgr64(const godot_color *p_self);
godot_int GDAPI godot_color_to_argb64(const godot_color *p_self);
godot_int GDAPI godot_color_to_rgba64(const godot_color *p_self);
godot_int GDAPI godot_color_to_argb32(const godot_color *p_self);
godot_real GDAPI godot_color_gray(const godot_color *p_self);
godot_color GDAPI godot_color_inverted(const godot_color *p_self);
godot_color GDAPI godot_color_contrasted(const godot_color *p_self);
godot_color GDAPI godot_color_linear_interpolate(const godot_color *p_self, const godot_color *p_b, const godot_real p_t);
godot_color GDAPI godot_color_blend(const godot_color *p_self, const godot_color *p_over);
godot_color GDAPI godot_color_darkened(const godot_color *p_self, const godot_real p_amount);
godot_color GDAPI godot_color_from_hsv(const godot_color *p_self, const godot_real p_h, const godot_real p_s, const godot_real p_v, const godot_real p_a);
godot_color GDAPI godot_color_lightened(const godot_color *p_self, const godot_real p_amount);
godot_string GDAPI godot_color_to_html(const godot_color *p_self, const godot_bool p_with_alpha);
godot_bool GDAPI godot_color_operator_equal(const godot_color *p_self, const godot_color *p_b);
godot_bool GDAPI godot_color_operator_less(const godot_color *p_self, const godot_color *p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_COLOR_H

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@ -1,109 +0,0 @@
/*************************************************************************/
/* dictionary.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_DICTIONARY_H
#define GODOT_DICTIONARY_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_DICTIONARY_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_DICTIONARY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_DICTIONARY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_DICTIONARY_SIZE];
} godot_dictionary;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/array.h>
#include <gdnative/gdnative.h>
#include <gdnative/variant.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_dictionary_new(godot_dictionary *r_dest);
void GDAPI godot_dictionary_new_copy(godot_dictionary *r_dest, const godot_dictionary *p_src);
void GDAPI godot_dictionary_destroy(godot_dictionary *p_self);
godot_dictionary GDAPI godot_dictionary_duplicate(const godot_dictionary *p_self, const godot_bool p_deep);
godot_int GDAPI godot_dictionary_size(const godot_dictionary *p_self);
godot_bool GDAPI godot_dictionary_empty(const godot_dictionary *p_self);
void GDAPI godot_dictionary_clear(godot_dictionary *p_self);
godot_bool GDAPI godot_dictionary_has(const godot_dictionary *p_self, const godot_variant *p_key);
godot_bool GDAPI godot_dictionary_has_all(const godot_dictionary *p_self, const godot_array *p_keys);
void GDAPI godot_dictionary_erase(godot_dictionary *p_self, const godot_variant *p_key);
godot_int GDAPI godot_dictionary_hash(const godot_dictionary *p_self);
godot_array GDAPI godot_dictionary_keys(const godot_dictionary *p_self);
godot_array GDAPI godot_dictionary_values(const godot_dictionary *p_self);
godot_variant GDAPI godot_dictionary_get(const godot_dictionary *p_self, const godot_variant *p_key);
void GDAPI godot_dictionary_set(godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_value);
godot_variant GDAPI *godot_dictionary_operator_index(godot_dictionary *p_self, const godot_variant *p_key);
const godot_variant GDAPI *godot_dictionary_operator_index_const(const godot_dictionary *p_self, const godot_variant *p_key);
godot_variant GDAPI *godot_dictionary_next(const godot_dictionary *p_self, const godot_variant *p_key);
godot_bool GDAPI godot_dictionary_operator_equal(const godot_dictionary *p_self, const godot_dictionary *p_b);
godot_string GDAPI godot_dictionary_to_json(const godot_dictionary *p_self);
// GDNative core 1.1
godot_bool GDAPI godot_dictionary_erase_with_return(godot_dictionary *p_self, const godot_variant *p_key);
godot_variant GDAPI godot_dictionary_get_with_default(const godot_dictionary *p_self, const godot_variant *p_key, const godot_variant *p_default);
#ifdef __cplusplus
}
#endif
#endif // GODOT_DICTIONARY_H

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@ -1,302 +0,0 @@
/*************************************************************************/
/* gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_GDNATIVE_H
#define GODOT_GDNATIVE_H
#ifdef __cplusplus
extern "C" {
#endif
#if defined(_WIN32) || defined(__ANDROID__)
#define GDCALLINGCONV
#define GDAPI GDCALLINGCONV
#elif defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE
#define GDCALLINGCONV __attribute__((visibility("default")))
#define GDAPI GDCALLINGCONV
#elif TARGET_OS_MAC
#define GDCALLINGCONV __attribute__((sysv_abi))
#define GDAPI GDCALLINGCONV
#endif
#else // !_WIN32 && !__APPLE__
#define GDCALLINGCONV __attribute__((sysv_abi))
#define GDAPI GDCALLINGCONV
#endif
// This is for libraries *using* the header, NOT GODOT EXPOSING STUFF!!
#ifdef __GNUC__
#define GDN_EXPORT __attribute__((visibility("default")))
#elif defined(_WIN32)
#define GDN_EXPORT __declspec(dllexport)
#else
#define GDN_EXPORT
#endif
#include <stdbool.h>
#include <stdint.h>
#define GODOT_API_VERSION 1
////// Error
typedef enum {
GODOT_OK, // (0)
GODOT_FAILED, ///< Generic fail error
GODOT_ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable
GODOT_ERR_UNCONFIGURED, ///< The object being used hasn't been properly set up yet
GODOT_ERR_UNAUTHORIZED, ///< Missing credentials for requested resource
GODOT_ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5)
GODOT_ERR_OUT_OF_MEMORY, ///< Out of memory
GODOT_ERR_FILE_NOT_FOUND,
GODOT_ERR_FILE_BAD_DRIVE,
GODOT_ERR_FILE_BAD_PATH,
GODOT_ERR_FILE_NO_PERMISSION, // (10)
GODOT_ERR_FILE_ALREADY_IN_USE,
GODOT_ERR_FILE_CANT_OPEN,
GODOT_ERR_FILE_CANT_WRITE,
GODOT_ERR_FILE_CANT_READ,
GODOT_ERR_FILE_UNRECOGNIZED, // (15)
GODOT_ERR_FILE_CORRUPT,
GODOT_ERR_FILE_MISSING_DEPENDENCIES,
GODOT_ERR_FILE_EOF,
GODOT_ERR_CANT_OPEN, ///< Can't open a resource/socket/file
GODOT_ERR_CANT_CREATE, // (20)
GODOT_ERR_QUERY_FAILED,
GODOT_ERR_ALREADY_IN_USE,
GODOT_ERR_LOCKED, ///< resource is locked
GODOT_ERR_TIMEOUT,
GODOT_ERR_CANT_CONNECT, // (25)
GODOT_ERR_CANT_RESOLVE,
GODOT_ERR_CONNECTION_ERROR,
GODOT_ERR_CANT_ACQUIRE_RESOURCE,
GODOT_ERR_CANT_FORK,
GODOT_ERR_INVALID_DATA, ///< Data passed is invalid (30)
GODOT_ERR_INVALID_PARAMETER, ///< Parameter passed is invalid
GODOT_ERR_ALREADY_EXISTS, ///< When adding, item already exists
GODOT_ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist
GODOT_ERR_DATABASE_CANT_READ, ///< database is full
GODOT_ERR_DATABASE_CANT_WRITE, ///< database is full (35)
GODOT_ERR_COMPILATION_FAILED,
GODOT_ERR_METHOD_NOT_FOUND,
GODOT_ERR_LINK_FAILED,
GODOT_ERR_SCRIPT_FAILED,
GODOT_ERR_CYCLIC_LINK, // (40)
GODOT_ERR_INVALID_DECLARATION,
GODOT_ERR_DUPLICATE_SYMBOL,
GODOT_ERR_PARSE_ERROR,
GODOT_ERR_BUSY,
GODOT_ERR_SKIP, // (45)
GODOT_ERR_HELP, ///< user requested help!!
GODOT_ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior.
GODOT_ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames
} godot_error;
////// bool
typedef bool godot_bool;
#define GODOT_TRUE 1
#define GODOT_FALSE 0
/////// int
typedef int godot_int;
/////// real
typedef float godot_real;
/////// Object (forward declared)
typedef void godot_object;
/////// String
#include <gdnative/string.h>
/////// String name
#include <gdnative/string_name.h>
////// Vector2
#include <gdnative/vector2.h>
////// Rect2
#include <gdnative/rect2.h>
////// Vector3
#include <gdnative/vector3.h>
////// Transform2D
#include <gdnative/transform2d.h>
/////// Plane
#include <gdnative/plane.h>
/////// Quat
#include <gdnative/quat.h>
/////// AABB
#include <gdnative/aabb.h>
/////// Basis
#include <gdnative/basis.h>
/////// Transform
#include <gdnative/transform.h>
/////// Color
#include <gdnative/color.h>
/////// NodePath
#include <gdnative/node_path.h>
/////// RID
#include <gdnative/rid.h>
/////// Dictionary
#include <gdnative/dictionary.h>
/////// Array
#include <gdnative/array.h>
// single API file for Pool*Array
#include <gdnative/pool_arrays.h>
void GDAPI godot_object_destroy(godot_object *p_o);
////// Variant
#include <gdnative/variant.h>
////// Singleton API
godot_object GDAPI *godot_global_get_singleton(char *p_name); // result shouldn't be freed
////// MethodBind API
typedef struct {
uint8_t _dont_touch_that[1]; // TODO
} godot_method_bind;
godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname);
void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret);
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);
////// Script API
typedef struct godot_gdnative_api_version {
unsigned int major;
unsigned int minor;
} godot_gdnative_api_version;
typedef struct godot_gdnative_api_struct godot_gdnative_api_struct;
struct godot_gdnative_api_struct {
unsigned int type;
godot_gdnative_api_version version;
const godot_gdnative_api_struct *next;
};
#define GDNATIVE_VERSION_COMPATIBLE(want, have) (want.major == have.major && want.minor <= have.minor)
typedef struct {
godot_bool in_editor;
uint64_t core_api_hash;
uint64_t editor_api_hash;
uint64_t no_api_hash;
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);
void (*report_loading_error)(const godot_object *p_library, const char *p_what);
godot_object *gd_native_library; // pointer to GDNativeLibrary that is being initialized
const struct godot_gdnative_core_api_struct *api_struct;
const godot_string *active_library_path;
} godot_gdnative_init_options;
typedef struct {
godot_bool in_editor;
} godot_gdnative_terminate_options;
// Calling convention?
typedef godot_object *(*godot_class_constructor)();
godot_class_constructor GDAPI godot_get_class_constructor(const char *p_classname);
godot_dictionary GDAPI godot_get_global_constants();
////// GDNative procedure types
typedef void (*godot_gdnative_init_fn)(godot_gdnative_init_options *);
typedef void (*godot_gdnative_terminate_fn)(godot_gdnative_terminate_options *);
typedef godot_variant (*godot_gdnative_procedure_fn)(godot_array *);
////// System Functions
typedef godot_variant (*native_call_cb)(void *, godot_array *);
void GDAPI godot_register_native_call_type(const char *p_call_type, native_call_cb p_callback);
//using these will help Godot track how much memory is in use in debug mode
void GDAPI *godot_alloc(int p_bytes);
void GDAPI *godot_realloc(void *p_ptr, int p_bytes);
void GDAPI godot_free(void *p_ptr);
//print using Godot's error handler list
void GDAPI godot_print_error(const char *p_description, const char *p_function, const char *p_file, int p_line);
void GDAPI godot_print_warning(const char *p_description, const char *p_function, const char *p_file, int p_line);
void GDAPI godot_print(const godot_string *p_message);
// GDNATIVE CORE 1.0.1
bool GDAPI godot_is_instance_valid(const godot_object *p_object);
//tags used for safe dynamic casting
void GDAPI *godot_get_class_tag(const godot_string_name *p_class);
godot_object GDAPI *godot_object_cast_to(const godot_object *p_object, void *p_class_tag);
// equivalent of GDScript's instance_from_id
godot_object GDAPI *godot_instance_from_id(godot_int p_instance_id);
#ifdef __cplusplus
}
#endif
#endif // GODOT_C_H

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@ -1,89 +0,0 @@
/*************************************************************************/
/* node_path.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_NODE_PATH_H
#define GODOT_NODE_PATH_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_NODE_PATH_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_NODE_PATH_SIZE];
} godot_node_path;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#include <gdnative/string.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_node_path_new(godot_node_path *r_dest, const godot_string *p_from);
void GDAPI godot_node_path_new_copy(godot_node_path *r_dest, const godot_node_path *p_src);
void GDAPI godot_node_path_destroy(godot_node_path *p_self);
godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_self);
godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_self);
godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_self);
godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_self, const godot_int p_idx);
godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_self);
godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_self, const godot_int p_idx);
godot_string GDAPI godot_node_path_get_concatenated_subnames(const godot_node_path *p_self);
godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_self);
godot_bool GDAPI godot_node_path_operator_equal(const godot_node_path *p_self, const godot_node_path *p_b);
godot_node_path godot_node_path_get_as_property_path(const godot_node_path *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_NODE_PATH_H

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/*************************************************************************/
/* plane.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_PLANE_H
#define GODOT_PLANE_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_PLANE_SIZE 16
#ifndef GODOT_CORE_API_GODOT_PLANE_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_PLANE_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_PLANE_SIZE];
} godot_plane;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#include <gdnative/vector3.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_plane_new_with_reals(godot_plane *r_dest, const godot_real p_a, const godot_real p_b, const godot_real p_c, const godot_real p_d);
void GDAPI godot_plane_new_with_vectors(godot_plane *r_dest, const godot_vector3 *p_v1, const godot_vector3 *p_v2, const godot_vector3 *p_v3);
void GDAPI godot_plane_new_with_normal(godot_plane *r_dest, const godot_vector3 *p_normal, const godot_real p_d);
godot_string GDAPI godot_plane_as_string(const godot_plane *p_self);
godot_plane GDAPI godot_plane_normalized(const godot_plane *p_self);
godot_vector3 GDAPI godot_plane_center(const godot_plane *p_self);
godot_vector3 GDAPI godot_plane_get_any_point(const godot_plane *p_self);
godot_bool GDAPI godot_plane_is_point_over(const godot_plane *p_self, const godot_vector3 *p_point);
godot_real GDAPI godot_plane_distance_to(const godot_plane *p_self, const godot_vector3 *p_point);
godot_bool GDAPI godot_plane_has_point(const godot_plane *p_self, const godot_vector3 *p_point, const godot_real p_epsilon);
godot_vector3 GDAPI godot_plane_project(const godot_plane *p_self, const godot_vector3 *p_point);
godot_bool GDAPI godot_plane_intersect_3(const godot_plane *p_self, godot_vector3 *r_dest, const godot_plane *p_b, const godot_plane *p_c);
godot_bool GDAPI godot_plane_intersects_ray(const godot_plane *p_self, godot_vector3 *r_dest, const godot_vector3 *p_from, const godot_vector3 *p_dir);
godot_bool GDAPI godot_plane_intersects_segment(const godot_plane *p_self, godot_vector3 *r_dest, const godot_vector3 *p_begin, const godot_vector3 *p_end);
godot_plane GDAPI godot_plane_operator_neg(const godot_plane *p_self);
godot_bool GDAPI godot_plane_operator_equal(const godot_plane *p_self, const godot_plane *p_b);
void GDAPI godot_plane_set_normal(godot_plane *p_self, const godot_vector3 *p_normal);
godot_vector3 GDAPI godot_plane_get_normal(const godot_plane *p_self);
godot_real GDAPI godot_plane_get_d(const godot_plane *p_self);
void GDAPI godot_plane_set_d(godot_plane *p_self, const godot_real p_d);
#ifdef __cplusplus
}
#endif
#endif // GODOT_PLANE_H

