/*************************************************************************/ /* base_object_glue.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 BASE_OBJECT_GLUE_H #define BASE_OBJECT_GLUE_H #ifdef MONO_GLUE_ENABLED #include "core/class_db.h" #include "core/object.h" #include "../mono_gd/gd_mono_marshal.h" Object *godot_icall_Object_Ctor(MonoObject *p_obj); void godot_icall_Object_Disposed(MonoObject *p_obj, Object *p_ptr); void godot_icall_Reference_Disposed(MonoObject *p_obj, Object *p_ptr, MonoBoolean p_is_finalizer); MethodBind *godot_icall_Object_ClassDB_get_method(MonoString *p_type, MonoString *p_method); MonoObject *godot_icall_Object_weakref(Object *p_obj); int32_t godot_icall_SignalAwaiter_connect(Object *p_source, MonoString *p_signal, Object *p_target, MonoObject *p_awaiter); // DynamicGodotObject MonoArray *godot_icall_DynamicGodotObject_SetMemberList(Object *p_ptr); MonoBoolean godot_icall_DynamicGodotObject_InvokeMember(Object *p_ptr, MonoString *p_name, MonoArray *p_args, MonoObject **r_result); MonoBoolean godot_icall_DynamicGodotObject_GetMember(Object *p_ptr, MonoString *p_name, MonoObject **r_result); MonoBoolean godot_icall_DynamicGodotObject_SetMember(Object *p_ptr, MonoString *p_name, MonoObject *p_value); MonoString *godot_icall_Object_ToString(Object *p_ptr); // Register internal calls void godot_register_object_icalls(); #endif // MONO_GLUE_ENABLED #endif // BASE_OBJECT_GLUE_H