using System; using System.Runtime.CompilerServices; // ReSharper disable InconsistentNaming namespace Godot.NativeInterop { public static unsafe partial class NativeFuncs { public static godot_string_name godotsharp_string_name_new_copy(godot_string_name* src) { godot_string_name ret; godotsharp_string_name_new_copy(&ret, src); return ret; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static godot_string_name godotsharp_string_name_new_copy(godot_string_name src) => godotsharp_string_name_new_copy(&src); public static godot_node_path godotsharp_node_path_new_copy(godot_node_path* src) { godot_node_path ret; godotsharp_node_path_new_copy(&ret, src); return ret; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static godot_node_path godotsharp_node_path_new_copy(godot_node_path src) => godotsharp_node_path_new_copy(&src); public static godot_array godotsharp_array_new() { godot_array ret; godotsharp_array_new(&ret); return ret; } public static godot_array godotsharp_array_new_copy(godot_array* src) { godot_array ret; godotsharp_array_new_copy(&ret, src); return ret; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static godot_array godotsharp_array_new_copy(godot_array src) => godotsharp_array_new_copy(&src); public static godot_dictionary godotsharp_dictionary_new() { godot_dictionary ret; godotsharp_dictionary_new(&ret); return ret; } public static godot_dictionary godotsharp_dictionary_new_copy(godot_dictionary* src) { godot_dictionary ret; godotsharp_dictionary_new_copy(&ret, src); return ret; } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static godot_dictionary godotsharp_dictionary_new_copy(godot_dictionary src) => godotsharp_dictionary_new_copy(&src); public static godot_string_name godotsharp_string_name_new_from_string(string name) { godot_string_name ret; using godot_string src = Marshaling.mono_string_to_godot(name); godotsharp_string_name_new_from_string(&ret, &src); return ret; } public static godot_node_path godotsharp_node_path_new_from_string(string name) { godot_node_path ret; using godot_string src = Marshaling.mono_string_to_godot(name); godotsharp_node_path_new_from_string(&ret, &src); return ret; } } }