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@ -1,478 +0,0 @@
/*************************************************************************/
/* pool_arrays.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_POOL_ARRAYS_H
#define GODOT_POOL_ARRAYS_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
/////// Read Access
#define GODOT_POOL_ARRAY_READ_ACCESS_SIZE 1
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_ARRAY_READ_ACCESS_SIZE];
} godot_pool_array_read_access;
typedef godot_pool_array_read_access godot_pool_byte_array_read_access;
typedef godot_pool_array_read_access godot_pool_int_array_read_access;
typedef godot_pool_array_read_access godot_pool_real_array_read_access;
typedef godot_pool_array_read_access godot_pool_string_array_read_access;
typedef godot_pool_array_read_access godot_pool_vector2_array_read_access;
typedef godot_pool_array_read_access godot_pool_vector3_array_read_access;
typedef godot_pool_array_read_access godot_pool_color_array_read_access;
/////// Write Access
#define GODOT_POOL_ARRAY_WRITE_ACCESS_SIZE 1
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_ARRAY_WRITE_ACCESS_SIZE];
} godot_pool_array_write_access;
typedef godot_pool_array_write_access godot_pool_byte_array_write_access;
typedef godot_pool_array_write_access godot_pool_int_array_write_access;
typedef godot_pool_array_write_access godot_pool_real_array_write_access;
typedef godot_pool_array_write_access godot_pool_string_array_write_access;
typedef godot_pool_array_write_access godot_pool_vector2_array_write_access;
typedef godot_pool_array_write_access godot_pool_vector3_array_write_access;
typedef godot_pool_array_write_access godot_pool_color_array_write_access;
/////// PoolByteArray
#define GODOT_POOL_BYTE_ARRAY_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_POOL_BYTE_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_BYTE_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_BYTE_ARRAY_SIZE];
} godot_pool_byte_array;
#endif
/////// PoolIntArray
#define GODOT_POOL_INT_ARRAY_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_POOL_INT_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_INT_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_INT_ARRAY_SIZE];
} godot_pool_int_array;
#endif
/////// PoolRealArray
#define GODOT_POOL_REAL_ARRAY_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_POOL_REAL_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_REAL_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_REAL_ARRAY_SIZE];
} godot_pool_real_array;
#endif
/////// PoolStringArray
#define GODOT_POOL_STRING_ARRAY_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_POOL_STRING_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_STRING_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_STRING_ARRAY_SIZE];
} godot_pool_string_array;
#endif
/////// PoolVector2Array
#define GODOT_POOL_VECTOR2_ARRAY_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_POOL_VECTOR2_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_VECTOR2_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_VECTOR2_ARRAY_SIZE];
} godot_pool_vector2_array;
#endif
/////// PoolVector3Array
#define GODOT_POOL_VECTOR3_ARRAY_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_POOL_VECTOR3_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_VECTOR3_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_VECTOR3_ARRAY_SIZE];
} godot_pool_vector3_array;
#endif
/////// PoolColorArray
#define GODOT_POOL_COLOR_ARRAY_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_POOL_COLOR_ARRAY_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_POOL_COLOR_ARRAY_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_POOL_COLOR_ARRAY_SIZE];
} godot_pool_color_array;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/array.h>
#include <gdnative/color.h>
#include <gdnative/vector2.h>
#include <gdnative/vector3.h>
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
// byte
void GDAPI godot_pool_byte_array_new(godot_pool_byte_array *r_dest);
void GDAPI godot_pool_byte_array_new_copy(godot_pool_byte_array *r_dest, const godot_pool_byte_array *p_src);
void GDAPI godot_pool_byte_array_new_with_array(godot_pool_byte_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_byte_array_append(godot_pool_byte_array *p_self, const uint8_t p_data);
void GDAPI godot_pool_byte_array_append_array(godot_pool_byte_array *p_self, const godot_pool_byte_array *p_array);
godot_error GDAPI godot_pool_byte_array_insert(godot_pool_byte_array *p_self, const godot_int p_idx, const uint8_t p_data);
void GDAPI godot_pool_byte_array_invert(godot_pool_byte_array *p_self);
void GDAPI godot_pool_byte_array_push_back(godot_pool_byte_array *p_self, const uint8_t p_data);
void GDAPI godot_pool_byte_array_remove(godot_pool_byte_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_byte_array_resize(godot_pool_byte_array *p_self, const godot_int p_size);
godot_pool_byte_array_read_access GDAPI *godot_pool_byte_array_read(const godot_pool_byte_array *p_self);
godot_pool_byte_array_write_access GDAPI *godot_pool_byte_array_write(godot_pool_byte_array *p_self);
void GDAPI godot_pool_byte_array_set(godot_pool_byte_array *p_self, const godot_int p_idx, const uint8_t p_data);
uint8_t GDAPI godot_pool_byte_array_get(const godot_pool_byte_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_byte_array_size(const godot_pool_byte_array *p_self);
godot_bool GDAPI godot_pool_byte_array_empty(const godot_pool_byte_array *p_self);
void GDAPI godot_pool_byte_array_destroy(godot_pool_byte_array *p_self);
// int
void GDAPI godot_pool_int_array_new(godot_pool_int_array *r_dest);
void GDAPI godot_pool_int_array_new_copy(godot_pool_int_array *r_dest, const godot_pool_int_array *p_src);
void GDAPI godot_pool_int_array_new_with_array(godot_pool_int_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_int_array_append(godot_pool_int_array *p_self, const godot_int p_data);
void GDAPI godot_pool_int_array_append_array(godot_pool_int_array *p_self, const godot_pool_int_array *p_array);
godot_error GDAPI godot_pool_int_array_insert(godot_pool_int_array *p_self, const godot_int p_idx, const godot_int p_data);
void GDAPI godot_pool_int_array_invert(godot_pool_int_array *p_self);
void GDAPI godot_pool_int_array_push_back(godot_pool_int_array *p_self, const godot_int p_data);
void GDAPI godot_pool_int_array_remove(godot_pool_int_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_int_array_resize(godot_pool_int_array *p_self, const godot_int p_size);
godot_pool_int_array_read_access GDAPI *godot_pool_int_array_read(const godot_pool_int_array *p_self);
godot_pool_int_array_write_access GDAPI *godot_pool_int_array_write(godot_pool_int_array *p_self);
void GDAPI godot_pool_int_array_set(godot_pool_int_array *p_self, const godot_int p_idx, const godot_int p_data);
godot_int GDAPI godot_pool_int_array_get(const godot_pool_int_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_int_array_size(const godot_pool_int_array *p_self);
godot_bool GDAPI godot_pool_int_array_empty(const godot_pool_int_array *p_self);
void GDAPI godot_pool_int_array_destroy(godot_pool_int_array *p_self);
// real
void GDAPI godot_pool_real_array_new(godot_pool_real_array *r_dest);
void GDAPI godot_pool_real_array_new_copy(godot_pool_real_array *r_dest, const godot_pool_real_array *p_src);
void GDAPI godot_pool_real_array_new_with_array(godot_pool_real_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_real_array_append(godot_pool_real_array *p_self, const godot_real p_data);
void GDAPI godot_pool_real_array_append_array(godot_pool_real_array *p_self, const godot_pool_real_array *p_array);
godot_error GDAPI godot_pool_real_array_insert(godot_pool_real_array *p_self, const godot_int p_idx, const godot_real p_data);
void GDAPI godot_pool_real_array_invert(godot_pool_real_array *p_self);
void GDAPI godot_pool_real_array_push_back(godot_pool_real_array *p_self, const godot_real p_data);
void GDAPI godot_pool_real_array_remove(godot_pool_real_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_real_array_resize(godot_pool_real_array *p_self, const godot_int p_size);
godot_pool_real_array_read_access GDAPI *godot_pool_real_array_read(const godot_pool_real_array *p_self);
godot_pool_real_array_write_access GDAPI *godot_pool_real_array_write(godot_pool_real_array *p_self);
void GDAPI godot_pool_real_array_set(godot_pool_real_array *p_self, const godot_int p_idx, const godot_real p_data);
godot_real GDAPI godot_pool_real_array_get(const godot_pool_real_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_real_array_size(const godot_pool_real_array *p_self);
godot_bool GDAPI godot_pool_real_array_empty(const godot_pool_real_array *p_self);
void GDAPI godot_pool_real_array_destroy(godot_pool_real_array *p_self);
// string
void GDAPI godot_pool_string_array_new(godot_pool_string_array *r_dest);
void GDAPI godot_pool_string_array_new_copy(godot_pool_string_array *r_dest, const godot_pool_string_array *p_src);
void GDAPI godot_pool_string_array_new_with_array(godot_pool_string_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_string_array_append(godot_pool_string_array *p_self, const godot_string *p_data);
void GDAPI godot_pool_string_array_append_array(godot_pool_string_array *p_self, const godot_pool_string_array *p_array);
godot_error GDAPI godot_pool_string_array_insert(godot_pool_string_array *p_self, const godot_int p_idx, const godot_string *p_data);
void GDAPI godot_pool_string_array_invert(godot_pool_string_array *p_self);
void GDAPI godot_pool_string_array_push_back(godot_pool_string_array *p_self, const godot_string *p_data);
void GDAPI godot_pool_string_array_remove(godot_pool_string_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_string_array_resize(godot_pool_string_array *p_self, const godot_int p_size);
godot_pool_string_array_read_access GDAPI *godot_pool_string_array_read(const godot_pool_string_array *p_self);
godot_pool_string_array_write_access GDAPI *godot_pool_string_array_write(godot_pool_string_array *p_self);
void GDAPI godot_pool_string_array_set(godot_pool_string_array *p_self, const godot_int p_idx, const godot_string *p_data);
godot_string GDAPI godot_pool_string_array_get(const godot_pool_string_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_string_array_size(const godot_pool_string_array *p_self);
godot_bool GDAPI godot_pool_string_array_empty(const godot_pool_string_array *p_self);
void GDAPI godot_pool_string_array_destroy(godot_pool_string_array *p_self);
// vector2
void GDAPI godot_pool_vector2_array_new(godot_pool_vector2_array *r_dest);
void GDAPI godot_pool_vector2_array_new_copy(godot_pool_vector2_array *r_dest, const godot_pool_vector2_array *p_src);
void GDAPI godot_pool_vector2_array_new_with_array(godot_pool_vector2_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_vector2_array_append(godot_pool_vector2_array *p_self, const godot_vector2 *p_data);
void GDAPI godot_pool_vector2_array_append_array(godot_pool_vector2_array *p_self, const godot_pool_vector2_array *p_array);
godot_error GDAPI godot_pool_vector2_array_insert(godot_pool_vector2_array *p_self, const godot_int p_idx, const godot_vector2 *p_data);
void GDAPI godot_pool_vector2_array_invert(godot_pool_vector2_array *p_self);
void GDAPI godot_pool_vector2_array_push_back(godot_pool_vector2_array *p_self, const godot_vector2 *p_data);
void GDAPI godot_pool_vector2_array_remove(godot_pool_vector2_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_vector2_array_resize(godot_pool_vector2_array *p_self, const godot_int p_size);
godot_pool_vector2_array_read_access GDAPI *godot_pool_vector2_array_read(const godot_pool_vector2_array *p_self);
godot_pool_vector2_array_write_access GDAPI *godot_pool_vector2_array_write(godot_pool_vector2_array *p_self);
void GDAPI godot_pool_vector2_array_set(godot_pool_vector2_array *p_self, const godot_int p_idx, const godot_vector2 *p_data);
godot_vector2 GDAPI godot_pool_vector2_array_get(const godot_pool_vector2_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_vector2_array_size(const godot_pool_vector2_array *p_self);
godot_bool GDAPI godot_pool_vector2_array_empty(const godot_pool_vector2_array *p_self);
void GDAPI godot_pool_vector2_array_destroy(godot_pool_vector2_array *p_self);
// vector3
void GDAPI godot_pool_vector3_array_new(godot_pool_vector3_array *r_dest);
void GDAPI godot_pool_vector3_array_new_copy(godot_pool_vector3_array *r_dest, const godot_pool_vector3_array *p_src);
void GDAPI godot_pool_vector3_array_new_with_array(godot_pool_vector3_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_vector3_array_append(godot_pool_vector3_array *p_self, const godot_vector3 *p_data);
void GDAPI godot_pool_vector3_array_append_array(godot_pool_vector3_array *p_self, const godot_pool_vector3_array *p_array);
godot_error GDAPI godot_pool_vector3_array_insert(godot_pool_vector3_array *p_self, const godot_int p_idx, const godot_vector3 *p_data);
void GDAPI godot_pool_vector3_array_invert(godot_pool_vector3_array *p_self);
void GDAPI godot_pool_vector3_array_push_back(godot_pool_vector3_array *p_self, const godot_vector3 *p_data);
void GDAPI godot_pool_vector3_array_remove(godot_pool_vector3_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_vector3_array_resize(godot_pool_vector3_array *p_self, const godot_int p_size);
godot_pool_vector3_array_read_access GDAPI *godot_pool_vector3_array_read(const godot_pool_vector3_array *p_self);
godot_pool_vector3_array_write_access GDAPI *godot_pool_vector3_array_write(godot_pool_vector3_array *p_self);
void GDAPI godot_pool_vector3_array_set(godot_pool_vector3_array *p_self, const godot_int p_idx, const godot_vector3 *p_data);
godot_vector3 GDAPI godot_pool_vector3_array_get(const godot_pool_vector3_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_vector3_array_size(const godot_pool_vector3_array *p_self);
godot_bool GDAPI godot_pool_vector3_array_empty(const godot_pool_vector3_array *p_self);
void GDAPI godot_pool_vector3_array_destroy(godot_pool_vector3_array *p_self);
// color
void GDAPI godot_pool_color_array_new(godot_pool_color_array *r_dest);
void GDAPI godot_pool_color_array_new_copy(godot_pool_color_array *r_dest, const godot_pool_color_array *p_src);
void GDAPI godot_pool_color_array_new_with_array(godot_pool_color_array *r_dest, const godot_array *p_a);
void GDAPI godot_pool_color_array_append(godot_pool_color_array *p_self, const godot_color *p_data);
void GDAPI godot_pool_color_array_append_array(godot_pool_color_array *p_self, const godot_pool_color_array *p_array);
godot_error GDAPI godot_pool_color_array_insert(godot_pool_color_array *p_self, const godot_int p_idx, const godot_color *p_data);
void GDAPI godot_pool_color_array_invert(godot_pool_color_array *p_self);
void GDAPI godot_pool_color_array_push_back(godot_pool_color_array *p_self, const godot_color *p_data);
void GDAPI godot_pool_color_array_remove(godot_pool_color_array *p_self, const godot_int p_idx);
void GDAPI godot_pool_color_array_resize(godot_pool_color_array *p_self, const godot_int p_size);
godot_pool_color_array_read_access GDAPI *godot_pool_color_array_read(const godot_pool_color_array *p_self);
godot_pool_color_array_write_access GDAPI *godot_pool_color_array_write(godot_pool_color_array *p_self);
void GDAPI godot_pool_color_array_set(godot_pool_color_array *p_self, const godot_int p_idx, const godot_color *p_data);
godot_color GDAPI godot_pool_color_array_get(const godot_pool_color_array *p_self, const godot_int p_idx);
godot_int GDAPI godot_pool_color_array_size(const godot_pool_color_array *p_self);
godot_bool GDAPI godot_pool_color_array_empty(const godot_pool_color_array *p_self);
void GDAPI godot_pool_color_array_destroy(godot_pool_color_array *p_self);
//
// read accessor functions
//
godot_pool_byte_array_read_access GDAPI *godot_pool_byte_array_read_access_copy(const godot_pool_byte_array_read_access *p_other);
const uint8_t GDAPI *godot_pool_byte_array_read_access_ptr(const godot_pool_byte_array_read_access *p_read);
void GDAPI godot_pool_byte_array_read_access_operator_assign(godot_pool_byte_array_read_access *p_read, godot_pool_byte_array_read_access *p_other);
void GDAPI godot_pool_byte_array_read_access_destroy(godot_pool_byte_array_read_access *p_read);
godot_pool_int_array_read_access GDAPI *godot_pool_int_array_read_access_copy(const godot_pool_int_array_read_access *p_other);
const godot_int GDAPI *godot_pool_int_array_read_access_ptr(const godot_pool_int_array_read_access *p_read);
void GDAPI godot_pool_int_array_read_access_operator_assign(godot_pool_int_array_read_access *p_read, godot_pool_int_array_read_access *p_other);
void GDAPI godot_pool_int_array_read_access_destroy(godot_pool_int_array_read_access *p_read);
godot_pool_real_array_read_access GDAPI *godot_pool_real_array_read_access_copy(const godot_pool_real_array_read_access *p_other);
const godot_real GDAPI *godot_pool_real_array_read_access_ptr(const godot_pool_real_array_read_access *p_read);
void GDAPI godot_pool_real_array_read_access_operator_assign(godot_pool_real_array_read_access *p_read, godot_pool_real_array_read_access *p_other);
void GDAPI godot_pool_real_array_read_access_destroy(godot_pool_real_array_read_access *p_read);
godot_pool_string_array_read_access GDAPI *godot_pool_string_array_read_access_copy(const godot_pool_string_array_read_access *p_other);
const godot_string GDAPI *godot_pool_string_array_read_access_ptr(const godot_pool_string_array_read_access *p_read);
void GDAPI godot_pool_string_array_read_access_operator_assign(godot_pool_string_array_read_access *p_read, godot_pool_string_array_read_access *p_other);
void GDAPI godot_pool_string_array_read_access_destroy(godot_pool_string_array_read_access *p_read);
godot_pool_vector2_array_read_access GDAPI *godot_pool_vector2_array_read_access_copy(const godot_pool_vector2_array_read_access *p_other);
const godot_vector2 GDAPI *godot_pool_vector2_array_read_access_ptr(const godot_pool_vector2_array_read_access *p_read);
void GDAPI godot_pool_vector2_array_read_access_operator_assign(godot_pool_vector2_array_read_access *p_read, godot_pool_vector2_array_read_access *p_other);
void GDAPI godot_pool_vector2_array_read_access_destroy(godot_pool_vector2_array_read_access *p_read);
godot_pool_vector3_array_read_access GDAPI *godot_pool_vector3_array_read_access_copy(const godot_pool_vector3_array_read_access *p_other);
const godot_vector3 GDAPI *godot_pool_vector3_array_read_access_ptr(const godot_pool_vector3_array_read_access *p_read);
void GDAPI godot_pool_vector3_array_read_access_operator_assign(godot_pool_vector3_array_read_access *p_read, godot_pool_vector3_array_read_access *p_other);
void GDAPI godot_pool_vector3_array_read_access_destroy(godot_pool_vector3_array_read_access *p_read);
godot_pool_color_array_read_access GDAPI *godot_pool_color_array_read_access_copy(const godot_pool_color_array_read_access *p_other);
const godot_color GDAPI *godot_pool_color_array_read_access_ptr(const godot_pool_color_array_read_access *p_read);
void GDAPI godot_pool_color_array_read_access_operator_assign(godot_pool_color_array_read_access *p_read, godot_pool_color_array_read_access *p_other);
void GDAPI godot_pool_color_array_read_access_destroy(godot_pool_color_array_read_access *p_read);
//
// write accessor functions
//
godot_pool_byte_array_write_access GDAPI *godot_pool_byte_array_write_access_copy(const godot_pool_byte_array_write_access *p_other);
uint8_t GDAPI *godot_pool_byte_array_write_access_ptr(const godot_pool_byte_array_write_access *p_write);
void GDAPI godot_pool_byte_array_write_access_operator_assign(godot_pool_byte_array_write_access *p_write, godot_pool_byte_array_write_access *p_other);
void GDAPI godot_pool_byte_array_write_access_destroy(godot_pool_byte_array_write_access *p_write);
godot_pool_int_array_write_access GDAPI *godot_pool_int_array_write_access_copy(const godot_pool_int_array_write_access *p_other);
godot_int GDAPI *godot_pool_int_array_write_access_ptr(const godot_pool_int_array_write_access *p_write);
void GDAPI godot_pool_int_array_write_access_operator_assign(godot_pool_int_array_write_access *p_write, godot_pool_int_array_write_access *p_other);
void GDAPI godot_pool_int_array_write_access_destroy(godot_pool_int_array_write_access *p_write);
godot_pool_real_array_write_access GDAPI *godot_pool_real_array_write_access_copy(const godot_pool_real_array_write_access *p_other);
godot_real GDAPI *godot_pool_real_array_write_access_ptr(const godot_pool_real_array_write_access *p_write);
void GDAPI godot_pool_real_array_write_access_operator_assign(godot_pool_real_array_write_access *p_write, godot_pool_real_array_write_access *p_other);
void GDAPI godot_pool_real_array_write_access_destroy(godot_pool_real_array_write_access *p_write);
godot_pool_string_array_write_access GDAPI *godot_pool_string_array_write_access_copy(const godot_pool_string_array_write_access *p_other);
godot_string GDAPI *godot_pool_string_array_write_access_ptr(const godot_pool_string_array_write_access *p_write);
void GDAPI godot_pool_string_array_write_access_operator_assign(godot_pool_string_array_write_access *p_write, godot_pool_string_array_write_access *p_other);
void GDAPI godot_pool_string_array_write_access_destroy(godot_pool_string_array_write_access *p_write);
godot_pool_vector2_array_write_access GDAPI *godot_pool_vector2_array_write_access_copy(const godot_pool_vector2_array_write_access *p_other);
godot_vector2 GDAPI *godot_pool_vector2_array_write_access_ptr(const godot_pool_vector2_array_write_access *p_write);
void GDAPI godot_pool_vector2_array_write_access_operator_assign(godot_pool_vector2_array_write_access *p_write, godot_pool_vector2_array_write_access *p_other);
void GDAPI godot_pool_vector2_array_write_access_destroy(godot_pool_vector2_array_write_access *p_write);
godot_pool_vector3_array_write_access GDAPI *godot_pool_vector3_array_write_access_copy(const godot_pool_vector3_array_write_access *p_other);
godot_vector3 GDAPI *godot_pool_vector3_array_write_access_ptr(const godot_pool_vector3_array_write_access *p_write);
void GDAPI godot_pool_vector3_array_write_access_operator_assign(godot_pool_vector3_array_write_access *p_write, godot_pool_vector3_array_write_access *p_other);
void GDAPI godot_pool_vector3_array_write_access_destroy(godot_pool_vector3_array_write_access *p_write);
godot_pool_color_array_write_access GDAPI *godot_pool_color_array_write_access_copy(const godot_pool_color_array_write_access *p_other);
godot_color GDAPI *godot_pool_color_array_write_access_ptr(const godot_pool_color_array_write_access *p_write);
void GDAPI godot_pool_color_array_write_access_operator_assign(godot_pool_color_array_write_access *p_write, godot_pool_color_array_write_access *p_other);
void GDAPI godot_pool_color_array_write_access_destroy(godot_pool_color_array_write_access *p_write);
#ifdef __cplusplus
}
#endif
#endif // GODOT_POOL_ARRAYS_H

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@ -1,118 +0,0 @@
/*************************************************************************/
/* quat.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_QUAT_H
#define GODOT_QUAT_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_QUAT_SIZE 16
#ifndef GODOT_CORE_API_GODOT_QUAT_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_QUAT_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_QUAT_SIZE];
} godot_quat;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#include <gdnative/vector3.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_quat_new(godot_quat *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z, const godot_real p_w);
void GDAPI godot_quat_new_with_axis_angle(godot_quat *r_dest, const godot_vector3 *p_axis, const godot_real p_angle);
void GDAPI godot_quat_new_with_basis(godot_quat *r_dest, const godot_basis *p_basis);
void GDAPI godot_quat_new_with_euler(godot_quat *r_dest, const godot_vector3 *p_euler);
godot_real GDAPI godot_quat_get_x(const godot_quat *p_self);
void GDAPI godot_quat_set_x(godot_quat *p_self, const godot_real val);
godot_real GDAPI godot_quat_get_y(const godot_quat *p_self);
void GDAPI godot_quat_set_y(godot_quat *p_self, const godot_real val);
godot_real GDAPI godot_quat_get_z(const godot_quat *p_self);
void GDAPI godot_quat_set_z(godot_quat *p_self, const godot_real val);
godot_real GDAPI godot_quat_get_w(const godot_quat *p_self);
void GDAPI godot_quat_set_w(godot_quat *p_self, const godot_real val);
godot_string GDAPI godot_quat_as_string(const godot_quat *p_self);
godot_real GDAPI godot_quat_length(const godot_quat *p_self);
godot_real GDAPI godot_quat_length_squared(const godot_quat *p_self);
godot_quat GDAPI godot_quat_normalized(const godot_quat *p_self);
godot_bool GDAPI godot_quat_is_normalized(const godot_quat *p_self);
godot_quat GDAPI godot_quat_inverse(const godot_quat *p_self);
godot_real GDAPI godot_quat_dot(const godot_quat *p_self, const godot_quat *p_b);
godot_vector3 GDAPI godot_quat_xform(const godot_quat *p_self, const godot_vector3 *p_v);
godot_quat GDAPI godot_quat_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t);
godot_quat GDAPI godot_quat_slerpni(const godot_quat *p_self, const godot_quat *p_b, const godot_real p_t);
godot_quat GDAPI godot_quat_cubic_slerp(const godot_quat *p_self, const godot_quat *p_b, const godot_quat *p_pre_a, const godot_quat *p_post_b, const godot_real p_t);
godot_quat GDAPI godot_quat_operator_multiply(const godot_quat *p_self, const godot_real p_b);
godot_quat GDAPI godot_quat_operator_add(const godot_quat *p_self, const godot_quat *p_b);
godot_quat GDAPI godot_quat_operator_subtract(const godot_quat *p_self, const godot_quat *p_b);
godot_quat GDAPI godot_quat_operator_divide(const godot_quat *p_self, const godot_real p_b);
godot_bool GDAPI godot_quat_operator_equal(const godot_quat *p_self, const godot_quat *p_b);
godot_quat GDAPI godot_quat_operator_neg(const godot_quat *p_self);
void GDAPI godot_quat_set_axis_angle(godot_quat *p_self, const godot_vector3 *p_axis, const godot_real p_angle);
#ifdef __cplusplus
}
#endif
#endif // GODOT_QUAT_H

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@ -1,102 +0,0 @@
/*************************************************************************/
/* rect2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_RECT2_H
#define GODOT_RECT2_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#ifndef GODOT_CORE_API_GODOT_RECT2_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_RECT2_TYPE_DEFINED
typedef struct godot_rect2 {
uint8_t _dont_touch_that[16];
} godot_rect2;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#include <gdnative/vector2.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_rect2_new_with_position_and_size(godot_rect2 *r_dest, const godot_vector2 *p_pos, const godot_vector2 *p_size);
void GDAPI godot_rect2_new(godot_rect2 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_width, const godot_real p_height);
godot_string GDAPI godot_rect2_as_string(const godot_rect2 *p_self);
godot_real GDAPI godot_rect2_get_area(const godot_rect2 *p_self);
godot_bool GDAPI godot_rect2_intersects(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_bool GDAPI godot_rect2_encloses(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_bool GDAPI godot_rect2_has_no_area(const godot_rect2 *p_self);
godot_rect2 GDAPI godot_rect2_clip(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_rect2 GDAPI godot_rect2_merge(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_bool GDAPI godot_rect2_has_point(const godot_rect2 *p_self, const godot_vector2 *p_point);
godot_rect2 GDAPI godot_rect2_grow(const godot_rect2 *p_self, const godot_real p_by);
godot_rect2 GDAPI godot_rect2_grow_individual(const godot_rect2 *p_self, const godot_real p_left, const godot_real p_top, const godot_real p_right, const godot_real p_bottom);
godot_rect2 GDAPI godot_rect2_grow_margin(const godot_rect2 *p_self, const godot_int p_margin, const godot_real p_by);
godot_rect2 GDAPI godot_rect2_abs(const godot_rect2 *p_self);
godot_rect2 GDAPI godot_rect2_expand(const godot_rect2 *p_self, const godot_vector2 *p_to);
godot_bool GDAPI godot_rect2_operator_equal(const godot_rect2 *p_self, const godot_rect2 *p_b);
godot_vector2 GDAPI godot_rect2_get_position(const godot_rect2 *p_self);
godot_vector2 GDAPI godot_rect2_get_size(const godot_rect2 *p_self);
void GDAPI godot_rect2_set_position(godot_rect2 *p_self, const godot_vector2 *p_pos);
void GDAPI godot_rect2_set_size(godot_rect2 *p_self, const godot_vector2 *p_size);
#ifdef __cplusplus
}
#endif
#endif // GODOT_RECT2_H

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@ -1,74 +0,0 @@
/*************************************************************************/
/* rid.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_RID_H
#define GODOT_RID_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_RID_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_RID_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_RID_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_RID_SIZE];
} godot_rid;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_rid_new(godot_rid *r_dest);
godot_int GDAPI godot_rid_get_id(const godot_rid *p_self);
void GDAPI godot_rid_new_with_resource(godot_rid *r_dest, const godot_object *p_from);
godot_bool GDAPI godot_rid_operator_equal(const godot_rid *p_self, const godot_rid *p_b);
godot_bool GDAPI godot_rid_operator_less(const godot_rid *p_self, const godot_rid *p_b);
#ifdef __cplusplus
}
#endif
#endif // GODOT_RID_H

