godot/modules/mono/glue/base_object_glue.h
Ignacio Etcheverry bb6814aef0 C#: Add DynamicGodotObject class
Expands to Object.call, Object.set and Object.get for accessing members. This means it can also access members from scripts written in other languages, like GDScript.
2019-03-29 00:53:48 +01:00

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/*************************************************************************/
/* base_object_glue.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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);
Error 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);
// Register internal calls
void godot_register_object_icalls();
#endif // MONO_GLUE_ENABLED
#endif // BASE_OBJECT_GLUE_H