godot/modules/mono/glue/gd_glue.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

87 lines
3.5 KiB
C++

/*************************************************************************/
/* gd_glue.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_GLUE_H
#define GD_GLUE_H
#ifdef MONO_GLUE_ENABLED
#include "../mono_gd/gd_mono_marshal.h"
MonoObject *godot_icall_GD_bytes2var(MonoArray *p_bytes, MonoBoolean p_allow_objects);
MonoObject *godot_icall_GD_convert(MonoObject *p_what, int32_t p_type);
int godot_icall_GD_hash(MonoObject *p_var);
MonoObject *godot_icall_GD_instance_from_id(uint64_t p_instance_id);
void godot_icall_GD_print(MonoArray *p_what);
void godot_icall_GD_printerr(MonoArray *p_what);
void godot_icall_GD_printraw(MonoArray *p_what);
void godot_icall_GD_prints(MonoArray *p_what);
void godot_icall_GD_printt(MonoArray *p_what);
float godot_icall_GD_randf();
uint32_t godot_icall_GD_randi();
void godot_icall_GD_randomize();
double godot_icall_GD_rand_range(double from, double to);
uint32_t godot_icall_GD_rand_seed(uint64_t seed, uint64_t *newSeed);
void godot_icall_GD_seed(uint64_t p_seed);
MonoString *godot_icall_GD_str(MonoArray *p_what);
MonoObject *godot_icall_GD_str2var(MonoString *p_str);
MonoBoolean godot_icall_GD_type_exists(MonoString *p_type);
MonoArray *godot_icall_GD_var2bytes(MonoObject *p_var, MonoBoolean p_full_objects);
MonoString *godot_icall_GD_var2str(MonoObject *p_var);
MonoObject *godot_icall_DefaultGodotTaskScheduler();
// Register internal calls
void godot_register_gd_icalls();
#endif // MONO_GLUE_ENABLED
#endif // GD_GLUE_H