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@ -1,263 +0,0 @@
/*************************************************************************/
/* string.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_STRING_H
#define GODOT_STRING_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#include <wchar.h>
typedef wchar_t godot_char_type;
#define GODOT_STRING_SIZE sizeof(void *)
#define GODOT_CHAR_STRING_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_STRING_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_STRING_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_STRING_SIZE];
} godot_string;
#endif
#ifndef GODOT_CORE_API_GODOT_CHAR_STRING_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_CHAR_STRING_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_CHAR_STRING_SIZE];
} godot_char_string;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/array.h>
#include <gdnative/gdnative.h>
#include <gdnative/variant.h>
#ifdef __cplusplus
extern "C" {
#endif
godot_int GDAPI godot_char_string_length(const godot_char_string *p_cs);
const char GDAPI *godot_char_string_get_data(const godot_char_string *p_cs);
void GDAPI godot_char_string_destroy(godot_char_string *p_cs);
void GDAPI godot_string_new(godot_string *r_dest);
void GDAPI godot_string_new_copy(godot_string *r_dest, const godot_string *p_src);
void GDAPI godot_string_new_with_wide_string(godot_string *r_dest, const wchar_t *p_contents, const int p_size);
const wchar_t GDAPI *godot_string_operator_index(godot_string *p_self, const godot_int p_idx);
wchar_t GDAPI godot_string_operator_index_const(const godot_string *p_self, const godot_int p_idx);
const wchar_t GDAPI *godot_string_wide_str(const godot_string *p_self);
godot_bool GDAPI godot_string_operator_equal(const godot_string *p_self, const godot_string *p_b);
godot_bool GDAPI godot_string_operator_less(const godot_string *p_self, const godot_string *p_b);
godot_string GDAPI godot_string_operator_plus(const godot_string *p_self, const godot_string *p_b);
/* Standard size stuff */
godot_int GDAPI godot_string_length(const godot_string *p_self);
/* Helpers */
signed char GDAPI godot_string_casecmp_to(const godot_string *p_self, const godot_string *p_str);
signed char GDAPI godot_string_nocasecmp_to(const godot_string *p_self, const godot_string *p_str);
signed char GDAPI godot_string_naturalnocasecmp_to(const godot_string *p_self, const godot_string *p_str);
godot_bool GDAPI godot_string_begins_with(const godot_string *p_self, const godot_string *p_string);
godot_bool GDAPI godot_string_begins_with_char_array(const godot_string *p_self, const char *p_char_array);
godot_array GDAPI godot_string_bigrams(const godot_string *p_self);
godot_string GDAPI godot_string_chr(wchar_t p_character);
godot_bool GDAPI godot_string_ends_with(const godot_string *p_self, const godot_string *p_string);
godot_int GDAPI godot_string_count(const godot_string *p_self, godot_string p_what, godot_int p_from, godot_int p_to);
godot_int GDAPI godot_string_countn(const godot_string *p_self, godot_string p_what, godot_int p_from, godot_int p_to);
godot_int GDAPI godot_string_find(const godot_string *p_self, godot_string p_what);
godot_int GDAPI godot_string_find_from(const godot_string *p_self, godot_string p_what, godot_int p_from);
godot_int GDAPI godot_string_findmk(const godot_string *p_self, const godot_array *p_keys);
godot_int GDAPI godot_string_findmk_from(const godot_string *p_self, const godot_array *p_keys, godot_int p_from);
godot_int GDAPI godot_string_findmk_from_in_place(const godot_string *p_self, const godot_array *p_keys, godot_int p_from, godot_int *r_key);
godot_int GDAPI godot_string_findn(const godot_string *p_self, godot_string p_what);
godot_int GDAPI godot_string_findn_from(const godot_string *p_self, godot_string p_what, godot_int p_from);
godot_int GDAPI godot_string_find_last(const godot_string *p_self, godot_string p_what);
godot_string GDAPI godot_string_format(const godot_string *p_self, const godot_variant *p_values);
godot_string GDAPI godot_string_format_with_custom_placeholder(const godot_string *p_self, const godot_variant *p_values, const char *p_placeholder);
godot_string GDAPI godot_string_hex_encode_buffer(const uint8_t *p_buffer, godot_int p_len);
godot_int GDAPI godot_string_hex_to_int(const godot_string *p_self);
godot_int GDAPI godot_string_hex_to_int_without_prefix(const godot_string *p_self);
godot_string GDAPI godot_string_insert(const godot_string *p_self, godot_int p_at_pos, godot_string p_string);
godot_bool GDAPI godot_string_is_numeric(const godot_string *p_self);
godot_bool GDAPI godot_string_is_subsequence_of(const godot_string *p_self, const godot_string *p_string);
godot_bool GDAPI godot_string_is_subsequence_ofi(const godot_string *p_self, const godot_string *p_string);
godot_string GDAPI godot_string_lpad(const godot_string *p_self, godot_int p_min_length);
godot_string GDAPI godot_string_lpad_with_custom_character(const godot_string *p_self, godot_int p_min_length, const godot_string *p_character);
godot_bool GDAPI godot_string_match(const godot_string *p_self, const godot_string *p_wildcard);
godot_bool GDAPI godot_string_matchn(const godot_string *p_self, const godot_string *p_wildcard);
godot_string GDAPI godot_string_md5(const uint8_t *p_md5);
godot_string GDAPI godot_string_num(double p_num);
godot_string GDAPI godot_string_num_int64(int64_t p_num, godot_int p_base);
godot_string GDAPI godot_string_num_int64_capitalized(int64_t p_num, godot_int p_base, godot_bool p_capitalize_hex);
godot_string GDAPI godot_string_num_real(double p_num);
godot_string GDAPI godot_string_num_scientific(double p_num);
godot_string GDAPI godot_string_num_with_decimals(double p_num, godot_int p_decimals);
godot_string GDAPI godot_string_pad_decimals(const godot_string *p_self, godot_int p_digits);
godot_string GDAPI godot_string_pad_zeros(const godot_string *p_self, godot_int p_digits);
godot_string GDAPI godot_string_replace_first(const godot_string *p_self, godot_string p_key, godot_string p_with);
godot_string GDAPI godot_string_replace(const godot_string *p_self, godot_string p_key, godot_string p_with);
godot_string GDAPI godot_string_replacen(const godot_string *p_self, godot_string p_key, godot_string p_with);
godot_int GDAPI godot_string_rfind(const godot_string *p_self, godot_string p_what);
godot_int GDAPI godot_string_rfindn(const godot_string *p_self, godot_string p_what);
godot_int GDAPI godot_string_rfind_from(const godot_string *p_self, godot_string p_what, godot_int p_from);
godot_int GDAPI godot_string_rfindn_from(const godot_string *p_self, godot_string p_what, godot_int p_from);
godot_string GDAPI godot_string_rpad(const godot_string *p_self, godot_int p_min_length);
godot_string GDAPI godot_string_rpad_with_custom_character(const godot_string *p_self, godot_int p_min_length, const godot_string *p_character);
godot_real GDAPI godot_string_similarity(const godot_string *p_self, const godot_string *p_string);
godot_string GDAPI godot_string_sprintf(const godot_string *p_self, const godot_array *p_values, godot_bool *p_error);
godot_string GDAPI godot_string_substr(const godot_string *p_self, godot_int p_from, godot_int p_chars);
double GDAPI godot_string_to_double(const godot_string *p_self);
godot_real GDAPI godot_string_to_float(const godot_string *p_self);
godot_int GDAPI godot_string_to_int(const godot_string *p_self);
godot_string GDAPI godot_string_camelcase_to_underscore(const godot_string *p_self);
godot_string GDAPI godot_string_camelcase_to_underscore_lowercased(const godot_string *p_self);
godot_string GDAPI godot_string_capitalize(const godot_string *p_self);
double GDAPI godot_string_char_to_double(const char *p_what);
godot_int GDAPI godot_string_char_to_int(const char *p_what);
int64_t GDAPI godot_string_wchar_to_int(const wchar_t *p_str);
godot_int GDAPI godot_string_char_to_int_with_len(const char *p_what, godot_int p_len);
int64_t GDAPI godot_string_char_to_int64_with_len(const wchar_t *p_str, int p_len);
int64_t GDAPI godot_string_hex_to_int64(const godot_string *p_self);
int64_t GDAPI godot_string_hex_to_int64_with_prefix(const godot_string *p_self);
int64_t GDAPI godot_string_to_int64(const godot_string *p_self);
double GDAPI godot_string_unicode_char_to_double(const wchar_t *p_str, const wchar_t **r_end);
godot_int GDAPI godot_string_get_slice_count(const godot_string *p_self, godot_string p_splitter);
godot_string GDAPI godot_string_get_slice(const godot_string *p_self, godot_string p_splitter, godot_int p_slice);
godot_string GDAPI godot_string_get_slicec(const godot_string *p_self, wchar_t p_splitter, godot_int p_slice);
godot_array GDAPI godot_string_split(const godot_string *p_self, const godot_string *p_splitter);
godot_array GDAPI godot_string_split_allow_empty(const godot_string *p_self, const godot_string *p_splitter);
godot_array GDAPI godot_string_split_floats(const godot_string *p_self, const godot_string *p_splitter);
godot_array GDAPI godot_string_split_floats_allows_empty(const godot_string *p_self, const godot_string *p_splitter);
godot_array GDAPI godot_string_split_floats_mk(const godot_string *p_self, const godot_array *p_splitters);
godot_array GDAPI godot_string_split_floats_mk_allows_empty(const godot_string *p_self, const godot_array *p_splitters);
godot_array GDAPI godot_string_split_ints(const godot_string *p_self, const godot_string *p_splitter);
godot_array GDAPI godot_string_split_ints_allows_empty(const godot_string *p_self, const godot_string *p_splitter);
godot_array GDAPI godot_string_split_ints_mk(const godot_string *p_self, const godot_array *p_splitters);
godot_array GDAPI godot_string_split_ints_mk_allows_empty(const godot_string *p_self, const godot_array *p_splitters);
godot_array GDAPI godot_string_split_spaces(const godot_string *p_self);
wchar_t GDAPI godot_string_char_lowercase(wchar_t p_char);
wchar_t GDAPI godot_string_char_uppercase(wchar_t p_char);
godot_string GDAPI godot_string_to_lower(const godot_string *p_self);
godot_string GDAPI godot_string_to_upper(const godot_string *p_self);
godot_string GDAPI godot_string_get_basename(const godot_string *p_self);
godot_string GDAPI godot_string_get_extension(const godot_string *p_self);
godot_string GDAPI godot_string_left(const godot_string *p_self, godot_int p_pos);
wchar_t GDAPI godot_string_ord_at(const godot_string *p_self, godot_int p_idx);
godot_string GDAPI godot_string_plus_file(const godot_string *p_self, const godot_string *p_file);
godot_string GDAPI godot_string_right(const godot_string *p_self, godot_int p_pos);
godot_string GDAPI godot_string_strip_edges(const godot_string *p_self, godot_bool p_left, godot_bool p_right);
godot_string GDAPI godot_string_strip_escapes(const godot_string *p_self);
void GDAPI godot_string_erase(godot_string *p_self, godot_int p_pos, godot_int p_chars);
godot_char_string GDAPI godot_string_ascii(const godot_string *p_self);
godot_char_string GDAPI godot_string_ascii_extended(const godot_string *p_self);
godot_char_string GDAPI godot_string_utf8(const godot_string *p_self);
godot_bool GDAPI godot_string_parse_utf8(godot_string *p_self, const char *p_utf8);
godot_bool GDAPI godot_string_parse_utf8_with_len(godot_string *p_self, const char *p_utf8, godot_int p_len);
godot_string GDAPI godot_string_chars_to_utf8(const char *p_utf8);
godot_string GDAPI godot_string_chars_to_utf8_with_len(const char *p_utf8, godot_int p_len);
uint32_t GDAPI godot_string_hash(const godot_string *p_self);
uint64_t GDAPI godot_string_hash64(const godot_string *p_self);
uint32_t GDAPI godot_string_hash_chars(const char *p_cstr);
uint32_t GDAPI godot_string_hash_chars_with_len(const char *p_cstr, godot_int p_len);
uint32_t GDAPI godot_string_hash_utf8_chars(const wchar_t *p_str);
uint32_t GDAPI godot_string_hash_utf8_chars_with_len(const wchar_t *p_str, godot_int p_len);
godot_pool_byte_array GDAPI godot_string_md5_buffer(const godot_string *p_self);
godot_string GDAPI godot_string_md5_text(const godot_string *p_self);
godot_pool_byte_array GDAPI godot_string_sha256_buffer(const godot_string *p_self);
godot_string GDAPI godot_string_sha256_text(const godot_string *p_self);
godot_bool godot_string_empty(const godot_string *p_self);
// path functions
godot_string GDAPI godot_string_get_base_dir(const godot_string *p_self);
godot_string GDAPI godot_string_get_file(const godot_string *p_self);
godot_string GDAPI godot_string_humanize_size(uint64_t p_size);
godot_bool GDAPI godot_string_is_abs_path(const godot_string *p_self);
godot_bool GDAPI godot_string_is_rel_path(const godot_string *p_self);
godot_bool GDAPI godot_string_is_resource_file(const godot_string *p_self);
godot_string GDAPI godot_string_path_to(const godot_string *p_self, const godot_string *p_path);
godot_string GDAPI godot_string_path_to_file(const godot_string *p_self, const godot_string *p_path);
godot_string GDAPI godot_string_simplify_path(const godot_string *p_self);
godot_string GDAPI godot_string_c_escape(const godot_string *p_self);
godot_string GDAPI godot_string_c_escape_multiline(const godot_string *p_self);
godot_string GDAPI godot_string_c_unescape(const godot_string *p_self);
godot_string GDAPI godot_string_http_escape(const godot_string *p_self);
godot_string GDAPI godot_string_http_unescape(const godot_string *p_self);
godot_string GDAPI godot_string_json_escape(const godot_string *p_self);
godot_string GDAPI godot_string_word_wrap(const godot_string *p_self, godot_int p_chars_per_line);
godot_string GDAPI godot_string_xml_escape(const godot_string *p_self);
godot_string GDAPI godot_string_xml_escape_with_quotes(const godot_string *p_self);
godot_string GDAPI godot_string_xml_unescape(const godot_string *p_self);
godot_string GDAPI godot_string_percent_decode(const godot_string *p_self);
godot_string GDAPI godot_string_percent_encode(const godot_string *p_self);
godot_bool GDAPI godot_string_is_valid_float(const godot_string *p_self);
godot_bool GDAPI godot_string_is_valid_hex_number(const godot_string *p_self, godot_bool p_with_prefix);
godot_bool GDAPI godot_string_is_valid_html_color(const godot_string *p_self);
godot_bool GDAPI godot_string_is_valid_identifier(const godot_string *p_self);
godot_bool GDAPI godot_string_is_valid_integer(const godot_string *p_self);
godot_bool GDAPI godot_string_is_valid_ip_address(const godot_string *p_self);
godot_string GDAPI godot_string_dedent(const godot_string *p_self);
godot_string GDAPI godot_string_trim_prefix(const godot_string *p_self, const godot_string *p_prefix);
godot_string GDAPI godot_string_trim_suffix(const godot_string *p_self, const godot_string *p_suffix);
godot_string GDAPI godot_string_rstrip(const godot_string *p_self, const godot_string *p_chars);
godot_pool_string_array GDAPI godot_string_rsplit(const godot_string *p_self, const godot_string *p_divisor, const godot_bool p_allow_empty, const godot_int p_maxsplit);
void GDAPI godot_string_destroy(godot_string *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_STRING_H

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/*************************************************************************/
/* string_name.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_STRING_NAME_H
#define GODOT_STRING_NAME_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#include <wchar.h>
#define GODOT_STRING_NAME_SIZE sizeof(void *)
#ifndef GODOT_CORE_API_GODOT_STRING_NAME_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_STRING_NAME_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_STRING_NAME_SIZE];
} godot_string_name;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_string_name_new(godot_string_name *r_dest, const godot_string *p_name);
void GDAPI godot_string_name_new_data(godot_string_name *r_dest, const char *p_name);
godot_string GDAPI godot_string_name_get_name(const godot_string_name *p_self);
uint32_t GDAPI godot_string_name_get_hash(const godot_string_name *p_self);
const void GDAPI *godot_string_name_get_data_unique_pointer(const godot_string_name *p_self);
godot_bool GDAPI godot_string_name_operator_equal(const godot_string_name *p_self, const godot_string_name *p_other);
godot_bool GDAPI godot_string_name_operator_less(const godot_string_name *p_self, const godot_string_name *p_other);
void GDAPI godot_string_name_destroy(godot_string_name *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_STRING_NAME_H

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@ -1,111 +0,0 @@
/*************************************************************************/
/* transform.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_TRANSFORM_H
#define GODOT_TRANSFORM_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_TRANSFORM_SIZE 48
#ifndef GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_TRANSFORM_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_TRANSFORM_SIZE];
} godot_transform;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/basis.h>
#include <gdnative/gdnative.h>
#include <gdnative/variant.h>
#include <gdnative/vector3.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_transform_new_with_axis_origin(godot_transform *r_dest, const godot_vector3 *p_x_axis, const godot_vector3 *p_y_axis, const godot_vector3 *p_z_axis, const godot_vector3 *p_origin);
void GDAPI godot_transform_new(godot_transform *r_dest, const godot_basis *p_basis, const godot_vector3 *p_origin);
void GDAPI godot_transform_new_with_quat(godot_transform *r_dest, const godot_quat *p_quat);
godot_basis GDAPI godot_transform_get_basis(const godot_transform *p_self);
void GDAPI godot_transform_set_basis(godot_transform *p_self, const godot_basis *p_v);
godot_vector3 GDAPI godot_transform_get_origin(const godot_transform *p_self);
void GDAPI godot_transform_set_origin(godot_transform *p_self, const godot_vector3 *p_v);
godot_string GDAPI godot_transform_as_string(const godot_transform *p_self);
godot_transform GDAPI godot_transform_inverse(const godot_transform *p_self);
godot_transform GDAPI godot_transform_affine_inverse(const godot_transform *p_self);
godot_transform GDAPI godot_transform_orthonormalized(const godot_transform *p_self);
godot_transform GDAPI godot_transform_rotated(const godot_transform *p_self, const godot_vector3 *p_axis, const godot_real p_phi);
godot_transform GDAPI godot_transform_scaled(const godot_transform *p_self, const godot_vector3 *p_scale);
godot_transform GDAPI godot_transform_translated(const godot_transform *p_self, const godot_vector3 *p_ofs);
godot_transform GDAPI godot_transform_looking_at(const godot_transform *p_self, const godot_vector3 *p_target, const godot_vector3 *p_up);
godot_plane GDAPI godot_transform_xform_plane(const godot_transform *p_self, const godot_plane *p_v);
godot_plane GDAPI godot_transform_xform_inv_plane(const godot_transform *p_self, const godot_plane *p_v);
void GDAPI godot_transform_new_identity(godot_transform *r_dest);
godot_bool GDAPI godot_transform_operator_equal(const godot_transform *p_self, const godot_transform *p_b);
godot_transform GDAPI godot_transform_operator_multiply(const godot_transform *p_self, const godot_transform *p_b);
godot_vector3 GDAPI godot_transform_xform_vector3(const godot_transform *p_self, const godot_vector3 *p_v);
godot_vector3 GDAPI godot_transform_xform_inv_vector3(const godot_transform *p_self, const godot_vector3 *p_v);
godot_aabb GDAPI godot_transform_xform_aabb(const godot_transform *p_self, const godot_aabb *p_v);
godot_aabb GDAPI godot_transform_xform_inv_aabb(const godot_transform *p_self, const godot_aabb *p_v);
#ifdef __cplusplus
}
#endif
#endif // GODOT_TRANSFORM_H

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@ -1,109 +0,0 @@
/*************************************************************************/
/* transform2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_TRANSFORM2D_H
#define GODOT_TRANSFORM2D_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_TRANSFORM2D_SIZE 24
#ifndef GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_TRANSFORM2D_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_TRANSFORM2D_SIZE];
} godot_transform2d;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#include <gdnative/variant.h>
#include <gdnative/vector2.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_transform2d_new(godot_transform2d *r_dest, const godot_real p_rot, const godot_vector2 *p_pos);
void GDAPI godot_transform2d_new_axis_origin(godot_transform2d *r_dest, const godot_vector2 *p_x_axis, const godot_vector2 *p_y_axis, const godot_vector2 *p_origin);
godot_string GDAPI godot_transform2d_as_string(const godot_transform2d *p_self);
godot_transform2d GDAPI godot_transform2d_inverse(const godot_transform2d *p_self);
godot_transform2d GDAPI godot_transform2d_affine_inverse(const godot_transform2d *p_self);
godot_real GDAPI godot_transform2d_get_rotation(const godot_transform2d *p_self);
godot_vector2 GDAPI godot_transform2d_get_origin(const godot_transform2d *p_self);
godot_vector2 GDAPI godot_transform2d_get_scale(const godot_transform2d *p_self);
godot_transform2d GDAPI godot_transform2d_orthonormalized(const godot_transform2d *p_self);
godot_transform2d GDAPI godot_transform2d_rotated(const godot_transform2d *p_self, const godot_real p_phi);
godot_transform2d GDAPI godot_transform2d_scaled(const godot_transform2d *p_self, const godot_vector2 *p_scale);
godot_transform2d GDAPI godot_transform2d_translated(const godot_transform2d *p_self, const godot_vector2 *p_offset);
godot_vector2 GDAPI godot_transform2d_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
godot_vector2 GDAPI godot_transform2d_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
godot_vector2 GDAPI godot_transform2d_basis_xform_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
godot_vector2 GDAPI godot_transform2d_basis_xform_inv_vector2(const godot_transform2d *p_self, const godot_vector2 *p_v);
godot_transform2d GDAPI godot_transform2d_interpolate_with(const godot_transform2d *p_self, const godot_transform2d *p_m, const godot_real p_c);
godot_bool GDAPI godot_transform2d_operator_equal(const godot_transform2d *p_self, const godot_transform2d *p_b);
godot_transform2d GDAPI godot_transform2d_operator_multiply(const godot_transform2d *p_self, const godot_transform2d *p_b);
void GDAPI godot_transform2d_new_identity(godot_transform2d *r_dest);
godot_rect2 GDAPI godot_transform2d_xform_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v);
godot_rect2 GDAPI godot_transform2d_xform_inv_rect2(const godot_transform2d *p_self, const godot_rect2 *p_v);
#ifdef __cplusplus
}
#endif
#endif // GODOT_TRANSFORM2D_H

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/*************************************************************************/
/* variant.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_VARIANT_H
#define GODOT_VARIANT_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_VARIANT_SIZE (16 + sizeof(int64_t))
#ifndef GODOT_CORE_API_GODOT_VARIANT_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_VARIANT_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_VARIANT_SIZE];
} godot_variant;
#endif
typedef enum godot_variant_type {
GODOT_VARIANT_TYPE_NIL,
// atomic types
GODOT_VARIANT_TYPE_BOOL,
GODOT_VARIANT_TYPE_INT,
GODOT_VARIANT_TYPE_REAL,
GODOT_VARIANT_TYPE_STRING,
// math types
GODOT_VARIANT_TYPE_VECTOR2, // 5
GODOT_VARIANT_TYPE_RECT2,
GODOT_VARIANT_TYPE_VECTOR3,
GODOT_VARIANT_TYPE_TRANSFORM2D,
GODOT_VARIANT_TYPE_PLANE,
GODOT_VARIANT_TYPE_QUAT, // 10
GODOT_VARIANT_TYPE_AABB,
GODOT_VARIANT_TYPE_BASIS,
GODOT_VARIANT_TYPE_TRANSFORM,
// misc types
GODOT_VARIANT_TYPE_COLOR,
GODOT_VARIANT_TYPE_NODE_PATH, // 15
GODOT_VARIANT_TYPE_RID,
GODOT_VARIANT_TYPE_OBJECT,
GODOT_VARIANT_TYPE_DICTIONARY,
GODOT_VARIANT_TYPE_ARRAY, // 20
// arrays
GODOT_VARIANT_TYPE_POOL_BYTE_ARRAY,
GODOT_VARIANT_TYPE_POOL_INT_ARRAY,
GODOT_VARIANT_TYPE_POOL_REAL_ARRAY,
GODOT_VARIANT_TYPE_POOL_STRING_ARRAY,
GODOT_VARIANT_TYPE_POOL_VECTOR2_ARRAY, // 25
GODOT_VARIANT_TYPE_POOL_VECTOR3_ARRAY,
GODOT_VARIANT_TYPE_POOL_COLOR_ARRAY,
} godot_variant_type;
typedef enum godot_variant_call_error_error {
GODOT_CALL_ERROR_CALL_OK,
GODOT_CALL_ERROR_CALL_ERROR_INVALID_METHOD,
GODOT_CALL_ERROR_CALL_ERROR_INVALID_ARGUMENT,
GODOT_CALL_ERROR_CALL_ERROR_TOO_MANY_ARGUMENTS,
GODOT_CALL_ERROR_CALL_ERROR_TOO_FEW_ARGUMENTS,
GODOT_CALL_ERROR_CALL_ERROR_INSTANCE_IS_NULL,
} godot_variant_call_error_error;
typedef struct godot_variant_call_error {
godot_variant_call_error_error error;
int argument;
godot_variant_type expected;
} godot_variant_call_error;
typedef enum godot_variant_operator {
// comparison
GODOT_VARIANT_OP_EQUAL,
GODOT_VARIANT_OP_NOT_EQUAL,
GODOT_VARIANT_OP_LESS,
GODOT_VARIANT_OP_LESS_EQUAL,
GODOT_VARIANT_OP_GREATER,
GODOT_VARIANT_OP_GREATER_EQUAL,
// mathematic
GODOT_VARIANT_OP_ADD,
GODOT_VARIANT_OP_SUBTRACT,
GODOT_VARIANT_OP_MULTIPLY,
GODOT_VARIANT_OP_DIVIDE,
GODOT_VARIANT_OP_NEGATE,
GODOT_VARIANT_OP_POSITIVE,
GODOT_VARIANT_OP_MODULE,
GODOT_VARIANT_OP_STRING_CONCAT,
// bitwise
GODOT_VARIANT_OP_SHIFT_LEFT,
GODOT_VARIANT_OP_SHIFT_RIGHT,
GODOT_VARIANT_OP_BIT_AND,
GODOT_VARIANT_OP_BIT_OR,
GODOT_VARIANT_OP_BIT_XOR,
GODOT_VARIANT_OP_BIT_NEGATE,
// logic
GODOT_VARIANT_OP_AND,
GODOT_VARIANT_OP_OR,
GODOT_VARIANT_OP_XOR,
GODOT_VARIANT_OP_NOT,
// containment
GODOT_VARIANT_OP_IN,
GODOT_VARIANT_OP_MAX,
} godot_variant_operator;
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/aabb.h>
#include <gdnative/array.h>
#include <gdnative/basis.h>
#include <gdnative/color.h>
#include <gdnative/dictionary.h>
#include <gdnative/node_path.h>
#include <gdnative/plane.h>
#include <gdnative/pool_arrays.h>
#include <gdnative/quat.h>
#include <gdnative/rect2.h>
#include <gdnative/rid.h>
#include <gdnative/string.h>
#include <gdnative/transform.h>
#include <gdnative/transform2d.h>
#include <gdnative/variant.h>
#include <gdnative/vector2.h>
#include <gdnative/vector3.h>
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
godot_variant_type GDAPI godot_variant_get_type(const godot_variant *p_v);
void GDAPI godot_variant_new_copy(godot_variant *r_dest, const godot_variant *p_src);
void GDAPI godot_variant_new_nil(godot_variant *r_dest);
void GDAPI godot_variant_new_bool(godot_variant *r_dest, const godot_bool p_b);
void GDAPI godot_variant_new_uint(godot_variant *r_dest, const uint64_t p_i);
void GDAPI godot_variant_new_int(godot_variant *r_dest, const int64_t p_i);
void GDAPI godot_variant_new_real(godot_variant *r_dest, const double p_r);
void GDAPI godot_variant_new_string(godot_variant *r_dest, const godot_string *p_s);
void GDAPI godot_variant_new_vector2(godot_variant *r_dest, const godot_vector2 *p_v2);
void GDAPI godot_variant_new_rect2(godot_variant *r_dest, const godot_rect2 *p_rect2);
void GDAPI godot_variant_new_vector3(godot_variant *r_dest, const godot_vector3 *p_v3);
void GDAPI godot_variant_new_transform2d(godot_variant *r_dest, const godot_transform2d *p_t2d);
void GDAPI godot_variant_new_plane(godot_variant *r_dest, const godot_plane *p_plane);
void GDAPI godot_variant_new_quat(godot_variant *r_dest, const godot_quat *p_quat);
void GDAPI godot_variant_new_aabb(godot_variant *r_dest, const godot_aabb *p_aabb);
void GDAPI godot_variant_new_basis(godot_variant *r_dest, const godot_basis *p_basis);
void GDAPI godot_variant_new_transform(godot_variant *r_dest, const godot_transform *p_trans);
void GDAPI godot_variant_new_color(godot_variant *r_dest, const godot_color *p_color);
void GDAPI godot_variant_new_node_path(godot_variant *r_dest, const godot_node_path *p_np);
void GDAPI godot_variant_new_rid(godot_variant *r_dest, const godot_rid *p_rid);
void GDAPI godot_variant_new_object(godot_variant *r_dest, const godot_object *p_obj);
void GDAPI godot_variant_new_dictionary(godot_variant *r_dest, const godot_dictionary *p_dict);
void GDAPI godot_variant_new_array(godot_variant *r_dest, const godot_array *p_arr);
void GDAPI godot_variant_new_pool_byte_array(godot_variant *r_dest, const godot_pool_byte_array *p_pba);
void GDAPI godot_variant_new_pool_int_array(godot_variant *r_dest, const godot_pool_int_array *p_pia);
void GDAPI godot_variant_new_pool_real_array(godot_variant *r_dest, const godot_pool_real_array *p_pra);
void GDAPI godot_variant_new_pool_string_array(godot_variant *r_dest, const godot_pool_string_array *p_psa);
void GDAPI godot_variant_new_pool_vector2_array(godot_variant *r_dest, const godot_pool_vector2_array *p_pv2a);
void GDAPI godot_variant_new_pool_vector3_array(godot_variant *r_dest, const godot_pool_vector3_array *p_pv3a);
void GDAPI godot_variant_new_pool_color_array(godot_variant *r_dest, const godot_pool_color_array *p_pca);
godot_bool GDAPI godot_variant_as_bool(const godot_variant *p_self);
uint64_t GDAPI godot_variant_as_uint(const godot_variant *p_self);
int64_t GDAPI godot_variant_as_int(const godot_variant *p_self);
double GDAPI godot_variant_as_real(const godot_variant *p_self);
godot_string GDAPI godot_variant_as_string(const godot_variant *p_self);
godot_vector2 GDAPI godot_variant_as_vector2(const godot_variant *p_self);
godot_rect2 GDAPI godot_variant_as_rect2(const godot_variant *p_self);
godot_vector3 GDAPI godot_variant_as_vector3(const godot_variant *p_self);
godot_transform2d GDAPI godot_variant_as_transform2d(const godot_variant *p_self);
godot_plane GDAPI godot_variant_as_plane(const godot_variant *p_self);
godot_quat GDAPI godot_variant_as_quat(const godot_variant *p_self);
godot_aabb GDAPI godot_variant_as_aabb(const godot_variant *p_self);
godot_basis GDAPI godot_variant_as_basis(const godot_variant *p_self);
godot_transform GDAPI godot_variant_as_transform(const godot_variant *p_self);
godot_color GDAPI godot_variant_as_color(const godot_variant *p_self);
godot_node_path GDAPI godot_variant_as_node_path(const godot_variant *p_self);
godot_rid GDAPI godot_variant_as_rid(const godot_variant *p_self);
godot_object GDAPI *godot_variant_as_object(const godot_variant *p_self);
godot_dictionary GDAPI godot_variant_as_dictionary(const godot_variant *p_self);
godot_array GDAPI godot_variant_as_array(const godot_variant *p_self);
godot_pool_byte_array GDAPI godot_variant_as_pool_byte_array(const godot_variant *p_self);
godot_pool_int_array GDAPI godot_variant_as_pool_int_array(const godot_variant *p_self);
godot_pool_real_array GDAPI godot_variant_as_pool_real_array(const godot_variant *p_self);
godot_pool_string_array GDAPI godot_variant_as_pool_string_array(const godot_variant *p_self);
godot_pool_vector2_array GDAPI godot_variant_as_pool_vector2_array(const godot_variant *p_self);
godot_pool_vector3_array GDAPI godot_variant_as_pool_vector3_array(const godot_variant *p_self);
godot_pool_color_array GDAPI godot_variant_as_pool_color_array(const godot_variant *p_self);
godot_variant GDAPI godot_variant_call(godot_variant *p_self, const godot_string *p_method, const godot_variant **p_args, const godot_int p_argcount, godot_variant_call_error *r_error);
godot_bool GDAPI godot_variant_has_method(const godot_variant *p_self, const godot_string *p_method);
godot_bool GDAPI godot_variant_operator_equal(const godot_variant *p_self, const godot_variant *p_other);
godot_bool GDAPI godot_variant_operator_less(const godot_variant *p_self, const godot_variant *p_other);
godot_bool GDAPI godot_variant_hash_compare(const godot_variant *p_self, const godot_variant *p_other);
godot_bool GDAPI godot_variant_booleanize(const godot_variant *p_self);
void GDAPI godot_variant_destroy(godot_variant *p_self);
// GDNative core 1.1
godot_string GDAPI godot_variant_get_operator_name(godot_variant_operator p_op);
void GDAPI godot_variant_evaluate(godot_variant_operator p_op, const godot_variant *p_a, const godot_variant *p_b, godot_variant *r_ret, godot_bool *r_valid);
#ifdef __cplusplus
}
#endif
#endif

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@ -1,142 +0,0 @@
/*************************************************************************/
/* vector2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_VECTOR2_H
#define GODOT_VECTOR2_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_VECTOR2_SIZE 8
#ifndef GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_VECTOR2_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_VECTOR2_SIZE];
} godot_vector2;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
void GDAPI godot_vector2_new(godot_vector2 *r_dest, const godot_real p_x, const godot_real p_y);
godot_string GDAPI godot_vector2_as_string(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_normalized(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_length(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_angle(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_length_squared(const godot_vector2 *p_self);
godot_bool GDAPI godot_vector2_is_normalized(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_direction_to(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_real GDAPI godot_vector2_distance_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_real GDAPI godot_vector2_distance_squared_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_real GDAPI godot_vector2_angle_to(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_real GDAPI godot_vector2_angle_to_point(const godot_vector2 *p_self, const godot_vector2 *p_to);
godot_vector2 GDAPI godot_vector2_linear_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_real p_t);
godot_vector2 GDAPI godot_vector2_cubic_interpolate(const godot_vector2 *p_self, const godot_vector2 *p_b, const godot_vector2 *p_pre_a, const godot_vector2 *p_post_b, const godot_real p_t);
godot_vector2 GDAPI godot_vector2_move_toward(const godot_vector2 *p_self, const godot_vector2 *p_to, const godot_real p_delta);
godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi);
godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_snapped(const godot_vector2 *p_self, const godot_vector2 *p_by);
godot_real GDAPI godot_vector2_aspect(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_dot(const godot_vector2 *p_self, const godot_vector2 *p_with);
godot_vector2 GDAPI godot_vector2_slide(const godot_vector2 *p_self, const godot_vector2 *p_n);
godot_vector2 GDAPI godot_vector2_bounce(const godot_vector2 *p_self, const godot_vector2 *p_n);
godot_vector2 GDAPI godot_vector2_reflect(const godot_vector2 *p_self, const godot_vector2 *p_n);
godot_vector2 GDAPI godot_vector2_abs(const godot_vector2 *p_self);
godot_vector2 GDAPI godot_vector2_clamped(const godot_vector2 *p_self, const godot_real p_length);
godot_vector2 GDAPI godot_vector2_operator_add(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_subtract(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_multiply_vector(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_multiply_scalar(const godot_vector2 *p_self, const godot_real p_b);
godot_vector2 GDAPI godot_vector2_operator_divide_vector(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_divide_scalar(const godot_vector2 *p_self, const godot_real p_b);
godot_bool GDAPI godot_vector2_operator_equal(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_bool GDAPI godot_vector2_operator_less(const godot_vector2 *p_self, const godot_vector2 *p_b);
godot_vector2 GDAPI godot_vector2_operator_neg(const godot_vector2 *p_self);
void GDAPI godot_vector2_set_x(godot_vector2 *p_self, const godot_real p_x);
void GDAPI godot_vector2_set_y(godot_vector2 *p_self, const godot_real p_y);
godot_real GDAPI godot_vector2_get_x(const godot_vector2 *p_self);
godot_real GDAPI godot_vector2_get_y(const godot_vector2 *p_self);
#ifdef __cplusplus
}
#endif
#endif // GODOT_VECTOR2_H

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/*************************************************************************/
/* vector3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_VECTOR3_H
#define GODOT_VECTOR3_H
#ifdef __cplusplus
extern "C" {
#endif
#include <stdint.h>
#define GODOT_VECTOR3_SIZE 12
#ifndef GODOT_CORE_API_GODOT_VECTOR3_TYPE_DEFINED
#define GODOT_CORE_API_GODOT_VECTOR3_TYPE_DEFINED
typedef struct {
uint8_t _dont_touch_that[GODOT_VECTOR3_SIZE];
} godot_vector3;
#endif
// reduce extern "C" nesting for VS2013
#ifdef __cplusplus
}
#endif
#include <gdnative/basis.h>
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
GODOT_VECTOR3_AXIS_X,
GODOT_VECTOR3_AXIS_Y,
GODOT_VECTOR3_AXIS_Z,
} godot_vector3_axis;
void GDAPI godot_vector3_new(godot_vector3 *r_dest, const godot_real p_x, const godot_real p_y, const godot_real p_z);
godot_string GDAPI godot_vector3_as_string(const godot_vector3 *p_self);
godot_int GDAPI godot_vector3_min_axis(const godot_vector3 *p_self);
godot_int GDAPI godot_vector3_max_axis(const godot_vector3 *p_self);
godot_real GDAPI godot_vector3_length(const godot_vector3 *p_self);
godot_real GDAPI godot_vector3_length_squared(const godot_vector3 *p_self);
godot_bool GDAPI godot_vector3_is_normalized(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_normalized(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_inverse(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_snapped(const godot_vector3 *p_self, const godot_vector3 *p_by);
godot_vector3 GDAPI godot_vector3_rotated(const godot_vector3 *p_self, const godot_vector3 *p_axis, const godot_real p_phi);
godot_vector3 GDAPI godot_vector3_linear_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_real p_t);
godot_vector3 GDAPI godot_vector3_cubic_interpolate(const godot_vector3 *p_self, const godot_vector3 *p_b, const godot_vector3 *p_pre_a, const godot_vector3 *p_post_b, const godot_real p_t);
godot_vector3 GDAPI godot_vector3_move_toward(const godot_vector3 *p_self, const godot_vector3 *p_to, const godot_real p_delta);
godot_real GDAPI godot_vector3_dot(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_cross(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_basis GDAPI godot_vector3_outer(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_basis GDAPI godot_vector3_to_diagonal_matrix(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_abs(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_floor(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_ceil(const godot_vector3 *p_self);
godot_vector3 GDAPI godot_vector3_direction_to(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_real GDAPI godot_vector3_distance_to(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_real GDAPI godot_vector3_distance_squared_to(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_real GDAPI godot_vector3_angle_to(const godot_vector3 *p_self, const godot_vector3 *p_to);
godot_vector3 GDAPI godot_vector3_slide(const godot_vector3 *p_self, const godot_vector3 *p_n);
godot_vector3 GDAPI godot_vector3_bounce(const godot_vector3 *p_self, const godot_vector3 *p_n);
godot_vector3 GDAPI godot_vector3_reflect(const godot_vector3 *p_self, const godot_vector3 *p_n);
godot_vector3 GDAPI godot_vector3_operator_add(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_subtract(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_multiply_vector(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_multiply_scalar(const godot_vector3 *p_self, const godot_real p_b);
godot_vector3 GDAPI godot_vector3_operator_divide_vector(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_divide_scalar(const godot_vector3 *p_self, const godot_real p_b);
godot_bool GDAPI godot_vector3_operator_equal(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_bool GDAPI godot_vector3_operator_less(const godot_vector3 *p_self, const godot_vector3 *p_b);
godot_vector3 GDAPI godot_vector3_operator_neg(const godot_vector3 *p_self);
void GDAPI godot_vector3_set_axis(godot_vector3 *p_self, const godot_vector3_axis p_axis, const godot_real p_val);
godot_real GDAPI godot_vector3_get_axis(const godot_vector3 *p_self, const godot_vector3_axis p_axis);
#ifdef __cplusplus
}
#endif
#endif // GODOT_VECTOR3_H

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/*************************************************************************/
/* godot_nativescript.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_NATIVESCRIPT_H
#define GODOT_NATIVESCRIPT_H
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef enum {
GODOT_METHOD_RPC_MODE_DISABLED,
GODOT_METHOD_RPC_MODE_REMOTE,
GODOT_METHOD_RPC_MODE_MASTER,
GODOT_METHOD_RPC_MODE_PUPPET,
GODOT_METHOD_RPC_MODE_SLAVE = GODOT_METHOD_RPC_MODE_PUPPET,
GODOT_METHOD_RPC_MODE_REMOTESYNC,
GODOT_METHOD_RPC_MODE_SYNC = GODOT_METHOD_RPC_MODE_REMOTESYNC,
GODOT_METHOD_RPC_MODE_MASTERSYNC,
GODOT_METHOD_RPC_MODE_PUPPETSYNC,
} godot_method_rpc_mode;
typedef enum {
GODOT_PROPERTY_HINT_NONE, ///< no hint provided.
GODOT_PROPERTY_HINT_RANGE, ///< hint_text = "min,max,step,slider; //slider is optional"
GODOT_PROPERTY_HINT_EXP_RANGE, ///< hint_text = "min,max,step", exponential edit
GODOT_PROPERTY_HINT_ENUM, ///< hint_text= "val1,val2,val3,etc"
GODOT_PROPERTY_HINT_EXP_EASING, /// exponential easing function (Math::ease)
GODOT_PROPERTY_HINT_LENGTH, ///< hint_text= "length" (as integer)
GODOT_PROPERTY_HINT_SPRITE_FRAME, // FIXME: Obsolete: drop whenever we can break compat
GODOT_PROPERTY_HINT_KEY_ACCEL, ///< hint_text= "length" (as integer)
GODOT_PROPERTY_HINT_FLAGS, ///< hint_text= "flag1,flag2,etc" (as bit flags)
GODOT_PROPERTY_HINT_LAYERS_2D_RENDER,
GODOT_PROPERTY_HINT_LAYERS_2D_PHYSICS,
GODOT_PROPERTY_HINT_LAYERS_3D_RENDER,
GODOT_PROPERTY_HINT_LAYERS_3D_PHYSICS,
GODOT_PROPERTY_HINT_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
GODOT_PROPERTY_HINT_DIR, ///< a directory path must be passed
GODOT_PROPERTY_HINT_GLOBAL_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
GODOT_PROPERTY_HINT_GLOBAL_DIR, ///< a directory path must be passed
GODOT_PROPERTY_HINT_RESOURCE_TYPE, ///< a resource object type
GODOT_PROPERTY_HINT_MULTILINE_TEXT, ///< used for string properties that can contain multiple lines
GODOT_PROPERTY_HINT_PLACEHOLDER_TEXT, ///< used to set a placeholder text for string properties
GODOT_PROPERTY_HINT_COLOR_NO_ALPHA, ///< used for ignoring alpha component when editing a color
GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSY,
GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS,
GODOT_PROPERTY_HINT_OBJECT_ID,
GODOT_PROPERTY_HINT_TYPE_STRING, ///< a type string, the hint is the base type to choose
GODOT_PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE, ///< so something else can provide this (used in scripts)
GODOT_PROPERTY_HINT_METHOD_OF_VARIANT_TYPE, ///< a method of a type
GODOT_PROPERTY_HINT_METHOD_OF_BASE_TYPE, ///< a method of a base type
GODOT_PROPERTY_HINT_METHOD_OF_INSTANCE, ///< a method of an instance
GODOT_PROPERTY_HINT_METHOD_OF_SCRIPT, ///< a method of a script & base
GODOT_PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE, ///< a property of a type
GODOT_PROPERTY_HINT_PROPERTY_OF_BASE_TYPE, ///< a property of a base type
GODOT_PROPERTY_HINT_PROPERTY_OF_INSTANCE, ///< a property of an instance
GODOT_PROPERTY_HINT_PROPERTY_OF_SCRIPT, ///< a property of a script & base
GODOT_PROPERTY_HINT_MAX,
} godot_property_hint;
typedef enum {
GODOT_PROPERTY_USAGE_STORAGE = 1,
GODOT_PROPERTY_USAGE_EDITOR = 2,
GODOT_PROPERTY_USAGE_NETWORK = 4,
GODOT_PROPERTY_USAGE_EDITOR_HELPER = 8,
GODOT_PROPERTY_USAGE_CHECKABLE = 16, //used for editing global variables
GODOT_PROPERTY_USAGE_CHECKED = 32, //used for editing global variables
GODOT_PROPERTY_USAGE_INTERNATIONALIZED = 64, //hint for internationalized strings
GODOT_PROPERTY_USAGE_GROUP = 128, //used for grouping props in the editor
GODOT_PROPERTY_USAGE_CATEGORY = 256,
GODOT_PROPERTY_USAGE_STORE_IF_NONZERO = 512, // FIXME: Obsolete: drop whenever we can break compat
GODOT_PROPERTY_USAGE_STORE_IF_NONONE = 1024, // FIXME: Obsolete: drop whenever we can break compat
GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE = 2048,
GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED = 4096,
GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE = 8192,
GODOT_PROPERTY_USAGE_STORE_IF_NULL = 16384,
GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER = 32768,
GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 65536,
GODOT_PROPERTY_USAGE_DEFAULT = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK,
GODOT_PROPERTY_USAGE_DEFAULT_INTL = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK | GODOT_PROPERTY_USAGE_INTERNATIONALIZED,
GODOT_PROPERTY_USAGE_NOEDITOR = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_NETWORK,
} godot_property_usage_flags;
typedef struct {
godot_method_rpc_mode rset_type;
godot_int type;
godot_property_hint hint;
godot_string hint_string;
godot_property_usage_flags usage;
godot_variant default_value;
} godot_property_attributes;
typedef struct {
// instance pointer, method_data - return user data
GDCALLINGCONV void *(*create_func)(godot_object *, void *);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_instance_create_func;
typedef struct {
// instance pointer, method data, user data
GDCALLINGCONV void (*destroy_func)(godot_object *, void *, void *);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_instance_destroy_func;
void GDAPI godot_nativescript_register_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func);
void GDAPI godot_nativescript_register_tool_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func);
typedef struct {
godot_method_rpc_mode rpc_type;
} godot_method_attributes;
typedef struct {
// instance pointer, method data, user data, num args, args - return result as variant
GDCALLINGCONV godot_variant (*method)(godot_object *, void *, void *, int, godot_variant **);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_instance_method;
void GDAPI godot_nativescript_register_method(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method);
typedef struct {
// instance pointer, method data, user data, value
GDCALLINGCONV void (*set_func)(godot_object *, void *, void *, godot_variant *);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_property_set_func;
typedef struct {
// instance pointer, method data, user data, value
GDCALLINGCONV godot_variant (*get_func)(godot_object *, void *, void *);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);
} godot_property_get_func;
void GDAPI godot_nativescript_register_property(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_property_attributes *p_attr, godot_property_set_func p_set_func, godot_property_get_func p_get_func);
typedef struct {
godot_string name;
godot_int type;
godot_property_hint hint;
godot_string hint_string;
godot_property_usage_flags usage;
godot_variant default_value;
} godot_signal_argument;
typedef struct {
godot_string name;
int num_args;
godot_signal_argument *args;
int num_default_args;
godot_variant *default_args;
} godot_signal;
void GDAPI godot_nativescript_register_signal(void *p_gdnative_handle, const char *p_name, const godot_signal *p_signal);
void GDAPI *godot_nativescript_get_userdata(godot_object *p_instance);
/*
*
*
* NativeScript 1.1
*
*
*/
// method registering with argument names
typedef struct {
godot_string name;
godot_variant_type type;
godot_property_hint hint;
godot_string hint_string;
} godot_method_arg;
void GDAPI godot_nativescript_set_method_argument_information(void *p_gdnative_handle, const char *p_name, const char *p_function_name, int p_num_args, const godot_method_arg *p_args);
// documentation
void GDAPI godot_nativescript_set_class_documentation(void *p_gdnative_handle, const char *p_name, godot_string p_documentation);
void GDAPI godot_nativescript_set_method_documentation(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_string p_documentation);
void GDAPI godot_nativescript_set_property_documentation(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_string p_documentation);
void GDAPI godot_nativescript_set_signal_documentation(void *p_gdnative_handle, const char *p_name, const char *p_signal_name, godot_string p_documentation);
// type tag API
void GDAPI godot_nativescript_set_global_type_tag(int p_idx, const char *p_name, const void *p_type_tag);
const void GDAPI *godot_nativescript_get_global_type_tag(int p_idx, const char *p_name);
void GDAPI godot_nativescript_set_type_tag(void *p_gdnative_handle, const char *p_name, const void *p_type_tag);
const void GDAPI *godot_nativescript_get_type_tag(const godot_object *p_object);
// instance binding API
typedef struct {
GDCALLINGCONV void *(*alloc_instance_binding_data)(void *, const void *, godot_object *);
GDCALLINGCONV void (*free_instance_binding_data)(void *, void *);
GDCALLINGCONV void (*refcount_incremented_instance_binding)(void *, godot_object *);
GDCALLINGCONV bool (*refcount_decremented_instance_binding)(void *, godot_object *);
void *data;
GDCALLINGCONV void (*free_func)(void *);
} godot_instance_binding_functions;
int GDAPI godot_nativescript_register_instance_binding_data_functions(godot_instance_binding_functions p_binding_functions);
void GDAPI godot_nativescript_unregister_instance_binding_data_functions(int p_idx);
void GDAPI *godot_nativescript_get_instance_binding_data(int p_idx, godot_object *p_object);
void GDAPI godot_nativescript_profiling_add_data(const char *p_signature, uint64_t p_time);
#ifdef __cplusplus
}
#endif
#endif

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/*************************************************************************/
/* godot_net.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_NATIVENET_H
#define GODOT_NATIVENET_H
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
// For future versions of the API we should only add new functions at the end of the structure and use the
// version info to detect whether a call is available
// Use these to populate version in your plugin
#define GODOT_NET_API_MAJOR 3
#define GODOT_NET_API_MINOR 1
typedef struct {
godot_gdnative_api_version version; /* version of our API */
godot_object *data; /* User reference */
/* This is StreamPeer */
godot_error (*get_data)(void *user, uint8_t *p_buffer, int p_bytes);
godot_error (*get_partial_data)(void *user, uint8_t *p_buffer, int p_bytes, int *r_received);
godot_error (*put_data)(void *user, const uint8_t *p_data, int p_bytes);
godot_error (*put_partial_data)(void *user, const uint8_t *p_data, int p_bytes, int *r_sent);
int (*get_available_bytes)(const void *user);
void *next; /* For extension? */
} godot_net_stream_peer;
/* Binds a StreamPeerGDNative to the provided interface */
void godot_net_bind_stream_peer(godot_object *p_obj, const godot_net_stream_peer *p_interface);
typedef struct {
godot_gdnative_api_version version; /* version of our API */
godot_object *data; /* User reference */
/* This is PacketPeer */
godot_error (*get_packet)(void *, const uint8_t **, int *);
godot_error (*put_packet)(void *, const uint8_t *, int);
godot_int (*get_available_packet_count)(const void *);
godot_int (*get_max_packet_size)(const void *);
void *next; /* For extension? */
} godot_net_packet_peer;
/* Binds a PacketPeerGDNative to the provided interface */
void GDAPI godot_net_bind_packet_peer(godot_object *p_obj, const godot_net_packet_peer *);
typedef struct {
godot_gdnative_api_version version; /* version of our API */
godot_object *data; /* User reference */
/* This is PacketPeer */
godot_error (*get_packet)(void *, const uint8_t **, int *);
godot_error (*put_packet)(void *, const uint8_t *, int);
godot_int (*get_available_packet_count)(const void *);
godot_int (*get_max_packet_size)(const void *);
/* This is NetworkedMultiplayerPeer */
void (*set_transfer_mode)(void *, godot_int);
godot_int (*get_transfer_mode)(const void *);
// 0 = broadcast, 1 = server, <0 = all but abs(value)
void (*set_target_peer)(void *, godot_int);
godot_int (*get_packet_peer)(const void *);
godot_bool (*is_server)(const void *);
void (*poll)(void *);
// Must be > 0, 1 is for server
int32_t (*get_unique_id)(const void *);
void (*set_refuse_new_connections)(void *, godot_bool);
godot_bool (*is_refusing_new_connections)(const void *);
godot_int (*get_connection_status)(const void *);
void *next; /* For extension? Or maybe not... */
} godot_net_multiplayer_peer;
/* Binds a MultiplayerPeerGDNative to the provided interface */
void GDAPI godot_net_bind_multiplayer_peer(godot_object *p_obj, const godot_net_multiplayer_peer *);
#ifdef __cplusplus
}
#endif
// WebRTC Bindings
#include "net/godot_webrtc.h"
#endif /* GODOT_NATIVENET_H */

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@ -1,129 +0,0 @@
/*************************************************************************/
/* godot_webrtc.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_NATIVEWEBRTC_H
#define GODOT_NATIVEWEBRTC_H
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
#define GODOT_NET_WEBRTC_API_MAJOR 3
#define GODOT_NET_WEBRTC_API_MINOR 4
/* Library Interface (used to set default GDNative WebRTC implementation */
typedef struct {
godot_gdnative_api_version version; /* version of our API */
/* Called when the library is unset as default interface via godot_net_set_webrtc_library */
void (*unregistered)();
/* Used by WebRTCPeerConnection create when GDNative is the default implementation. */
/* Takes a pointer to WebRTCPeerConnectionGDNative, should bind and return OK, failure if binding was unsuccessful. */
godot_error (*create_peer_connection)(godot_object *);
void *next; /* For extension */
} godot_net_webrtc_library;
/* WebRTCPeerConnection interface */
typedef struct {
godot_gdnative_api_version version; /* version of our API */
godot_object *data; /* User reference */
/* This is WebRTCPeerConnection */
godot_int (*get_connection_state)(const void *);
godot_error (*initialize)(void *, const godot_dictionary *);
godot_object *(*create_data_channel)(void *, const char *p_channel_name, const godot_dictionary *);
godot_error (*create_offer)(void *);
godot_error (*create_answer)(void *); /* unused for now, should be done automatically on set_local_description */
godot_error (*set_remote_description)(void *, const char *, const char *);
godot_error (*set_local_description)(void *, const char *, const char *);
godot_error (*add_ice_candidate)(void *, const char *, int, const char *);
godot_error (*poll)(void *);
void (*close)(void *);
void *next; /* For extension? */
} godot_net_webrtc_peer_connection;
/* WebRTCDataChannel interface */
typedef struct {
godot_gdnative_api_version version; /* version of our API */
godot_object *data; /* User reference */
/* This is PacketPeer */
godot_error (*get_packet)(void *, const uint8_t **, int *);
godot_error (*put_packet)(void *, const uint8_t *, int);
godot_int (*get_available_packet_count)(const void *);
godot_int (*get_max_packet_size)(const void *);
/* This is WebRTCDataChannel */
void (*set_write_mode)(void *, godot_int);
godot_int (*get_write_mode)(const void *);
bool (*was_string_packet)(const void *);
godot_int (*get_ready_state)(const void *);
const char *(*get_label)(const void *);
bool (*is_ordered)(const void *);
int (*get_id)(const void *);
int (*get_max_packet_life_time)(const void *);
int (*get_max_retransmits)(const void *);
const char *(*get_protocol)(const void *);
bool (*is_negotiated)(const void *);
godot_error (*poll)(void *);
void (*close)(void *);
void *next; /* For extension? */
} godot_net_webrtc_data_channel;
/* Extensions to WebRTCDataChannel */
typedef struct {
int (*get_buffered_amount)(const void *);
void *next; /* For extension? */
} godot_net_webrtc_data_channel_ext;
/* Set the default GDNative library */
godot_error GDAPI godot_net_set_webrtc_library(const godot_net_webrtc_library *);
/* Binds a WebRTCPeerConnectionGDNative to the provided interface */
void GDAPI godot_net_bind_webrtc_peer_connection(godot_object *p_obj, const godot_net_webrtc_peer_connection *);
/* Binds a WebRTCDataChannelGDNative to the provided interface */
void GDAPI godot_net_bind_webrtc_data_channel(godot_object *p_obj, const godot_net_webrtc_data_channel *);
#ifdef __cplusplus
}
#endif
#endif

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@ -1,172 +0,0 @@
/*************************************************************************/
/* godot_pluginscript.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_PLUGINSCRIPT_H
#define GODOT_PLUGINSCRIPT_H
#include <gdnative/gdnative.h>
#include <nativescript/godot_nativescript.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef void godot_pluginscript_instance_data;
typedef void godot_pluginscript_script_data;
typedef void godot_pluginscript_language_data;
// --- Instance ---
// TODO: use godot_string_name for faster lookup ?
typedef struct {
godot_pluginscript_instance_data *(*init)(godot_pluginscript_script_data *p_data, godot_object *p_owner);
void (*finish)(godot_pluginscript_instance_data *p_data);
godot_bool (*set_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, const godot_variant *p_value);
godot_bool (*get_prop)(godot_pluginscript_instance_data *p_data, const godot_string *p_name, godot_variant *r_ret);
godot_variant (*call_method)(godot_pluginscript_instance_data *p_data,
const godot_string_name *p_method, const godot_variant **p_args,
int p_argcount, godot_variant_call_error *r_error);
void (*notification)(godot_pluginscript_instance_data *p_data, int p_notification);
// TODO: could this rpc mode stuff be moved to the godot_pluginscript_script_manifest ?
godot_method_rpc_mode (*get_rpc_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_method);
godot_method_rpc_mode (*get_rset_mode)(godot_pluginscript_instance_data *p_data, const godot_string *p_variable);
//this is used by script languages that keep a reference counter of their own
//you can make make Ref<> not die when it reaches zero, so deleting the reference
//depends entirely from the script.
// Note: You can set those function pointer to NULL if not needed.
void (*refcount_incremented)(godot_pluginscript_instance_data *p_data);
bool (*refcount_decremented)(godot_pluginscript_instance_data *p_data); // return true if it can die
} godot_pluginscript_instance_desc;
// --- Script ---
typedef struct {
godot_pluginscript_script_data *data;
godot_string_name name;
godot_bool is_tool;
godot_string_name base;
// Member lines format: {<string>: <int>}
godot_dictionary member_lines;
// Method info dictionary format
// {
// name: <string>
// args: [<dict:property>]
// default_args: [<variant>]
// return: <dict:property>
// flags: <int>
// rpc_mode: <int:godot_method_rpc_mode>
// }
godot_array methods;
// Same format than for methods
godot_array signals;
// Property info dictionary format
// {
// name: <string>
// type: <int:godot_variant_type>
// hint: <int:godot_property_hint>
// hint_string: <string>
// usage: <int:godot_property_usage_flags>
// default_value: <variant>
// rset_mode: <int:godot_method_rpc_mode>
// }
godot_array properties;
} godot_pluginscript_script_manifest;
typedef struct {
godot_pluginscript_script_manifest (*init)(godot_pluginscript_language_data *p_data, const godot_string *p_path, const godot_string *p_source, godot_error *r_error);
void (*finish)(godot_pluginscript_script_data *p_data);
godot_pluginscript_instance_desc instance_desc;
} godot_pluginscript_script_desc;
// --- Language ---
typedef struct {
godot_string_name signature;
godot_int call_count;
godot_int total_time; // In microseconds
godot_int self_time; // In microseconds
} godot_pluginscript_profiling_data;
typedef struct {
const char *name;
const char *type;
const char *extension;
const char **recognized_extensions; // NULL terminated array
godot_pluginscript_language_data *(*init)();
void (*finish)(godot_pluginscript_language_data *p_data);
const char **reserved_words; // NULL terminated array
const char **comment_delimiters; // NULL terminated array
const char **string_delimiters; // NULL terminated array
godot_bool has_named_classes;
godot_bool supports_builtin_mode;
godot_string (*get_template_source_code)(godot_pluginscript_language_data *p_data, const godot_string *p_class_name, const godot_string *p_base_class_name);
godot_bool (*validate)(godot_pluginscript_language_data *p_data, const godot_string *p_script, int *r_line_error, int *r_col_error, godot_string *r_test_error, const godot_string *p_path, godot_pool_string_array *r_functions);
int (*find_function)(godot_pluginscript_language_data *p_data, const godot_string *p_function, const godot_string *p_code); // Can be NULL
godot_string (*make_function)(godot_pluginscript_language_data *p_data, const godot_string *p_class, const godot_string *p_name, const godot_pool_string_array *p_args);
godot_error (*complete_code)(godot_pluginscript_language_data *p_data, const godot_string *p_code, const godot_string *p_path, godot_object *p_owner, godot_array *r_options, godot_bool *r_force, godot_string *r_call_hint);
void (*auto_indent_code)(godot_pluginscript_language_data *p_data, godot_string *p_code, int p_from_line, int p_to_line);
void (*add_global_constant)(godot_pluginscript_language_data *p_data, const godot_string *p_variable, const godot_variant *p_value);
godot_string (*debug_get_error)(godot_pluginscript_language_data *p_data);
int (*debug_get_stack_level_count)(godot_pluginscript_language_data *p_data);
int (*debug_get_stack_level_line)(godot_pluginscript_language_data *p_data, int p_level);
godot_string (*debug_get_stack_level_function)(godot_pluginscript_language_data *p_data, int p_level);
godot_string (*debug_get_stack_level_source)(godot_pluginscript_language_data *p_data, int p_level);
void (*debug_get_stack_level_locals)(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth);
void (*debug_get_stack_level_members)(godot_pluginscript_language_data *p_data, int p_level, godot_pool_string_array *p_members, godot_array *p_values, int p_max_subitems, int p_max_depth);
void (*debug_get_globals)(godot_pluginscript_language_data *p_data, godot_pool_string_array *p_locals, godot_array *p_values, int p_max_subitems, int p_max_depth);
godot_string (*debug_parse_stack_level_expression)(godot_pluginscript_language_data *p_data, int p_level, const godot_string *p_expression, int p_max_subitems, int p_max_depth);
// TODO: could this stuff be moved to the godot_pluginscript_language_desc ?
void (*get_public_functions)(godot_pluginscript_language_data *p_data, godot_array *r_functions);
void (*get_public_constants)(godot_pluginscript_language_data *p_data, godot_dictionary *r_constants);
void (*profiling_start)(godot_pluginscript_language_data *p_data);
void (*profiling_stop)(godot_pluginscript_language_data *p_data);
int (*profiling_get_accumulated_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);
int (*profiling_get_frame_data)(godot_pluginscript_language_data *p_data, godot_pluginscript_profiling_data *r_info, int p_info_max);
void (*profiling_frame)(godot_pluginscript_language_data *p_data);
godot_pluginscript_script_desc script_desc;
} godot_pluginscript_language_desc;
void GDAPI godot_pluginscript_register_language(const godot_pluginscript_language_desc *language_desc);
#ifdef __cplusplus
}
#endif
#endif // GODOT_PLUGINSCRIPT_H

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/*************************************************************************/
/* godot_videodecoder.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 GODOT_NATIVEVIDEODECODER_H
#define GODOT_NATIVEVIDEODECODER_H
#include <gdnative/gdnative.h>
#ifdef __cplusplus
extern "C" {
#endif
#define GODOTAV_API_MAJOR 0
#define GODOTAV_API_MINOR 1
typedef struct
{
godot_gdnative_api_version version;
void *next;
void *(*constructor)(godot_object *);
void (*destructor)(void *);
const char *(*get_plugin_name)();
const char **(*get_supported_extensions)(int *count);
godot_bool (*open_file)(void *, void *); // data struct, and a FileAccess pointer
godot_real (*get_length)(const void *);
godot_real (*get_playback_position)(const void *);
void (*seek)(void *, godot_real);
void (*set_audio_track)(void *, godot_int);
void (*update)(void *, godot_real);
godot_pool_byte_array *(*get_videoframe)(void *);
godot_int (*get_audioframe)(void *, float *, int);
godot_int (*get_channels)(const void *);
godot_int (*get_mix_rate)(const void *);
godot_vector2 (*get_texture_size)(const void *);
} godot_videodecoder_interface_gdnative;
typedef int (*GDNativeAudioMixCallback)(void *, const float *, int);
// FileAccess wrappers for custom FFmpeg IO
godot_int GDAPI godot_videodecoder_file_read(void *file_ptr, uint8_t *buf, int buf_size);
int64_t GDAPI godot_videodecoder_file_seek(void *file_ptr, int64_t pos, int whence);
void GDAPI godot_videodecoder_register_decoder(const godot_videodecoder_interface_gdnative *p_interface);
#ifdef __cplusplus
}
#endif
#endif /* GODOT_NATIVEVIDEODECODER_H */

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@ -1,9 +0,0 @@
#!/usr/bin/env python
Import("env")
Import("env_gdnative")
env_gdnative.add_source_files(env.modules_sources, "*.cpp")
if "platform" in env and env["platform"] in ["x11", "iphone"]:
env.Append(LINKFLAGS=["-rdynamic"])

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@ -1,528 +0,0 @@
/*************************************************************************/
/* api_generator.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "api_generator.h"
#ifdef TOOLS_ENABLED
#include "core/class_db.h"
#include "core/engine.h"
#include "core/global_constants.h"
#include "core/os/file_access.h"
#include "core/pair.h"
// helper stuff
static Error save_file(const String &p_path, const List<String> &p_content) {
FileAccessRef file = FileAccess::open(p_path, FileAccess::WRITE);
ERR_FAIL_COND_V(!file, ERR_FILE_CANT_WRITE);
for (const List<String>::Element *e = p_content.front(); e != nullptr; e = e->next()) {
file->store_string(e->get());
}
file->close();
return OK;
}
// helper stuff end
struct MethodAPI {
String method_name;
String return_type;
List<String> argument_types;
List<String> argument_names;
Map<int, Variant> default_arguments;
int argument_count;
bool has_varargs;
bool is_editor;
bool is_noscript;
bool is_const;
bool is_reverse;
bool is_virtual;
bool is_from_script;
};
struct PropertyAPI {
String name;
String getter;
String setter;
String type;
int index;
};
struct ConstantAPI {
String constant_name;
int constant_value;
};
struct SignalAPI {
String name;
List<String> argument_types;
List<String> argument_names;
Map<int, Variant> default_arguments;
};
struct EnumAPI {
String name;
List<Pair<int, String>> values;
};
struct ClassAPI {
String class_name;
String super_class_name;
ClassDB::APIType api_type;
bool is_singleton;
String singleton_name;
bool is_instanciable;
// @Unclear
bool is_reference;
List<MethodAPI> methods;
List<PropertyAPI> properties;
List<ConstantAPI> constants;
List<SignalAPI> signals_;
List<EnumAPI> enums;
};
static String get_type_name(const PropertyInfo &info) {
if (info.type == Variant::INT && (info.usage & PROPERTY_USAGE_CLASS_IS_ENUM)) {
return String("enum.") + String(info.class_name).replace(".", "::");
}
if (info.class_name != StringName()) {
return info.class_name;
}
if (info.hint == PROPERTY_HINT_RESOURCE_TYPE) {
return info.hint_string;
}
if (info.type == Variant::NIL && (info.usage & PROPERTY_USAGE_NIL_IS_VARIANT)) {
return "Variant";
}
if (info.type == Variant::NIL) {
return "void";
}
return Variant::get_type_name(info.type);
}
/*
* Some comparison helper functions we need
*/
struct MethodInfoComparator {
StringName::AlphCompare compare;
bool operator()(const MethodInfo &p_a, const MethodInfo &p_b) const {
return compare(p_a.name, p_b.name);
}
};
struct PropertyInfoComparator {
StringName::AlphCompare compare;
bool operator()(const PropertyInfo &p_a, const PropertyInfo &p_b) const {
return compare(p_a.name, p_b.name);
}
};
struct ConstantAPIComparator {
NoCaseComparator compare;
bool operator()(const ConstantAPI &p_a, const ConstantAPI &p_b) const {
return compare(p_a.constant_name, p_b.constant_name);
}
};
/*
* Reads the entire Godot API to a list
*/
List<ClassAPI> generate_c_api_classes() {
List<ClassAPI> api;
List<StringName> classes;
ClassDB::get_class_list(&classes);
classes.sort_custom<StringName::AlphCompare>();
// Register global constants as a fake GlobalConstants singleton class
{
ClassAPI global_constants_api;
global_constants_api.class_name = L"GlobalConstants";
global_constants_api.api_type = ClassDB::API_CORE;
global_constants_api.is_singleton = true;
global_constants_api.singleton_name = L"GlobalConstants";
global_constants_api.is_instanciable = false;
const int constants_count = GlobalConstants::get_global_constant_count();
for (int i = 0; i < constants_count; ++i) {
ConstantAPI constant_api;
constant_api.constant_name = GlobalConstants::get_global_constant_name(i);
constant_api.constant_value = GlobalConstants::get_global_constant_value(i);
global_constants_api.constants.push_back(constant_api);
}
global_constants_api.constants.sort_custom<ConstantAPIComparator>();
api.push_back(global_constants_api);
}
for (List<StringName>::Element *e = classes.front(); e != nullptr; e = e->next()) {
StringName class_name = e->get();
ClassAPI class_api;
class_api.api_type = ClassDB::get_api_type(e->get());
class_api.class_name = class_name;
class_api.super_class_name = ClassDB::get_parent_class(class_name);
{
String name = class_name;
if (name.begins_with("_")) {
name.remove(0);
}
class_api.is_singleton = Engine::get_singleton()->has_singleton(name);
if (class_api.is_singleton) {
class_api.singleton_name = name;
}
}
class_api.is_instanciable = !class_api.is_singleton && ClassDB::can_instance(class_name);
{
List<StringName> inheriters;
ClassDB::get_inheriters_from_class("Reference", &inheriters);
bool is_reference = !!inheriters.find(class_name) || class_name == "Reference";
// @Unclear
class_api.is_reference = !class_api.is_singleton && is_reference;
}
// constants
{
List<String> constant;
ClassDB::get_integer_constant_list(class_name, &constant, true);
constant.sort_custom<NoCaseComparator>();
for (List<String>::Element *c = constant.front(); c != nullptr; c = c->next()) {
ConstantAPI constant_api;
constant_api.constant_name = c->get();
constant_api.constant_value = ClassDB::get_integer_constant(class_name, c->get());
class_api.constants.push_back(constant_api);
}
}
// signals
{
List<MethodInfo> signals_;
ClassDB::get_signal_list(class_name, &signals_, true);
signals_.sort_custom<MethodInfoComparator>();
for (int i = 0; i < signals_.size(); i++) {
SignalAPI signal;
MethodInfo method_info = signals_[i];
signal.name = method_info.name;
for (int j = 0; j < method_info.arguments.size(); j++) {
PropertyInfo argument = method_info.arguments[j];
String type;
String name = argument.name;
if (argument.name.find(":") != -1) {
type = argument.name.get_slice(":", 1);
name = argument.name.get_slice(":", 0);
} else {
type = get_type_name(argument);
}
signal.argument_names.push_back(name);
signal.argument_types.push_back(type);
}
Vector<Variant> default_arguments = method_info.default_arguments;
int default_start = signal.argument_names.size() - default_arguments.size();
for (int j = 0; j < default_arguments.size(); j++) {
signal.default_arguments[default_start + j] = default_arguments[j];
}
class_api.signals_.push_back(signal);
}
}
//properties
{
List<PropertyInfo> properties;
ClassDB::get_property_list(class_name, &properties, true);
properties.sort_custom<PropertyInfoComparator>();
for (List<PropertyInfo>::Element *p = properties.front(); p != nullptr; p = p->next()) {
PropertyAPI property_api;
property_api.name = p->get().name;
property_api.getter = ClassDB::get_property_getter(class_name, p->get().name);
property_api.setter = ClassDB::get_property_setter(class_name, p->get().name);
if (p->get().name.find(":") != -1) {
property_api.type = p->get().name.get_slice(":", 1);
property_api.name = p->get().name.get_slice(":", 0);
} else {
property_api.type = get_type_name(p->get());
}
property_api.index = ClassDB::get_property_index(class_name, p->get().name);
if (!property_api.setter.empty() || !property_api.getter.empty()) {
class_api.properties.push_back(property_api);
}
}
}
//methods
{
List<MethodInfo> methods;
ClassDB::get_method_list(class_name, &methods, true);
methods.sort_custom<MethodInfoComparator>();
for (List<MethodInfo>::Element *m = methods.front(); m != nullptr; m = m->next()) {
MethodAPI method_api;
MethodBind *method_bind = ClassDB::get_method(class_name, m->get().name);
MethodInfo &method_info = m->get();
//method name
method_api.method_name = method_info.name;
//method return type
if (method_api.method_name.find(":") != -1) {
method_api.return_type = method_api.method_name.get_slice(":", 1);
method_api.method_name = method_api.method_name.get_slice(":", 0);
} else {
method_api.return_type = get_type_name(m->get().return_val);
}
method_api.argument_count = method_info.arguments.size();
method_api.has_varargs = method_bind && method_bind->is_vararg();
// Method flags
method_api.is_virtual = false;
if (method_info.flags) {
const uint32_t flags = method_info.flags;
method_api.is_editor = flags & METHOD_FLAG_EDITOR;
method_api.is_noscript = flags & METHOD_FLAG_NOSCRIPT;
method_api.is_const = flags & METHOD_FLAG_CONST;
method_api.is_reverse = flags & METHOD_FLAG_REVERSE;
method_api.is_virtual = flags & METHOD_FLAG_VIRTUAL;
method_api.is_from_script = flags & METHOD_FLAG_FROM_SCRIPT;
}
method_api.is_virtual = method_api.is_virtual || method_api.method_name[0] == '_';
// method argument name and type
for (int i = 0; i < method_api.argument_count; i++) {
String arg_name;
String arg_type;
PropertyInfo arg_info = method_info.arguments[i];
arg_name = arg_info.name;
if (arg_info.name.find(":") != -1) {
arg_type = arg_info.name.get_slice(":", 1);
arg_name = arg_info.name.get_slice(":", 0);
} else if (arg_info.hint == PROPERTY_HINT_RESOURCE_TYPE) {
arg_type = arg_info.hint_string;
} else if (arg_info.type == Variant::NIL) {
arg_type = "Variant";
} else if (arg_info.type == Variant::OBJECT) {
arg_type = arg_info.class_name;
if (arg_type == "") {
arg_type = Variant::get_type_name(arg_info.type);
}
} else {
arg_type = Variant::get_type_name(arg_info.type);
}
method_api.argument_names.push_back(arg_name);
method_api.argument_types.push_back(arg_type);
if (method_bind && method_bind->has_default_argument(i)) {
method_api.default_arguments[i] = method_bind->get_default_argument(i);
}
}
class_api.methods.push_back(method_api);
}
}
// enums
{
List<EnumAPI> enums;
List<StringName> enum_names;
ClassDB::get_enum_list(class_name, &enum_names, true);
for (List<StringName>::Element *E = enum_names.front(); E; E = E->next()) {
List<StringName> value_names;
EnumAPI enum_api;
enum_api.name = E->get();
ClassDB::get_enum_constants(class_name, E->get(), &value_names, true);
for (List<StringName>::Element *val_e = value_names.front(); val_e; val_e = val_e->next()) {
int int_val = ClassDB::get_integer_constant(class_name, val_e->get(), nullptr);
enum_api.values.push_back(Pair<int, String>(int_val, val_e->get()));
}
enum_api.values.sort_custom<PairSort<int, String>>();
class_api.enums.push_back(enum_api);
}
}
api.push_back(class_api);
}
return api;
}
/*
* Generates the JSON source from the API in p_api
*/
static List<String> generate_c_api_json(const List<ClassAPI> &p_api) {
// I'm sorry for the \t mess
List<String> source;
source.push_back("[\n");
for (const List<ClassAPI>::Element *c = p_api.front(); c != nullptr; c = c->next()) {
ClassAPI api = c->get();
source.push_back("\t{\n");
source.push_back("\t\t\"name\": \"" + api.class_name + "\",\n");
source.push_back("\t\t\"base_class\": \"" + api.super_class_name + "\",\n");
source.push_back(String("\t\t\"api_type\": \"") + (api.api_type == ClassDB::API_CORE ? "core" : (api.api_type == ClassDB::API_EDITOR ? "tools" : "none")) + "\",\n");
source.push_back(String("\t\t\"singleton\": ") + (api.is_singleton ? "true" : "false") + ",\n");
source.push_back("\t\t\"singleton_name\": \"" + api.singleton_name + "\",\n");
source.push_back(String("\t\t\"instanciable\": ") + (api.is_instanciable ? "true" : "false") + ",\n");
source.push_back(String("\t\t\"is_reference\": ") + (api.is_reference ? "true" : "false") + ",\n");
// @Unclear
source.push_back("\t\t\"constants\": {\n");
for (List<ConstantAPI>::Element *e = api.constants.front(); e; e = e->next()) {
source.push_back("\t\t\t\"" + e->get().constant_name + "\": " + String::num_int64(e->get().constant_value) + (e->next() ? "," : "") + "\n");
}
source.push_back("\t\t},\n");
source.push_back("\t\t\"properties\": [\n");
for (List<PropertyAPI>::Element *e = api.properties.front(); e; e = e->next()) {
source.push_back("\t\t\t{\n");
source.push_back("\t\t\t\t\"name\": \"" + e->get().name + "\",\n");
source.push_back("\t\t\t\t\"type\": \"" + e->get().type + "\",\n");
source.push_back("\t\t\t\t\"getter\": \"" + e->get().getter + "\",\n");
source.push_back("\t\t\t\t\"setter\": \"" + e->get().setter + "\",\n");
source.push_back(String("\t\t\t\t\"index\": ") + itos(e->get().index) + "\n");
source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n");
}
source.push_back("\t\t],\n");
source.push_back("\t\t\"signals\": [\n");
for (List<SignalAPI>::Element *e = api.signals_.front(); e; e = e->next()) {
source.push_back("\t\t\t{\n");
source.push_back("\t\t\t\t\"name\": \"" + e->get().name + "\",\n");
source.push_back("\t\t\t\t\"arguments\": [\n");
for (int i = 0; i < e->get().argument_names.size(); i++) {
source.push_back("\t\t\t\t\t{\n");
source.push_back("\t\t\t\t\t\t\"name\": \"" + e->get().argument_names[i] + "\",\n");
source.push_back("\t\t\t\t\t\t\"type\": \"" + e->get().argument_types[i] + "\",\n");
source.push_back(String("\t\t\t\t\t\t\"has_default_value\": ") + (e->get().default_arguments.has(i) ? "true" : "false") + ",\n");
source.push_back("\t\t\t\t\t\t\"default_value\": \"" + (e->get().default_arguments.has(i) ? (String)e->get().default_arguments[i] : "") + "\"\n");
source.push_back(String("\t\t\t\t\t}") + ((i < e->get().argument_names.size() - 1) ? "," : "") + "\n");
}
source.push_back("\t\t\t\t]\n");
source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n");
}
source.push_back("\t\t],\n");
source.push_back("\t\t\"methods\": [\n");
for (List<MethodAPI>::Element *e = api.methods.front(); e; e = e->next()) {
source.push_back("\t\t\t{\n");
source.push_back("\t\t\t\t\"name\": \"" + e->get().method_name + "\",\n");
source.push_back("\t\t\t\t\"return_type\": \"" + e->get().return_type + "\",\n");
source.push_back(String("\t\t\t\t\"is_editor\": ") + (e->get().is_editor ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_noscript\": ") + (e->get().is_noscript ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_const\": ") + (e->get().is_const ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_reverse\": ") + (e->get().is_reverse ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_virtual\": ") + (e->get().is_virtual ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"has_varargs\": ") + (e->get().has_varargs ? "true" : "false") + ",\n");
source.push_back(String("\t\t\t\t\"is_from_script\": ") + (e->get().is_from_script ? "true" : "false") + ",\n");
source.push_back("\t\t\t\t\"arguments\": [\n");
for (int i = 0; i < e->get().argument_names.size(); i++) {
source.push_back("\t\t\t\t\t{\n");
source.push_back("\t\t\t\t\t\t\"name\": \"" + e->get().argument_names[i] + "\",\n");
source.push_back("\t\t\t\t\t\t\"type\": \"" + e->get().argument_types[i] + "\",\n");
source.push_back(String("\t\t\t\t\t\t\"has_default_value\": ") + (e->get().default_arguments.has(i) ? "true" : "false") + ",\n");
source.push_back("\t\t\t\t\t\t\"default_value\": \"" + (e->get().default_arguments.has(i) ? (String)e->get().default_arguments[i] : "") + "\"\n");
source.push_back(String("\t\t\t\t\t}") + ((i < e->get().argument_names.size() - 1) ? "," : "") + "\n");
}
source.push_back("\t\t\t\t]\n");
source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n");
}
source.push_back("\t\t],\n");
source.push_back("\t\t\"enums\": [\n");
for (List<EnumAPI>::Element *e = api.enums.front(); e; e = e->next()) {
source.push_back("\t\t\t{\n");
source.push_back("\t\t\t\t\"name\": \"" + e->get().name + "\",\n");
source.push_back("\t\t\t\t\"values\": {\n");
for (List<Pair<int, String>>::Element *val_e = e->get().values.front(); val_e; val_e = val_e->next()) {
source.push_back("\t\t\t\t\t\"" + val_e->get().second + "\": " + itos(val_e->get().first));
source.push_back(String((val_e->next() ? "," : "")) + "\n");
}
source.push_back("\t\t\t\t}\n");
source.push_back(String("\t\t\t}") + (e->next() ? "," : "") + "\n");
}
source.push_back("\t\t]\n");
source.push_back(String("\t}") + (c->next() ? "," : "") + "\n");
}
source.push_back("]");
return source;
}
#endif
/*
* Saves the whole Godot API to a JSON file located at
* p_path
*/
Error generate_c_api(const String &p_path) {
#ifndef TOOLS_ENABLED
return ERR_BUG;
#else
List<ClassAPI> api = generate_c_api_classes();
List<String> json_source = generate_c_api_json(api);
return save_file(p_path, json_source);
#endif
}

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@ -1,39 +0,0 @@
/*************************************************************************/
/* api_generator.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 API_GENERATOR_H
#define API_GENERATOR_H
#include "core/typedefs.h"
#include "core/ustring.h"
Error generate_c_api(const String &p_path);
#endif // API_GENERATOR_H

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@ -1,322 +0,0 @@
/*************************************************************************/
/* godot_nativescript.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "nativescript/godot_nativescript.h"
#include "core/class_db.h"
#include "core/error_macros.h"
#include "core/global_constants.h"
#include "core/project_settings.h"
#include "core/variant.h"
#include "gdnative/gdnative.h"
#include "nativescript.h"
#ifdef __cplusplus
extern "C" {
#endif
extern "C" void _native_script_hook() {
}
#define NSL NativeScriptLanguage::get_singleton()
// Script API
void GDAPI godot_nativescript_register_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
NativeScriptDesc desc;
desc.create_func = p_create_func;
desc.destroy_func = p_destroy_func;
desc.is_tool = false;
desc.base = p_base;
if (classes->has(p_base)) {
desc.base_data = &(*classes)[p_base];
desc.base_native_type = desc.base_data->base_native_type;
} else {
desc.base_data = nullptr;
desc.base_native_type = p_base;
}
classes->insert(p_name, desc);
}
void GDAPI godot_nativescript_register_tool_class(void *p_gdnative_handle, const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc> *classes = &NSL->library_classes[*s];
NativeScriptDesc desc;
desc.create_func = p_create_func;
desc.destroy_func = p_destroy_func;
desc.is_tool = true;
desc.base = p_base;
if (classes->has(p_base)) {
desc.base_data = &(*classes)[p_base];
desc.base_native_type = desc.base_data->base_native_type;
} else {
desc.base_data = nullptr;
desc.base_native_type = p_base;
}
classes->insert(p_name, desc);
}
void GDAPI godot_nativescript_register_method(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
NativeScriptDesc::Method method;
method.method = p_method;
method.rpc_mode = p_attr.rpc_type;
method.info = MethodInfo(p_function_name);
E->get().methods.insert(p_function_name, method);
}
void GDAPI godot_nativescript_register_property(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_property_attributes *p_attr, godot_property_set_func p_set_func, godot_property_get_func p_get_func) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
NativeScriptDesc::Property property;
property.default_value = *(Variant *)&p_attr->default_value;
property.getter = p_get_func;
property.rset_mode = p_attr->rset_type;
property.setter = p_set_func;
property.info = PropertyInfo((Variant::Type)p_attr->type,
p_path,
(PropertyHint)p_attr->hint,
*(String *)&p_attr->hint_string,
(PropertyUsageFlags)p_attr->usage);
E->get().properties.insert(p_path, property);
}
void GDAPI godot_nativescript_register_signal(void *p_gdnative_handle, const char *p_name, const godot_signal *p_signal) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
ERR_FAIL_COND_MSG(!E, "Attempted to register method on non-existent class.");
List<PropertyInfo> args;
Vector<Variant> default_args;
for (int i = 0; i < p_signal->num_args; i++) {
PropertyInfo info;
godot_signal_argument arg = p_signal->args[i];
info.hint = (PropertyHint)arg.hint;
info.hint_string = *(String *)&arg.hint_string;
info.name = *(String *)&arg.name;
info.type = (Variant::Type)arg.type;
info.usage = (PropertyUsageFlags)arg.usage;
args.push_back(info);
}
for (int i = 0; i < p_signal->num_default_args; i++) {
Variant *v;
godot_signal_argument attrib = p_signal->args[i];
v = (Variant *)&attrib.default_value;
default_args.push_back(*v);
}
MethodInfo method_info;
method_info.name = *(String *)&p_signal->name;
method_info.arguments = args;
method_info.default_arguments = default_args;
NativeScriptDesc::Signal signal;
signal.signal = method_info;
E->get().signals_.insert(*(String *)&p_signal->name, signal);
}
void GDAPI *godot_nativescript_get_userdata(godot_object *p_instance) {
Object *instance = (Object *)p_instance;
if (!instance) {
return nullptr;
}
if (instance->get_script_instance() && instance->get_script_instance()->get_language() == NativeScriptLanguage::get_singleton()) {
return ((NativeScriptInstance *)instance->get_script_instance())->userdata;
}
return nullptr;
}
/*
*
*
* NativeScript 1.1
*
*
*/
void GDAPI godot_nativescript_set_method_argument_information(void *p_gdnative_handle, const char *p_name, const char *p_function_name, int p_num_args, const godot_method_arg *p_args) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
ERR_FAIL_COND_MSG(!E, "Attempted to add argument information for a method on a non-existent class.");
Map<StringName, NativeScriptDesc::Method>::Element *method = E->get().methods.find(p_function_name);
ERR_FAIL_COND_MSG(!method, "Attempted to add argument information to non-existent method.");
MethodInfo *method_information = &method->get().info;
List<PropertyInfo> args;
for (int i = 0; i < p_num_args; i++) {
godot_method_arg arg = p_args[i];
String name = *(String *)&arg.name;
String hint_string = *(String *)&arg.hint_string;
Variant::Type type = (Variant::Type)arg.type;
PropertyHint hint = (PropertyHint)arg.hint;
args.push_back(PropertyInfo(type, p_name, hint, hint_string));
}
method_information->arguments = args;
}
void GDAPI godot_nativescript_set_class_documentation(void *p_gdnative_handle, const char *p_name, godot_string p_documentation) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a non-existent class.");
E->get().documentation = *(String *)&p_documentation;
}
void GDAPI godot_nativescript_set_method_documentation(void *p_gdnative_handle, const char *p_name, const char *p_function_name, godot_string p_documentation) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a method on a non-existent class.");
Map<StringName, NativeScriptDesc::Method>::Element *method = E->get().methods.find(p_function_name);
ERR_FAIL_COND_MSG(!method, "Attempted to add documentation to non-existent method.");
method->get().documentation = *(String *)&p_documentation;
}
void GDAPI godot_nativescript_set_property_documentation(void *p_gdnative_handle, const char *p_name, const char *p_path, godot_string p_documentation) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a property on a non-existent class.");
OrderedHashMap<StringName, NativeScriptDesc::Property>::Element property = E->get().properties.find(p_path);
ERR_FAIL_COND_MSG(!property, "Attempted to add documentation to non-existent property.");
property.get().documentation = *(String *)&p_documentation;
}
void GDAPI godot_nativescript_set_signal_documentation(void *p_gdnative_handle, const char *p_name, const char *p_signal_name, godot_string p_documentation) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
ERR_FAIL_COND_MSG(!E, "Attempted to add documentation to a signal on a non-existent class.");
Map<StringName, NativeScriptDesc::Signal>::Element *signal = E->get().signals_.find(p_signal_name);
ERR_FAIL_COND_MSG(!signal, "Attempted to add documentation to non-existent signal.");
signal->get().documentation = *(String *)&p_documentation;
}
void GDAPI godot_nativescript_set_global_type_tag(int p_idx, const char *p_name, const void *p_type_tag) {
NativeScriptLanguage::get_singleton()->set_global_type_tag(p_idx, StringName(p_name), p_type_tag);
}
const void GDAPI *godot_nativescript_get_global_type_tag(int p_idx, const char *p_name) {
return NativeScriptLanguage::get_singleton()->get_global_type_tag(p_idx, StringName(p_name));
}
void GDAPI godot_nativescript_set_type_tag(void *p_gdnative_handle, const char *p_name, const void *p_type_tag) {
String *s = (String *)p_gdnative_handle;
Map<StringName, NativeScriptDesc>::Element *E = NSL->library_classes[*s].find(p_name);
ERR_FAIL_COND_MSG(!E, "Attempted to set type tag on a non-existent class.");
E->get().type_tag = p_type_tag;
}
const void GDAPI *godot_nativescript_get_type_tag(const godot_object *p_object) {
const Object *o = (Object *)p_object;
if (!o->get_script_instance()) {
return nullptr;
} else {
NativeScript *script = Object::cast_to<NativeScript>(o->get_script_instance()->get_script().ptr());
if (!script) {
return nullptr;
}
if (script->get_script_desc()) {
return script->get_script_desc()->type_tag;
}
}
return nullptr;
}
int GDAPI godot_nativescript_register_instance_binding_data_functions(godot_instance_binding_functions p_binding_functions) {
return NativeScriptLanguage::get_singleton()->register_binding_functions(p_binding_functions);
}
void GDAPI godot_nativescript_unregister_instance_binding_data_functions(int p_idx) {
NativeScriptLanguage::get_singleton()->unregister_binding_functions(p_idx);
}
void GDAPI *godot_nativescript_get_instance_binding_data(int p_idx, godot_object *p_object) {
return NativeScriptLanguage::get_singleton()->get_instance_binding_data(p_idx, (Object *)p_object);
}
void GDAPI godot_nativescript_profiling_add_data(const char *p_signature, uint64_t p_time) {
NativeScriptLanguage::get_singleton()->profiling_add_data(StringName(p_signature), p_time);
}
#ifdef __cplusplus
}
#endif

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/*************************************************************************/
/* nativescript.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 NATIVE_SCRIPT_H
#define NATIVE_SCRIPT_H
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/oa_hash_map.h"
#include "core/ordered_hash_map.h"
#include "core/os/thread_safe.h"
#include "core/resource.h"
#include "core/safe_refcount.h"
#include "core/script_language.h"
#include "core/self_list.h"
#include "scene/main/node.h"
#include "modules/gdnative/gdnative.h"
#include <nativescript/godot_nativescript.h>
#ifndef NO_THREADS
#include "core/os/mutex.h"
#endif
struct NativeScriptDesc {
struct Method {
godot_instance_method method;
MethodInfo info;
int rpc_mode;
String documentation;
};
struct Property {
godot_property_set_func setter;
godot_property_get_func getter;
PropertyInfo info;
Variant default_value;
int rset_mode;
String documentation;
};
struct Signal {
MethodInfo signal;
String documentation;
};
Map<StringName, Method> methods;
OrderedHashMap<StringName, Property> properties;
Map<StringName, Signal> signals_; // QtCreator doesn't like the name signals
StringName base;
StringName base_native_type;
NativeScriptDesc *base_data;
godot_instance_create_func create_func;
godot_instance_destroy_func destroy_func;
String documentation;
const void *type_tag;
bool is_tool;
inline NativeScriptDesc() :
methods(),
properties(),
signals_(),
base(),
base_native_type(),
documentation(),
type_tag(nullptr) {
memset(&create_func, 0, sizeof(godot_instance_create_func));
memset(&destroy_func, 0, sizeof(godot_instance_destroy_func));
}
};
class NativeScript : public Script {
GDCLASS(NativeScript, Script);
#ifdef TOOLS_ENABLED
Set<PlaceHolderScriptInstance *> placeholders;
void _update_placeholder(PlaceHolderScriptInstance *p_placeholder);
virtual void _placeholder_erased(PlaceHolderScriptInstance *p_placeholder);
#endif
friend class NativeScriptInstance;
friend class NativeScriptLanguage;
friend class NativeReloadNode;
friend class GDNativeLibrary;
Ref<GDNativeLibrary> library;
String lib_path;
String class_name;
String script_class_name;
String script_class_icon_path;
Mutex owners_lock;
Set<Object *> instance_owners;
protected:
static void _bind_methods();
public:
inline NativeScriptDesc *get_script_desc() const;
bool inherits_script(const Ref<Script> &p_script) const;
void set_class_name(String p_class_name);
String get_class_name() const;
void set_library(Ref<GDNativeLibrary> p_library);
Ref<GDNativeLibrary> get_library() const;
void set_script_class_name(String p_type);
String get_script_class_name() const;
void set_script_class_icon_path(String p_icon_path);
String get_script_class_icon_path() const;
virtual bool can_instance() const;
virtual Ref<Script> get_base_script() const; //for script inheritance
virtual StringName get_instance_base_type() const; // this may not work in all scripts, will return empty if so
virtual ScriptInstance *instance_create(Object *p_this);
virtual PlaceHolderScriptInstance *placeholder_instance_create(Object *p_this);
virtual bool instance_has(const Object *p_this) const;
virtual bool has_source_code() const;
virtual String get_source_code() const;
virtual void set_source_code(const String &p_code);
virtual Error reload(bool p_keep_state = false);
virtual bool has_method(const StringName &p_method) const;
virtual MethodInfo get_method_info(const StringName &p_method) const;
virtual bool is_tool() const;
virtual bool is_valid() const;
virtual ScriptLanguage *get_language() const;
virtual bool has_script_signal(const StringName &p_signal) const;
virtual void get_script_signal_list(List<MethodInfo> *r_signals) const;
virtual bool get_property_default_value(const StringName &p_property, Variant &r_value) const;
virtual void update_exports(); //editor tool
virtual void get_script_method_list(List<MethodInfo> *p_list) const;
virtual void get_script_property_list(List<PropertyInfo> *p_list) const;
String get_class_documentation() const;
String get_method_documentation(const StringName &p_method) const;
String get_signal_documentation(const StringName &p_signal_name) const;
String get_property_documentation(const StringName &p_path) const;
Variant _new(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
NativeScript();
~NativeScript();
};
class NativeScriptInstance : public ScriptInstance {
friend class NativeScript;
Object *owner;
Ref<NativeScript> script;
#ifdef DEBUG_ENABLED
StringName current_method_call;
#endif
void _ml_call_reversed(NativeScriptDesc *script_data, const StringName &p_method, const Variant **p_args, int p_argcount);
public:
void *userdata;
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
virtual void get_property_list(List<PropertyInfo> *p_properties) const;
virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid) const;
virtual void get_method_list(List<MethodInfo> *p_list) const;
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
virtual void notification(int p_notification);
String to_string(bool *r_valid);
virtual Ref<Script> get_script() const;
virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
virtual ScriptLanguage *get_language();
virtual void call_multilevel(const StringName &p_method, const Variant **p_args, int p_argcount);
virtual void call_multilevel_reversed(const StringName &p_method, const Variant **p_args, int p_argcount);
virtual void refcount_incremented();
virtual bool refcount_decremented();
~NativeScriptInstance();
};
class NativeReloadNode;
class NativeScriptLanguage : public ScriptLanguage {
friend class NativeScript;
friend class NativeScriptInstance;
friend class NativeReloadNode;
private:
static NativeScriptLanguage *singleton;
int lang_idx;
void _unload_stuff(bool p_reload = false);
#ifndef NO_THREADS
Mutex mutex;
Set<Ref<GDNativeLibrary>> libs_to_init;
Set<NativeScript *> scripts_to_register;
SafeFlag has_objects_to_register; // so that we don't lock mutex every frame - it's rarely needed
void defer_init_library(Ref<GDNativeLibrary> lib, NativeScript *script);
#endif
void init_library(const Ref<GDNativeLibrary> &lib);
void register_script(NativeScript *script);
void unregister_script(NativeScript *script);
void call_libraries_cb(const StringName &name);
Vector<Pair<bool, godot_instance_binding_functions>> binding_functions;
Set<Vector<void *> *> binding_instances;
Map<int, HashMap<StringName, const void *>> global_type_tags;
struct ProfileData {
StringName signature;
uint64_t call_count;
uint64_t self_time;
uint64_t total_time;
uint64_t frame_call_count;
uint64_t frame_self_time;
uint64_t frame_total_time;
uint64_t last_frame_call_count;
uint64_t last_frame_self_time;
uint64_t last_frame_total_time;
};
Map<StringName, ProfileData> profile_data;
public:
// These two maps must only be touched on the main thread
Map<String, Map<StringName, NativeScriptDesc>> library_classes;
Map<String, Ref<GDNative>> library_gdnatives;
Map<String, Set<NativeScript *>> library_script_users;
StringName _init_call_type;
StringName _init_call_name;
StringName _terminate_call_name;
StringName _noarg_call_type;
StringName _frame_call_name;
#ifndef NO_THREADS
StringName _thread_enter_call_name;
StringName _thread_exit_call_name;
#endif
NativeScriptLanguage();
~NativeScriptLanguage();
inline static NativeScriptLanguage *get_singleton() {
return singleton;
}
_FORCE_INLINE_ void set_language_index(int p_idx) { lang_idx = p_idx; }
#ifndef NO_THREADS
virtual void thread_enter();
virtual void thread_exit();
#endif
virtual void frame();
virtual String get_name() const;
virtual void init();
virtual String get_type() const;
virtual String get_extension() const;
virtual Error execute_file(const String &p_path);
virtual void finish();
virtual void get_reserved_words(List<String> *p_words) const;
virtual bool is_control_flow_keyword(String p_keyword) const;
virtual void get_comment_delimiters(List<String> *p_delimiters) const;
virtual void get_string_delimiters(List<String> *p_delimiters) const;
virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path, List<String> *r_functions, List<ScriptLanguage::Warning> *r_warnings = nullptr, Set<int> *r_safe_lines = nullptr) const;
virtual Script *create_script() const;
virtual bool has_named_classes() const;
virtual bool supports_builtin_mode() const;
virtual int find_function(const String &p_function, const String &p_code) const;
virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
virtual String debug_get_error() const;
virtual int debug_get_stack_level_count() const;
virtual int debug_get_stack_level_line(int p_level) const;
virtual String debug_get_stack_level_function(int p_level) const;
virtual String debug_get_stack_level_source(int p_level) const;
virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth);
virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth);
virtual void reload_all_scripts();
virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual void get_public_functions(List<MethodInfo> *p_functions) const;
virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const;
virtual void profiling_start();
virtual void profiling_stop();
virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
int register_binding_functions(godot_instance_binding_functions p_binding_functions);
void unregister_binding_functions(int p_idx);
void *get_instance_binding_data(int p_idx, Object *p_object);
virtual void *alloc_instance_binding_data(Object *p_object);
virtual void free_instance_binding_data(void *p_data);
virtual void refcount_incremented_instance_binding(Object *p_object);
virtual bool refcount_decremented_instance_binding(Object *p_object);
void set_global_type_tag(int p_idx, StringName p_class_name, const void *p_type_tag);
const void *get_global_type_tag(int p_idx, StringName p_class_name) const;
virtual bool handles_global_class_type(const String &p_type) const;
virtual String get_global_class_name(const String &p_path, String *r_base_type, String *r_icon_path) const;
void profiling_add_data(StringName p_signature, uint64_t p_time);
};
inline NativeScriptDesc *NativeScript::get_script_desc() const {
Map<StringName, NativeScriptDesc>::Element *E = NativeScriptLanguage::singleton->library_classes[lib_path].find(class_name);
return E ? &E->get() : nullptr;
}
class NativeReloadNode : public Node {
GDCLASS(NativeReloadNode, Node);
bool unloaded;
public:
static void _bind_methods();
void _notification(int p_what);
NativeReloadNode() :
unloaded(false) {}
};
class ResourceFormatLoaderNativeScript : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
class ResourceFormatSaverNativeScript : public ResourceFormatSaver {
virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
virtual bool recognize(const RES &p_resource) const;
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
};
#endif // GDNATIVE_H

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@ -1,71 +0,0 @@
/*************************************************************************/
/* register_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "register_types.h"
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "nativescript.h"
#include "core/os/os.h"
NativeScriptLanguage *native_script_language;
Ref<ResourceFormatLoaderNativeScript> resource_loader_gdns;
Ref<ResourceFormatSaverNativeScript> resource_saver_gdns;
void register_nativescript_types() {
native_script_language = memnew(NativeScriptLanguage);
ClassDB::register_class<NativeScript>();
native_script_language->set_language_index(ScriptServer::get_language_count());
ScriptServer::register_language(native_script_language);
resource_saver_gdns.instance();
ResourceSaver::add_resource_format_saver(resource_saver_gdns);
resource_loader_gdns.instance();
ResourceLoader::add_resource_format_loader(resource_loader_gdns);
}
void unregister_nativescript_types() {
ResourceLoader::remove_resource_format_loader(resource_loader_gdns);
resource_loader_gdns.unref();
ResourceSaver::remove_resource_format_saver(resource_saver_gdns);
resource_saver_gdns.unref();
if (native_script_language) {
ScriptServer::unregister_language(native_script_language);
memdelete(native_script_language);
}
}

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@ -1,37 +0,0 @@
/*************************************************************************/
/* register_types.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 NATIVESCRIPT_REGISTER_TYPES_H
#define NATIVESCRIPT_REGISTER_TYPES_H
void register_nativescript_types();
void unregister_nativescript_types();
#endif // NATIVESCRIPT_REGISTER_TYPES_H

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@ -1,12 +0,0 @@
#!/usr/bin/env python
Import("env")
Import("env_gdnative")
env_net = env_gdnative.Clone()
has_webrtc = env_net["module_webrtc_enabled"]
if has_webrtc:
env_net.Append(CPPDEFINES=["WEBRTC_GDNATIVE_ENABLED"])
env_net.add_source_files(env.modules_sources, "*.cpp")

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/*************************************************************************/
/* multiplayer_peer_gdnative.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "multiplayer_peer_gdnative.h"
MultiplayerPeerGDNative::MultiplayerPeerGDNative() {
interface = nullptr;
}
MultiplayerPeerGDNative::~MultiplayerPeerGDNative() {
}
void MultiplayerPeerGDNative::set_native_multiplayer_peer(const godot_net_multiplayer_peer *p_interface) {
interface = p_interface;
}
Error MultiplayerPeerGDNative::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
return (Error)interface->get_packet(interface->data, r_buffer, &r_buffer_size);
}
Error MultiplayerPeerGDNative::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
return (Error)interface->put_packet(interface->data, p_buffer, p_buffer_size);
}
int MultiplayerPeerGDNative::get_max_packet_size() const {
ERR_FAIL_COND_V(interface == nullptr, 0);
return interface->get_max_packet_size(interface->data);
}
int MultiplayerPeerGDNative::get_available_packet_count() const {
ERR_FAIL_COND_V(interface == nullptr, 0);
return interface->get_available_packet_count(interface->data);
}
/* NetworkedMultiplayerPeer */
void MultiplayerPeerGDNative::set_transfer_mode(TransferMode p_mode) {
ERR_FAIL_COND(interface == nullptr);
interface->set_transfer_mode(interface->data, (godot_int)p_mode);
}
NetworkedMultiplayerPeer::TransferMode MultiplayerPeerGDNative::get_transfer_mode() const {
ERR_FAIL_COND_V(interface == nullptr, TRANSFER_MODE_UNRELIABLE);
return (TransferMode)interface->get_transfer_mode(interface->data);
}
void MultiplayerPeerGDNative::set_target_peer(int p_peer_id) {
ERR_FAIL_COND(interface == nullptr);
interface->set_target_peer(interface->data, p_peer_id);
}
int MultiplayerPeerGDNative::get_packet_peer() const {
ERR_FAIL_COND_V(interface == nullptr, 0);
return interface->get_packet_peer(interface->data);
}
bool MultiplayerPeerGDNative::is_server() const {
ERR_FAIL_COND_V(interface == nullptr, false);
return interface->is_server(interface->data);
}
void MultiplayerPeerGDNative::poll() {
ERR_FAIL_COND(interface == nullptr);
interface->poll(interface->data);
}
int MultiplayerPeerGDNative::get_unique_id() const {
ERR_FAIL_COND_V(interface == nullptr, 0);
return interface->get_unique_id(interface->data);
}
void MultiplayerPeerGDNative::set_refuse_new_connections(bool p_enable) {
ERR_FAIL_COND(interface == nullptr);
interface->set_refuse_new_connections(interface->data, p_enable);
}
bool MultiplayerPeerGDNative::is_refusing_new_connections() const {
ERR_FAIL_COND_V(interface == nullptr, true);
return interface->is_refusing_new_connections(interface->data);
}
NetworkedMultiplayerPeer::ConnectionStatus MultiplayerPeerGDNative::get_connection_status() const {
ERR_FAIL_COND_V(interface == nullptr, CONNECTION_DISCONNECTED);
return (ConnectionStatus)interface->get_connection_status(interface->data);
}
void MultiplayerPeerGDNative::_bind_methods() {
ADD_PROPERTY_DEFAULT("transfer_mode", TRANSFER_MODE_UNRELIABLE);
ADD_PROPERTY_DEFAULT("refuse_new_connections", true);
}
extern "C" {
void GDAPI godot_net_bind_multiplayer_peer(godot_object *p_obj, const godot_net_multiplayer_peer *p_impl) {
((MultiplayerPeerGDNative *)p_obj)->set_native_multiplayer_peer(p_impl);
}
}

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@ -1,77 +0,0 @@
/*************************************************************************/
/* multiplayer_peer_gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 MULTIPLAYER_PEER_GDNATIVE_H
#define MULTIPLAYER_PEER_GDNATIVE_H
#include "core/io/networked_multiplayer_peer.h"
#include "modules/gdnative/gdnative.h"
#include "modules/gdnative/include/net/godot_net.h"
class MultiplayerPeerGDNative : public NetworkedMultiplayerPeer {
GDCLASS(MultiplayerPeerGDNative, NetworkedMultiplayerPeer);
protected:
static void _bind_methods();
const godot_net_multiplayer_peer *interface;
public:
MultiplayerPeerGDNative();
~MultiplayerPeerGDNative();
/* Sets the interface implementation from GDNative */
void set_native_multiplayer_peer(const godot_net_multiplayer_peer *p_impl);
/* Specific to PacketPeer */
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
virtual int get_max_packet_size() const;
virtual int get_available_packet_count() const;
/* Specific to NetworkedMultiplayerPeer */
virtual void set_transfer_mode(TransferMode p_mode);
virtual TransferMode get_transfer_mode() const;
virtual void set_target_peer(int p_peer_id);
virtual int get_packet_peer() const;
virtual bool is_server() const;
virtual void poll();
virtual int get_unique_id() const;
virtual void set_refuse_new_connections(bool p_enable);
virtual bool is_refusing_new_connections() const;
virtual ConnectionStatus get_connection_status() const;
};
#endif // MULTIPLAYER_PEER_GDNATIVE_H

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@ -1,72 +0,0 @@
/*************************************************************************/
/* packet_peer_gdnative.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "packet_peer_gdnative.h"
PacketPeerGDNative::PacketPeerGDNative() {
interface = nullptr;
}
PacketPeerGDNative::~PacketPeerGDNative() {
}
void PacketPeerGDNative::set_native_packet_peer(const godot_net_packet_peer *p_impl) {
interface = p_impl;
}
void PacketPeerGDNative::_bind_methods() {
}
Error PacketPeerGDNative::get_packet(const uint8_t **r_buffer, int &r_buffer_size) {
ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
return (Error)interface->get_packet(interface->data, r_buffer, &r_buffer_size);
}
Error PacketPeerGDNative::put_packet(const uint8_t *p_buffer, int p_buffer_size) {
ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
return (Error)interface->put_packet(interface->data, p_buffer, p_buffer_size);
}
int PacketPeerGDNative::get_max_packet_size() const {
ERR_FAIL_COND_V(interface == nullptr, 0);
return interface->get_max_packet_size(interface->data);
}
int PacketPeerGDNative::get_available_packet_count() const {
ERR_FAIL_COND_V(interface == nullptr, 0);
return interface->get_available_packet_count(interface->data);
}
extern "C" {
void GDAPI godot_net_bind_packet_peer(godot_object *p_obj, const godot_net_packet_peer *p_impl) {
((PacketPeerGDNative *)p_obj)->set_native_packet_peer(p_impl);
}
}

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@ -1,59 +0,0 @@
/*************************************************************************/
/* packet_peer_gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 PACKET_PEER_GDNATIVE_H
#define PACKET_PEER_GDNATIVE_H
#include "core/io/packet_peer.h"
#include "modules/gdnative/gdnative.h"
#include "modules/gdnative/include/net/godot_net.h"
class PacketPeerGDNative : public PacketPeer {
GDCLASS(PacketPeerGDNative, PacketPeer);
protected:
static void _bind_methods();
const godot_net_packet_peer *interface;
public:
PacketPeerGDNative();
~PacketPeerGDNative();
/* Sets the interface implementation from GDNative */
void set_native_packet_peer(const godot_net_packet_peer *p_impl);
/* Specific to PacketPeer */
virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
virtual int get_max_packet_size() const;
virtual int get_available_packet_count() const;
};
#endif // PACKET_PEER_GDNATIVE_H

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/*************************************************************************/
/* register_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "register_types.h"
#include "multiplayer_peer_gdnative.h"
#include "packet_peer_gdnative.h"
#include "stream_peer_gdnative.h"
void register_net_types() {
ClassDB::register_class<MultiplayerPeerGDNative>();
ClassDB::register_class<PacketPeerGDNative>();
ClassDB::register_class<StreamPeerGDNative>();
}
void unregister_net_types() {
}

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@ -1,37 +0,0 @@
/*************************************************************************/
/* register_types.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 NET_REGISTER_TYPES_H
#define NET_REGISTER_TYPES_H
void register_net_types();
void unregister_net_types();
#endif // NET_REGISTER_TYPES_H

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@ -1,77 +0,0 @@
/*************************************************************************/
/* stream_peer_gdnative.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "stream_peer_gdnative.h"
StreamPeerGDNative::StreamPeerGDNative() {
interface = nullptr;
}
StreamPeerGDNative::~StreamPeerGDNative() {
}
void StreamPeerGDNative::set_native_stream_peer(const godot_net_stream_peer *p_interface) {
interface = p_interface;
}
void StreamPeerGDNative::_bind_methods() {
}
Error StreamPeerGDNative::put_data(const uint8_t *p_data, int p_bytes) {
ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
return (Error)(interface->put_data(interface->data, p_data, p_bytes));
}
Error StreamPeerGDNative::put_partial_data(const uint8_t *p_data, int p_bytes, int &r_sent) {
ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
return (Error)(interface->put_partial_data(interface->data, p_data, p_bytes, &r_sent));
}
Error StreamPeerGDNative::get_data(uint8_t *p_buffer, int p_bytes) {
ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
return (Error)(interface->get_data(interface->data, p_buffer, p_bytes));
}
Error StreamPeerGDNative::get_partial_data(uint8_t *p_buffer, int p_bytes, int &r_received) {
ERR_FAIL_COND_V(interface == nullptr, ERR_UNCONFIGURED);
return (Error)(interface->get_partial_data(interface->data, p_buffer, p_bytes, &r_received));
}
int StreamPeerGDNative::get_available_bytes() const {
ERR_FAIL_COND_V(interface == nullptr, 0);
return interface->get_available_bytes(interface->data);
}
extern "C" {
void GDAPI godot_net_bind_stream_peer(godot_object *p_obj, const godot_net_stream_peer *p_interface) {
((StreamPeerGDNative *)p_obj)->set_native_stream_peer(p_interface);
}
}

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/*************************************************************************/
/* stream_peer_gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 STREAM_PEER_GDNATIVE_H
#define STREAM_PEER_GDNATIVE_H
#include "core/io/stream_peer.h"
#include "modules/gdnative/gdnative.h"
#include "modules/gdnative/include/net/godot_net.h"
class StreamPeerGDNative : public StreamPeer {
GDCLASS(StreamPeerGDNative, StreamPeer);
protected:
static void _bind_methods();
const godot_net_stream_peer *interface;
public:
StreamPeerGDNative();
~StreamPeerGDNative();
/* Sets the interface implementation from GDNative */
void set_native_stream_peer(const godot_net_stream_peer *p_interface);
/* Specific to StreamPeer */
Error put_data(const uint8_t *p_data, int p_bytes);
Error put_partial_data(const uint8_t *p_data, int p_bytes, int &r_sent);
Error get_data(uint8_t *p_buffer, int p_bytes);
Error get_partial_data(uint8_t *p_buffer, int p_bytes, int &r_received);
int get_available_bytes() const;
};
#endif // STREAM_PEER_GDNATIVE_H

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@ -1,60 +0,0 @@
/*************************************************************************/
/* webrtc_gdnative.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "modules/gdnative/gdnative.h"
#include "modules/gdnative/include/net/godot_net.h"
#ifdef WEBRTC_GDNATIVE_ENABLED
#include "modules/webrtc/webrtc_data_channel_gdnative.h"
#include "modules/webrtc/webrtc_peer_connection_gdnative.h"
#endif
extern "C" {
void GDAPI godot_net_bind_webrtc_peer_connection(godot_object *p_obj, const godot_net_webrtc_peer_connection *p_impl) {
#ifdef WEBRTC_GDNATIVE_ENABLED
((WebRTCPeerConnectionGDNative *)p_obj)->set_native_webrtc_peer_connection(p_impl);
#endif
}
void GDAPI godot_net_bind_webrtc_data_channel(godot_object *p_obj, const godot_net_webrtc_data_channel *p_impl) {
#ifdef WEBRTC_GDNATIVE_ENABLED
((WebRTCDataChannelGDNative *)p_obj)->set_native_webrtc_data_channel(p_impl);
#endif
}
godot_error GDAPI godot_net_set_webrtc_library(const godot_net_webrtc_library *p_lib) {
#ifdef WEBRTC_GDNATIVE_ENABLED
return (godot_error)WebRTCPeerConnectionGDNative::set_default_library(p_lib);
#else
return (godot_error)ERR_UNAVAILABLE;
#endif
}
}

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@ -1,6 +0,0 @@
#!/usr/bin/env python
Import("env")
Import("env_gdnative")
env_gdnative.add_source_files(env.modules_sources, "*.cpp")

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@ -1,139 +0,0 @@
/*************************************************************************/
/* pluginscript_instance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "pluginscript_instance.h"
// Godot imports
#include "core/os/os.h"
#include "core/variant.h"
// PluginScript imports
#include "pluginscript_language.h"
#include "pluginscript_script.h"
bool PluginScriptInstance::set(const StringName &p_name, const Variant &p_value) {
String name = String(p_name);
return _desc->set_prop(_data, (const godot_string *)&name, (const godot_variant *)&p_value);
}
bool PluginScriptInstance::get(const StringName &p_name, Variant &r_ret) const {
String name = String(p_name);
return _desc->get_prop(_data, (const godot_string *)&name, (godot_variant *)&r_ret);
}
Ref<Script> PluginScriptInstance::get_script() const {
return _script;
}
ScriptLanguage *PluginScriptInstance::get_language() {
return _script->get_language();
}
Variant::Type PluginScriptInstance::get_property_type(const StringName &p_name, bool *r_is_valid) const {
if (!_script->has_property(p_name)) {
if (r_is_valid) {
*r_is_valid = false;
}
return Variant::NIL;
}
if (r_is_valid) {
*r_is_valid = true;
}
return _script->get_property_info(p_name).type;
}
void PluginScriptInstance::get_property_list(List<PropertyInfo> *p_properties) const {
_script->get_script_property_list(p_properties);
}
void PluginScriptInstance::get_method_list(List<MethodInfo> *p_list) const {
_script->get_script_method_list(p_list);
}
bool PluginScriptInstance::has_method(const StringName &p_method) const {
return _script->has_method(p_method);
}
Variant PluginScriptInstance::call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
// TODO: optimize when calling a Godot method from Godot to avoid param conversion ?
godot_variant ret = _desc->call_method(
_data, (godot_string_name *)&p_method, (const godot_variant **)p_args,
p_argcount, (godot_variant_call_error *)&r_error);
Variant var_ret = *(Variant *)&ret;
godot_variant_destroy(&ret);
return var_ret;
}
void PluginScriptInstance::notification(int p_notification) {
_desc->notification(_data, p_notification);
}
MultiplayerAPI::RPCMode PluginScriptInstance::get_rpc_mode(const StringName &p_method) const {
return _script->get_rpc_mode(p_method);
}
MultiplayerAPI::RPCMode PluginScriptInstance::get_rset_mode(const StringName &p_variable) const {
return _script->get_rset_mode(p_variable);
}
void PluginScriptInstance::refcount_incremented() {
if (_desc->refcount_decremented) {
_desc->refcount_incremented(_data);
}
}
bool PluginScriptInstance::refcount_decremented() {
// Return true if it can die
if (_desc->refcount_decremented) {
return _desc->refcount_decremented(_data);
}
return true;
}
PluginScriptInstance::PluginScriptInstance() {
}
bool PluginScriptInstance::init(PluginScript *p_script, Object *p_owner) {
_owner = p_owner;
_owner_variant = Variant(p_owner);
_script = Ref<PluginScript>(p_script);
_desc = &p_script->_desc->instance_desc;
_data = _desc->init(p_script->_data, (godot_object *)p_owner);
ERR_FAIL_COND_V(_data == nullptr, false);
p_owner->set_script_instance(this);
return true;
}
PluginScriptInstance::~PluginScriptInstance() {
_desc->finish(_data);
_script->_language->lock();
_script->_instances.erase(_owner);
_script->_language->unlock();
}

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@ -1,88 +0,0 @@
/*************************************************************************/
/* pluginscript_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 PLUGINSCRIPT_INSTANCE_H
#define PLUGINSCRIPT_INSTANCE_H
// Godot imports
#include "core/script_language.h"
// PluginScript imports
#include <pluginscript/godot_pluginscript.h>
class PluginScript;
class PluginScriptInstance : public ScriptInstance {
friend class PluginScript;
private:
Ref<PluginScript> _script;
Object *_owner;
Variant _owner_variant;
godot_pluginscript_instance_data *_data;
const godot_pluginscript_instance_desc *_desc;
public:
_FORCE_INLINE_ Object *get_owner() { return _owner; }
virtual bool set(const StringName &p_name, const Variant &p_value);
virtual bool get(const StringName &p_name, Variant &r_ret) const;
virtual void get_property_list(List<PropertyInfo> *p_properties) const;
virtual Variant::Type get_property_type(const StringName &p_name, bool *r_is_valid = nullptr) const;
virtual void get_method_list(List<MethodInfo> *p_list) const;
virtual bool has_method(const StringName &p_method) const;
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
// Rely on default implementations provided by ScriptInstance for the moment.
// Note that multilevel call could be removed in 3.0 release, so stay tuned
// (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
//virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
//virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
virtual void notification(int p_notification);
virtual Ref<Script> get_script() const;
virtual ScriptLanguage *get_language();
virtual MultiplayerAPI::RPCMode get_rpc_mode(const StringName &p_method) const;
virtual MultiplayerAPI::RPCMode get_rset_mode(const StringName &p_variable) const;
virtual void refcount_incremented();
virtual bool refcount_decremented();
PluginScriptInstance();
bool init(PluginScript *p_script, Object *p_owner);
virtual ~PluginScriptInstance();
};
#endif // PLUGINSCRIPT_INSTANCE_H

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@ -1,418 +0,0 @@
/*************************************************************************/
/* pluginscript_language.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
// Godot imports
#include "core/os/file_access.h"
#include "core/os/os.h"
#include "core/project_settings.h"
// PluginScript imports
#include "pluginscript_language.h"
#include "pluginscript_script.h"
String PluginScriptLanguage::get_name() const {
return String(_desc.name);
}
void PluginScriptLanguage::init() {
_data = _desc.init();
}
String PluginScriptLanguage::get_type() const {
// We should use _desc.type here, however the returned type is used to
// query ClassDB which would complain given the type is not registered
// from his point of view...
// To solve this we just use a more generic (but present in ClassDB) type.
return String("PluginScript");
}
String PluginScriptLanguage::get_extension() const {
return String(_desc.extension);
}
Error PluginScriptLanguage::execute_file(const String &p_path) {
// TODO: pretty sure this method is totally deprecated and should be removed...
return OK;
}
void PluginScriptLanguage::finish() {
_desc.finish(_data);
}
/* EDITOR FUNCTIONS */
void PluginScriptLanguage::get_reserved_words(List<String> *p_words) const {
if (_desc.reserved_words) {
const char **w = _desc.reserved_words;
while (*w) {
p_words->push_back(*w);
w++;
}
}
}
bool PluginScriptLanguage::is_control_flow_keyword(String p_keyword) const {
return false;
}
void PluginScriptLanguage::get_comment_delimiters(List<String> *p_delimiters) const {
if (_desc.comment_delimiters) {
const char **w = _desc.comment_delimiters;
while (*w) {
p_delimiters->push_back(*w);
w++;
}
}
}
void PluginScriptLanguage::get_string_delimiters(List<String> *p_delimiters) const {
if (_desc.string_delimiters) {
const char **w = _desc.string_delimiters;
while (*w) {
p_delimiters->push_back(*w);
w++;
}
}
}
Ref<Script> PluginScriptLanguage::get_template(const String &p_class_name, const String &p_base_class_name) const {
Script *ns = create_script();
Ref<Script> script = Ref<Script>(ns);
if (_desc.get_template_source_code) {
godot_string src = _desc.get_template_source_code(_data, (godot_string *)&p_class_name, (godot_string *)&p_base_class_name);
script->set_source_code(*(String *)&src);
godot_string_destroy(&src);
}
return script;
}
bool PluginScriptLanguage::validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path, List<String> *r_functions, List<ScriptLanguage::Warning> *r_warnings, Set<int> *r_safe_lines) const {
PoolStringArray functions;
if (_desc.validate) {
bool ret = _desc.validate(
_data,
(godot_string *)&p_script,
&r_line_error,
&r_col_error,
(godot_string *)&r_test_error,
(godot_string *)&p_path,
(godot_pool_string_array *)&functions);
for (int i = 0; i < functions.size(); i++) {
r_functions->push_back(functions[i]);
}
return ret;
}
return true;
}
Script *PluginScriptLanguage::create_script() const {
PluginScript *script = memnew(PluginScript());
// I'm hurting kittens doing this I guess...
script->init(const_cast<PluginScriptLanguage *>(this));
return script;
}
bool PluginScriptLanguage::has_named_classes() const {
return _desc.has_named_classes;
}
bool PluginScriptLanguage::supports_builtin_mode() const {
return _desc.supports_builtin_mode;
}
int PluginScriptLanguage::find_function(const String &p_function, const String &p_code) const {
if (_desc.find_function) {
return _desc.find_function(_data, (godot_string *)&p_function, (godot_string *)&p_code);
}
return -1;
}
String PluginScriptLanguage::make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const {
if (_desc.make_function) {
godot_string tmp = _desc.make_function(_data, (godot_string *)&p_class, (godot_string *)&p_name, (godot_pool_string_array *)&p_args);
String ret = *(String *)&tmp;
godot_string_destroy(&tmp);
return ret;
}
return String();
}
Error PluginScriptLanguage::complete_code(const String &p_code, const String &p_path, Object *p_owner, List<ScriptCodeCompletionOption> *r_options, bool &r_force, String &r_call_hint) {
if (_desc.complete_code) {
Array options;
godot_error tmp = _desc.complete_code(
_data,
(godot_string *)&p_code,
(godot_string *)&p_path,
(godot_object *)p_owner,
(godot_array *)&options,
&r_force,
(godot_string *)&r_call_hint);
for (int i = 0; i < options.size(); i++) {
ScriptCodeCompletionOption option(options[i], ScriptCodeCompletionOption::KIND_PLAIN_TEXT);
r_options->push_back(option);
}
return (Error)tmp;
}
return ERR_UNAVAILABLE;
}
void PluginScriptLanguage::auto_indent_code(String &p_code, int p_from_line, int p_to_line) const {
if (_desc.auto_indent_code) {
_desc.auto_indent_code(_data, (godot_string *)&p_code, p_from_line, p_to_line);
}
return;
}
void PluginScriptLanguage::add_global_constant(const StringName &p_variable, const Variant &p_value) {
const String variable = String(p_variable);
_desc.add_global_constant(_data, (godot_string *)&variable, (godot_variant *)&p_value);
}
/* LOADER FUNCTIONS */
void PluginScriptLanguage::get_recognized_extensions(List<String> *p_extensions) const {
for (int i = 0; _desc.recognized_extensions[i]; ++i) {
p_extensions->push_back(String(_desc.recognized_extensions[i]));
}
}
void PluginScriptLanguage::get_public_functions(List<MethodInfo> *p_functions) const {
// TODO: provide this statically in `godot_pluginscript_language_desc` ?
if (_desc.get_public_functions) {
Array functions;
_desc.get_public_functions(_data, (godot_array *)&functions);
for (int i = 0; i < functions.size(); i++) {
MethodInfo mi = MethodInfo::from_dict(functions[i]);
p_functions->push_back(mi);
}
}
}
void PluginScriptLanguage::get_public_constants(List<Pair<String, Variant>> *p_constants) const {
// TODO: provide this statically in `godot_pluginscript_language_desc` ?
if (_desc.get_public_constants) {
Dictionary constants;
_desc.get_public_constants(_data, (godot_dictionary *)&constants);
for (const Variant *key = constants.next(); key; key = constants.next(key)) {
Variant value = constants[*key];
p_constants->push_back(Pair<String, Variant>(*key, value));
}
}
}
void PluginScriptLanguage::profiling_start() {
#ifdef DEBUG_ENABLED
if (_desc.profiling_start) {
lock();
_desc.profiling_start(_data);
unlock();
}
#endif
}
void PluginScriptLanguage::profiling_stop() {
#ifdef DEBUG_ENABLED
if (_desc.profiling_stop) {
lock();
_desc.profiling_stop(_data);
unlock();
}
#endif
}
int PluginScriptLanguage::profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max) {
int info_count = 0;
#ifdef DEBUG_ENABLED
if (_desc.profiling_get_accumulated_data) {
godot_pluginscript_profiling_data *info = (godot_pluginscript_profiling_data *)memalloc(
sizeof(godot_pluginscript_profiling_data) * p_info_max);
info_count = _desc.profiling_get_accumulated_data(_data, info, p_info_max);
for (int i = 0; i < info_count; ++i) {
p_info_arr[i].signature = *(StringName *)&info[i].signature;
p_info_arr[i].call_count = info[i].call_count;
p_info_arr[i].total_time = info[i].total_time;
p_info_arr[i].self_time = info[i].self_time;
godot_string_name_destroy(&info[i].signature);
}
}
#endif
return info_count;
}
int PluginScriptLanguage::profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max) {
int info_count = 0;
#ifdef DEBUG_ENABLED
if (_desc.profiling_get_frame_data) {
godot_pluginscript_profiling_data *info = (godot_pluginscript_profiling_data *)memalloc(
sizeof(godot_pluginscript_profiling_data) * p_info_max);
info_count = _desc.profiling_get_frame_data(_data, info, p_info_max);
for (int i = 0; i < info_count; ++i) {
p_info_arr[i].signature = *(StringName *)&info[i].signature;
p_info_arr[i].call_count = info[i].call_count;
p_info_arr[i].total_time = info[i].total_time;
p_info_arr[i].self_time = info[i].self_time;
godot_string_name_destroy(&info[i].signature);
}
}
#endif
return info_count;
}
void PluginScriptLanguage::frame() {
#ifdef DEBUG_ENABLED
if (_desc.profiling_frame) {
_desc.profiling_frame(_data);
}
#endif
}
/* DEBUGGER FUNCTIONS */
String PluginScriptLanguage::debug_get_error() const {
if (_desc.debug_get_error) {
godot_string tmp = _desc.debug_get_error(_data);
String ret = *(String *)&tmp;
godot_string_destroy(&tmp);
return ret;
}
return String("Nothing");
}
int PluginScriptLanguage::debug_get_stack_level_count() const {
if (_desc.debug_get_stack_level_count) {
return _desc.debug_get_stack_level_count(_data);
}
return 1;
}
int PluginScriptLanguage::debug_get_stack_level_line(int p_level) const {
if (_desc.debug_get_stack_level_line) {
return _desc.debug_get_stack_level_line(_data, p_level);
}
return 1;
}
String PluginScriptLanguage::debug_get_stack_level_function(int p_level) const {
if (_desc.debug_get_stack_level_function) {
godot_string tmp = _desc.debug_get_stack_level_function(_data, p_level);
String ret = *(String *)&tmp;
godot_string_destroy(&tmp);
return ret;
}
return String("Nothing");
}
String PluginScriptLanguage::debug_get_stack_level_source(int p_level) const {
if (_desc.debug_get_stack_level_source) {
godot_string tmp = _desc.debug_get_stack_level_source(_data, p_level);
String ret = *(String *)&tmp;
godot_string_destroy(&tmp);
return ret;
}
return String("Nothing");
}
void PluginScriptLanguage::debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
if (_desc.debug_get_stack_level_locals) {
PoolStringArray locals;
Array values;
_desc.debug_get_stack_level_locals(_data, p_level, (godot_pool_string_array *)&locals, (godot_array *)&values, p_max_subitems, p_max_depth);
for (int i = 0; i < locals.size(); i++) {
p_locals->push_back(locals[i]);
}
for (int i = 0; i < values.size(); i++) {
p_values->push_back(values[i]);
}
}
}
void PluginScriptLanguage::debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
if (_desc.debug_get_stack_level_members) {
PoolStringArray members;
Array values;
_desc.debug_get_stack_level_members(_data, p_level, (godot_pool_string_array *)&members, (godot_array *)&values, p_max_subitems, p_max_depth);
for (int i = 0; i < members.size(); i++) {
p_members->push_back(members[i]);
}
for (int i = 0; i < values.size(); i++) {
p_values->push_back(values[i]);
}
}
}
void PluginScriptLanguage::debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {
if (_desc.debug_get_globals) {
PoolStringArray locals;
Array values;
_desc.debug_get_globals(_data, (godot_pool_string_array *)&locals, (godot_array *)&values, p_max_subitems, p_max_depth);
for (int i = 0; i < locals.size(); i++) {
p_locals->push_back(locals[i]);
}
for (int i = 0; i < values.size(); i++) {
p_values->push_back(values[i]);
}
}
}
String PluginScriptLanguage::debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems, int p_max_depth) {
if (_desc.debug_parse_stack_level_expression) {
godot_string tmp = _desc.debug_parse_stack_level_expression(_data, p_level, (godot_string *)&p_expression, p_max_subitems, p_max_depth);
String ret = *(String *)&tmp;
godot_string_destroy(&tmp);
return ret;
}
return String("Nothing");
}
void PluginScriptLanguage::reload_all_scripts() {
// TODO
}
void PluginScriptLanguage::reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload) {
#ifdef DEBUG_ENABLED
lock();
// TODO
unlock();
#endif
}
void PluginScriptLanguage::lock() {
_lock.lock();
}
void PluginScriptLanguage::unlock() {
_lock.unlock();
}
PluginScriptLanguage::PluginScriptLanguage(const godot_pluginscript_language_desc *desc) :
_desc(*desc) {
_resource_loader = Ref<ResourceFormatLoaderPluginScript>(memnew(ResourceFormatLoaderPluginScript(this)));
_resource_saver = Ref<ResourceFormatSaverPluginScript>(memnew(ResourceFormatSaverPluginScript(this)));
}

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/*************************************************************************/
/* pluginscript_language.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 PLUGINSCRIPT_LANGUAGE_H
#define PLUGINSCRIPT_LANGUAGE_H
// Godot imports
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/map.h"
#include "core/script_language.h"
#include "core/self_list.h"
// PluginScript imports
#include "pluginscript_loader.h"
#include <pluginscript/godot_pluginscript.h>
class PluginScript;
class PluginScriptInstance;
class PluginScriptLanguage : public ScriptLanguage {
friend class PluginScript;
friend class PluginScriptInstance;
Ref<ResourceFormatLoaderPluginScript> _resource_loader;
Ref<ResourceFormatSaverPluginScript> _resource_saver;
const godot_pluginscript_language_desc _desc;
godot_pluginscript_language_data *_data;
Mutex _lock;
SelfList<PluginScript>::List _script_list;
public:
virtual String get_name() const;
_FORCE_INLINE_ Ref<ResourceFormatLoaderPluginScript> get_resource_loader() { return _resource_loader; }
_FORCE_INLINE_ Ref<ResourceFormatSaverPluginScript> get_resource_saver() { return _resource_saver; }
/* LANGUAGE FUNCTIONS */
virtual void init();
virtual String get_type() const;
virtual String get_extension() const;
virtual Error execute_file(const String &p_path);
virtual void finish();
/* EDITOR FUNCTIONS */
virtual void get_reserved_words(List<String> *p_words) const;
virtual bool is_control_flow_keyword(String p_keyword) const;
virtual void get_comment_delimiters(List<String> *p_delimiters) const;
virtual void get_string_delimiters(List<String> *p_delimiters) const;
virtual Ref<Script> get_template(const String &p_class_name, const String &p_base_class_name) const;
virtual bool validate(const String &p_script, int &r_line_error, int &r_col_error, String &r_test_error, const String &p_path = "", List<String> *r_functions = nullptr, List<ScriptLanguage::Warning> *r_warnings = nullptr, Set<int> *r_safe_lines = nullptr) const;
virtual Script *create_script() const;
virtual bool has_named_classes() const;
virtual bool supports_builtin_mode() const;
virtual bool can_inherit_from_file() { return true; }
virtual int find_function(const String &p_function, const String &p_code) const;
virtual String make_function(const String &p_class, const String &p_name, const PoolStringArray &p_args) const;
virtual Error complete_code(const String &p_code, const String &p_path, Object *p_owner, List<ScriptCodeCompletionOption> *r_options, bool &r_force, String &r_call_hint);
virtual void auto_indent_code(String &p_code, int p_from_line, int p_to_line) const;
virtual void add_global_constant(const StringName &p_variable, const Variant &p_value);
/* MULTITHREAD FUNCTIONS */
//some VMs need to be notified of thread creation/exiting to allocate a stack
// void thread_enter() {}
// void thread_exit() {}
/* DEBUGGER FUNCTIONS */
virtual String debug_get_error() const;
virtual int debug_get_stack_level_count() const;
virtual int debug_get_stack_level_line(int p_level) const;
virtual String debug_get_stack_level_function(int p_level) const;
virtual String debug_get_stack_level_source(int p_level) const;
virtual void debug_get_stack_level_locals(int p_level, List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
virtual void debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
virtual void debug_get_globals(List<String> *p_locals, List<Variant> *p_values, int p_max_subitems = -1, int p_max_depth = -1);
virtual String debug_parse_stack_level_expression(int p_level, const String &p_expression, int p_max_subitems = -1, int p_max_depth = -1);
// virtual Vector<StackInfo> debug_get_current_stack_info() { return Vector<StackInfo>(); }
virtual void reload_all_scripts();
virtual void reload_tool_script(const Ref<Script> &p_script, bool p_soft_reload);
/* LOADER FUNCTIONS */
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual void get_public_functions(List<MethodInfo> *p_functions) const;
virtual void get_public_constants(List<Pair<String, Variant>> *p_constants) const;
virtual void profiling_start();
virtual void profiling_stop();
virtual int profiling_get_accumulated_data(ProfilingInfo *p_info_arr, int p_info_max);
virtual int profiling_get_frame_data(ProfilingInfo *p_info_arr, int p_info_max);
virtual void frame();
void lock();
void unlock();
PluginScriptLanguage(const godot_pluginscript_language_desc *desc);
virtual ~PluginScriptLanguage() {}
};
#endif // PLUGINSCRIPT_LANGUAGE_H

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@ -1,114 +0,0 @@
/*************************************************************************/
/* pluginscript_loader.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
// Godot imports
#include "core/os/file_access.h"
// Pythonscript imports
#include "pluginscript_language.h"
#include "pluginscript_loader.h"
#include "pluginscript_script.h"
ResourceFormatLoaderPluginScript::ResourceFormatLoaderPluginScript(PluginScriptLanguage *language) {
_language = language;
}
RES ResourceFormatLoaderPluginScript::load(const String &p_path, const String &p_original_path, Error *r_error) {
if (r_error) {
*r_error = ERR_FILE_CANT_OPEN;
}
PluginScript *script = memnew(PluginScript);
script->init(_language);
Ref<PluginScript> scriptres(script);
Error err = script->load_source_code(p_path);
ERR_FAIL_COND_V(err != OK, RES());
script->set_path(p_original_path);
script->reload();
if (r_error) {
*r_error = OK;
}
return scriptres;
}
void ResourceFormatLoaderPluginScript::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back(_language->get_extension());
}
bool ResourceFormatLoaderPluginScript::handles_type(const String &p_type) const {
return p_type == "Script" || p_type == _language->get_type();
}
String ResourceFormatLoaderPluginScript::get_resource_type(const String &p_path) const {
String el = p_path.get_extension().to_lower();
if (el == _language->get_extension()) {
return _language->get_type();
}
return "";
}
ResourceFormatSaverPluginScript::ResourceFormatSaverPluginScript(PluginScriptLanguage *language) {
_language = language;
}
Error ResourceFormatSaverPluginScript::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
Ref<PluginScript> sqscr = p_resource;
ERR_FAIL_COND_V(sqscr.is_null(), ERR_INVALID_PARAMETER);
String source = sqscr->get_source_code();
Error err;
FileAccess *file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V(err, err);
file->store_string(source);
if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
memdelete(file);
return ERR_CANT_CREATE;
}
file->close();
memdelete(file);
return OK;
}
void ResourceFormatSaverPluginScript::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
if (Object::cast_to<PluginScript>(*p_resource)) {
p_extensions->push_back(_language->get_extension());
}
}
bool ResourceFormatSaverPluginScript::recognize(const RES &p_resource) const {
return Object::cast_to<PluginScript>(*p_resource) != nullptr;
}

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@ -1,62 +0,0 @@
/*************************************************************************/
/* pluginscript_loader.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 PYTHONSCRIPT_PY_LOADER_H
#define PYTHONSCRIPT_PY_LOADER_H
// Godot imports
#include "core/io/resource_loader.h"
#include "core/io/resource_saver.h"
#include "core/script_language.h"
class PluginScriptLanguage;
class ResourceFormatLoaderPluginScript : public ResourceFormatLoader {
PluginScriptLanguage *_language;
public:
ResourceFormatLoaderPluginScript(PluginScriptLanguage *language);
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual bool handles_type(const String &p_type) const;
virtual String get_resource_type(const String &p_path) const;
};
class ResourceFormatSaverPluginScript : public ResourceFormatSaver {
PluginScriptLanguage *_language;
public:
ResourceFormatSaverPluginScript(PluginScriptLanguage *language);
virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0);
virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const;
virtual bool recognize(const RES &p_resource) const;
};
#endif // PYTHONSCRIPT_PY_LOADER_H

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@ -1,520 +0,0 @@
/*************************************************************************/
/* pluginscript_script.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
// Godot imports
#include "core/os/file_access.h"
// PluginScript imports
#include "pluginscript_instance.h"
#include "pluginscript_script.h"
#ifdef DEBUG_ENABLED
#define __ASSERT_SCRIPT_REASON "Cannot retrieve PluginScript class for this script, is your code correct?"
#define ASSERT_SCRIPT_VALID() \
{ \
ERR_FAIL_COND_MSG(!can_instance(), __ASSERT_SCRIPT_REASON); \
}
#define ASSERT_SCRIPT_VALID_V(ret) \
{ \
ERR_FAIL_COND_V_MSG(!can_instance(), ret, __ASSERT_SCRIPT_REASON); \
}
#else
#define ASSERT_SCRIPT_VALID()
#define ASSERT_SCRIPT_VALID_V(ret)
#endif
void PluginScript::_bind_methods() {
ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "new", &PluginScript::_new, MethodInfo("new"));
}
PluginScriptInstance *PluginScript::_create_instance(const Variant **p_args, int p_argcount, Object *p_owner, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
// Create instance
PluginScriptInstance *instance = memnew(PluginScriptInstance());
if (instance->init(this, p_owner)) {
_language->lock();
_instances.insert(instance->get_owner());
_language->unlock();
} else {
r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
memdelete(instance);
ERR_FAIL_V(nullptr);
}
// Construct
// TODO: Support arguments in the constructor?
// There is currently no way to get the constructor function name of the script.
// instance->call("__init__", p_args, p_argcount, r_error);
if (p_argcount > 0) {
WARN_PRINT("PluginScript doesn't support arguments in the constructor");
}
return instance;
}
Variant PluginScript::_new(const Variant **p_args, int p_argcount, Variant::CallError &r_error) {
r_error.error = Variant::CallError::CALL_OK;
if (!_valid) {
r_error.error = Variant::CallError::CALL_ERROR_INVALID_METHOD;
return Variant();
}
REF ref;
Object *owner = nullptr;
if (get_instance_base_type() == "") {
owner = memnew(Reference);
} else {
owner = ClassDB::instance(get_instance_base_type());
}
if (!owner) {
r_error.error = Variant::CallError::CALL_ERROR_INSTANCE_IS_NULL;
return Variant();
}
Reference *r = Object::cast_to<Reference>(owner);
if (r) {
ref = REF(r);
}
PluginScriptInstance *instance = _create_instance(p_args, p_argcount, owner, r_error);
if (!instance) {
if (ref.is_null()) {
memdelete(owner); //no owner, sorry
}
return Variant();
}
if (ref.is_valid()) {
return ref;
} else {
return owner;
}
}
#ifdef TOOLS_ENABLED
void PluginScript::_placeholder_erased(PlaceHolderScriptInstance *p_placeholder) {
placeholders.erase(p_placeholder);
}
#endif
bool PluginScript::can_instance() const {
bool can = _valid || (!_tool && !ScriptServer::is_scripting_enabled());
return can;
}
bool PluginScript::inherits_script(const Ref<Script> &p_script) const {
Ref<PluginScript> ps = p_script;
if (ps.is_null()) {
return false;
}
const PluginScript *s = this;
while (s) {
if (s == p_script.ptr()) {
return true;
}
s = Object::cast_to<PluginScript>(s->_ref_base_parent.ptr());
}
return false;
}
Ref<Script> PluginScript::get_base_script() const {
if (_ref_base_parent.is_valid()) {
return Ref<PluginScript>(_ref_base_parent);
} else {
return Ref<Script>();
}
}
StringName PluginScript::get_instance_base_type() const {
if (_native_parent) {
return _native_parent;
}
if (_ref_base_parent.is_valid()) {
return _ref_base_parent->get_instance_base_type();
}
return StringName();
}
void PluginScript::update_exports() {
#ifdef TOOLS_ENABLED
ASSERT_SCRIPT_VALID();
if (placeholders.size()) {
//update placeholders if any
Map<StringName, Variant> propdefvalues;
List<PropertyInfo> propinfos;
get_script_property_list(&propinfos);
for (Set<PlaceHolderScriptInstance *>::Element *E = placeholders.front(); E; E = E->next()) {
E->get()->update(propinfos, _properties_default_values);
}
}
#endif
}
// TODO: rename p_this "p_owner" ?
ScriptInstance *PluginScript::instance_create(Object *p_this) {
ASSERT_SCRIPT_VALID_V(nullptr);
// TODO check script validity ?
if (!_tool && !ScriptServer::is_scripting_enabled()) {
#ifdef TOOLS_ENABLED
// Instance a fake script for editing the values
PlaceHolderScriptInstance *si = memnew(PlaceHolderScriptInstance(get_language(), Ref<Script>(this), p_this));
placeholders.insert(si);
update_exports();
return si;
#else
return NULL;
#endif
}
StringName base_type = get_instance_base_type();
if (base_type) {
if (!ClassDB::is_parent_class(p_this->get_class_name(), base_type)) {
String msg = "Script inherits from native type '" + String(base_type) + "', so it can't be instanced in object of type: '" + p_this->get_class() + "'";
// TODO: implement PluginscriptLanguage::debug_break_parse
// if (ScriptDebugger::get_singleton()) {
// _language->debug_break_parse(get_path(), 0, msg);
// }
ERR_FAIL_V_MSG(nullptr, msg);
}
}
Variant::CallError unchecked_error;
return _create_instance(nullptr, 0, p_this, unchecked_error);
}
bool PluginScript::instance_has(const Object *p_this) const {
ERR_FAIL_COND_V(!_language, false);
_language->lock();
bool hasit = _instances.has((Object *)p_this);
_language->unlock();
return hasit;
}
bool PluginScript::has_source_code() const {
bool has = _source != "";
return has;
}
String PluginScript::get_source_code() const {
return _source;
}
void PluginScript::set_source_code(const String &p_code) {
if (_source == p_code) {
return;
}
_source = p_code;
}
Error PluginScript::reload(bool p_keep_state) {
ERR_FAIL_COND_V(!_language, ERR_UNCONFIGURED);
_language->lock();
ERR_FAIL_COND_V(!p_keep_state && _instances.size(), ERR_ALREADY_IN_USE);
_language->unlock();
_valid = false;
String basedir = _path;
if (basedir == "") {
basedir = get_path();
}
if (basedir != "") {
basedir = basedir.get_base_dir();
}
if (_data) {
_desc->finish(_data);
}
Error err;
godot_pluginscript_script_manifest manifest = _desc->init(
_language->_data,
(godot_string *)&_path,
(godot_string *)&_source,
(godot_error *)&err);
// Manifest's attributes must be explicitly freed
#define FREE_SCRIPT_MANIFEST(manifest) \
{ \
godot_string_name_destroy(&manifest.name); \
godot_string_name_destroy(&manifest.base); \
godot_dictionary_destroy(&manifest.member_lines); \
godot_array_destroy(&manifest.methods); \
godot_array_destroy(&manifest.signals); \
godot_array_destroy(&manifest.properties); \
}
if (err) {
FREE_SCRIPT_MANIFEST(manifest);
// TODO: GDscript uses `ScriptDebugger` here to jump into the parsing error
return err;
}
// Script's parent is passed as base_name which can make reference to a
// ClassDB name (i.e. `Node2D`) or a resource path (i.e. `res://foo/bar.gd`)
StringName *base_name = (StringName *)&manifest.base;
if (*base_name) {
if (ClassDB::class_exists(*base_name)) {
_native_parent = *base_name;
} else {
Ref<Script> res = ResourceLoader::load(*base_name);
if (res.is_valid()) {
_ref_base_parent = res;
} else {
String name = *(StringName *)&manifest.name;
FREE_SCRIPT_MANIFEST(manifest);
ERR_FAIL_V_MSG(ERR_PARSE_ERROR, _path + ": Script '" + name + "' has an invalid parent '" + *base_name + "'.");
}
}
}
_valid = true;
// Use the manifest to configure this script object
_data = manifest.data;
_name = *(StringName *)&manifest.name;
_tool = manifest.is_tool;
Dictionary *members = (Dictionary *)&manifest.member_lines;
for (const Variant *key = members->next(); key != nullptr; key = members->next(key)) {
_member_lines[*key] = (*members)[*key];
}
Array *methods = (Array *)&manifest.methods;
for (int i = 0; i < methods->size(); ++i) {
Dictionary v = (*methods)[i];
MethodInfo mi = MethodInfo::from_dict(v);
_methods_info[mi.name] = mi;
// rpc_mode is passed as an optional field and is not part of MethodInfo
Variant var = v["rpc_mode"];
if (var == Variant()) {
_methods_rpc_mode[mi.name] = MultiplayerAPI::RPC_MODE_DISABLED;
} else {
_methods_rpc_mode[mi.name] = MultiplayerAPI::RPCMode(int(var));
}
}
Array *signals = (Array *)&manifest.signals;
for (int i = 0; i < signals->size(); ++i) {
Variant v = (*signals)[i];
MethodInfo mi = MethodInfo::from_dict(v);
_signals_info[mi.name] = mi;
}
Array *properties = (Array *)&manifest.properties;
for (int i = 0; i < properties->size(); ++i) {
Dictionary v = (*properties)[i];
PropertyInfo pi = PropertyInfo::from_dict(v);
_properties_info[pi.name] = pi;
_properties_default_values[pi.name] = v["default_value"];
// rset_mode is passed as an optional field and is not part of PropertyInfo
Variant var = v["rset_mode"];
if (var == Variant()) {
_methods_rpc_mode[pi.name] = MultiplayerAPI::RPC_MODE_DISABLED;
} else {
_methods_rpc_mode[pi.name] = MultiplayerAPI::RPCMode(int(var));
}
}
FREE_SCRIPT_MANIFEST(manifest);
return OK;
#undef FREE_SCRIPT_MANIFEST
}
void PluginScript::get_script_method_list(List<MethodInfo> *r_methods) const {
ASSERT_SCRIPT_VALID();
for (Map<StringName, MethodInfo>::Element *e = _methods_info.front(); e != nullptr; e = e->next()) {
r_methods->push_back(e->get());
}
}
void PluginScript::get_script_property_list(List<PropertyInfo> *r_properties) const {
ASSERT_SCRIPT_VALID();
for (Map<StringName, PropertyInfo>::Element *e = _properties_info.front(); e != nullptr; e = e->next()) {
r_properties->push_back(e->get());
}
}
bool PluginScript::has_method(const StringName &p_method) const {
ASSERT_SCRIPT_VALID_V(false);
return _methods_info.has(p_method);
}
MethodInfo PluginScript::get_method_info(const StringName &p_method) const {
ASSERT_SCRIPT_VALID_V(MethodInfo());
const Map<StringName, MethodInfo>::Element *e = _methods_info.find(p_method);
if (e != nullptr) {
return e->get();
} else {
return MethodInfo();
}
}
bool PluginScript::has_property(const StringName &p_method) const {
ASSERT_SCRIPT_VALID_V(false);
return _properties_info.has(p_method);
}
PropertyInfo PluginScript::get_property_info(const StringName &p_property) const {
ASSERT_SCRIPT_VALID_V(PropertyInfo());
const Map<StringName, PropertyInfo>::Element *e = _properties_info.find(p_property);
if (e != nullptr) {
return e->get();
} else {
return PropertyInfo();
}
}
bool PluginScript::get_property_default_value(const StringName &p_property, Variant &r_value) const {
ASSERT_SCRIPT_VALID_V(false);
#ifdef TOOLS_ENABLED
const Map<StringName, Variant>::Element *e = _properties_default_values.find(p_property);
if (e != nullptr) {
r_value = e->get();
return true;
} else {
return false;
}
#endif
return false;
}
ScriptLanguage *PluginScript::get_language() const {
return _language;
}
Error PluginScript::load_source_code(const String &p_path) {
PoolVector<uint8_t> sourcef;
Error err;
FileAccess *f = FileAccess::open(p_path, FileAccess::READ, &err);
ERR_FAIL_COND_V_MSG(err, err, "Cannot open file '" + p_path + "'.");
uint64_t len = f->get_len();
sourcef.resize(len + 1);
PoolVector<uint8_t>::Write w = sourcef.write();
uint64_t r = f->get_buffer(w.ptr(), len);
f->close();
memdelete(f);
ERR_FAIL_COND_V(r != len, ERR_CANT_OPEN);
w[len] = 0;
String s;
if (s.parse_utf8((const char *)w.ptr())) {
ERR_FAIL_V_MSG(ERR_INVALID_DATA, "Script '" + p_path + "' contains invalid unicode (UTF-8), so it was not loaded. Please ensure that scripts are saved in valid UTF-8 unicode.");
}
_source = s;
_path = p_path;
return OK;
}
bool PluginScript::has_script_signal(const StringName &p_signal) const {
ASSERT_SCRIPT_VALID_V(false);
return _signals_info.has(p_signal);
}
void PluginScript::get_script_signal_list(List<MethodInfo> *r_signals) const {
ASSERT_SCRIPT_VALID();
for (Map<StringName, MethodInfo>::Element *e = _signals_info.front(); e != nullptr; e = e->next()) {
r_signals->push_back(e->get());
}
}
int PluginScript::get_member_line(const StringName &p_member) const {
#ifdef TOOLS_ENABLED
if (_member_lines.has(p_member)) {
return _member_lines[p_member];
}
#endif
return -1;
}
MultiplayerAPI::RPCMode PluginScript::get_rpc_mode(const StringName &p_method) const {
ASSERT_SCRIPT_VALID_V(MultiplayerAPI::RPC_MODE_DISABLED);
const Map<StringName, MultiplayerAPI::RPCMode>::Element *e = _methods_rpc_mode.find(p_method);
if (e != nullptr) {
return e->get();
} else {
return MultiplayerAPI::RPC_MODE_DISABLED;
}
}
MultiplayerAPI::RPCMode PluginScript::get_rset_mode(const StringName &p_variable) const {
ASSERT_SCRIPT_VALID_V(MultiplayerAPI::RPC_MODE_DISABLED);
const Map<StringName, MultiplayerAPI::RPCMode>::Element *e = _variables_rset_mode.find(p_variable);
if (e != nullptr) {
return e->get();
} else {
return MultiplayerAPI::RPC_MODE_DISABLED;
}
}
PluginScript::PluginScript() :
_data(nullptr),
_desc(nullptr),
_language(nullptr),
_tool(false),
_valid(false),
_script_list(this) {
}
void PluginScript::init(PluginScriptLanguage *language) {
_desc = &language->_desc.script_desc;
_language = language;
#ifdef DEBUG_ENABLED
_language->lock();
_language->_script_list.add(&_script_list);
_language->unlock();
#endif
}
PluginScript::~PluginScript() {
if (_desc && _data) {
_desc->finish(_data);
}
#ifdef DEBUG_ENABLED
if (_language) {
_language->lock();
_language->_script_list.remove(&_script_list);
_language->unlock();
}
#endif
}

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