godot/modules/mono/glue/runtime_interop.cpp
Ignacio Roldán Etcheverry 483071716e C#: Move marshaling logic and generated glue to C#
We will be progressively moving most code to C#.
The plan is to only use Mono's embedding APIs to set things at launch.
This will make it much easier to later support CoreCLR too which
doesn't have rich embedding APIs.

Additionally the code in C# is more maintainable and makes it easier
to implement new features, e.g.: runtime codegen which we could use to
avoid using reflection for marshaling everytime a field, property or
method is accessed.

SOME NOTES ON INTEROP

We make the same assumptions as GDNative about the size of the Godot
structures we use. We take it a bit further by also assuming the layout
of fields in some cases, which is riskier but let's us squeeze out some
performance by avoiding unnecessary managed to native calls.

Code that deals with native structs is less safe than before as there's
no RAII and copy constructors in C#. It's like using the GDNative C API
directly. One has to take special care to free values they own.
Perhaps we could use roslyn analyzers to check this, but I don't know
any that uses attributes to determine what's owned or borrowed.

As to why we maily use pointers for native structs instead of ref/out:
- AFAIK (and confirmed with a benchmark) ref/out are pinned
  during P/Invoke calls and that has a cost.
- Native struct fields can't be ref/out in the first place.
- A `using` local can't be passed as ref/out, only `in`. Calling a
  method or property on an `in` value makes a silent copy, so we want
  to avoid `in`.

REGARDING THE BUILD SYSTEM

There's no longer a `mono_glue=yes/no` SCons options. We no longer
need to build with `mono_glue=no`, generate the glue and then build
again with `mono_glue=yes`. We build only once and generate the glue
(which is in C# now).
However, SCons no longer builds the C# projects for us. Instead one
must run `build_assemblies.py`, e.g.:
```sh
%godot_src_root%/modules/mono/build_scripts/build_assemblies.py \
        --godot-output-dir=%godot_src_root%/bin \
        --godot-target=release_debug`
```
We could turn this into a custom build target, but I don't know how
to do that with SCons (it's possible with Meson).

OTHER NOTES

Most of the moved code doesn't follow the C# naming convention and
still has the word Mono in the names despite no longer dealing with
Mono's embedding APIs. This is just temporary while transitioning,
to make it easier to understand what was moved where.
2021-08-20 10:24:56 +02:00

650 lines
25 KiB
C++

/*************************************************************************/
/* runtime_interop.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "core/config/engine.h"
#include "core/object/class_db.h"
#include "core/object/method_bind.h"
#include "core/string/string_name.h"
#include <gdnative/gdnative.h>
#include "modules/mono/managed_callable.h"
#include "modules/mono/signal_awaiter_utils.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
#define MAYBE_UNUSED [[maybe_unused]]
#else
#define MAYBE_UNUSED
#endif
#ifdef __GNUC__
#define GD_PINVOKE_EXPORT MAYBE_UNUSED __attribute__((visibility("default")))
#elif defined(_WIN32)
#define GD_PINVOKE_EXPORT MAYBE_UNUSED __declspec(dllexport)
#else
#define GD_PINVOKE_EXPORT MAYBE_UNUSED
#endif
typedef Object *(*godotsharp_class_creation_func)();
GD_PINVOKE_EXPORT MethodBind *godotsharp_method_bind_get_method(const StringName *p_classname, const char16_t *p_methodname) {
return ClassDB::get_method(*p_classname, StringName(String::utf16(p_methodname)));
}
GD_PINVOKE_EXPORT godotsharp_class_creation_func godotsharp_get_class_constructor(const StringName *p_classname) {
ClassDB::ClassInfo *class_info = ClassDB::classes.getptr(*p_classname);
if (class_info) {
return class_info->creation_func;
}
return nullptr;
}
GD_PINVOKE_EXPORT Object *godotsharp_invoke_class_constructor(godotsharp_class_creation_func p_creation_func) {
return p_creation_func();
}
GD_PINVOKE_EXPORT Object *godotsharp_engine_get_singleton(const String *p_name) {
return Engine::get_singleton()->get_singleton_object(*p_name);
}
GD_PINVOKE_EXPORT void godotsharp_ref_destroy(Ref<RefCounted> *p_instance) {
p_instance->~Ref();
}
GD_PINVOKE_EXPORT void godotsharp_string_name_new_from_string(StringName *r_dest, const String *p_name) {
memnew_placement(r_dest, StringName(*p_name));
}
GD_PINVOKE_EXPORT void godotsharp_node_path_new_from_string(NodePath *r_dest, const String *p_name) {
memnew_placement(r_dest, NodePath(*p_name));
}
GD_PINVOKE_EXPORT void godotsharp_string_name_as_string(String *r_dest, const StringName *p_name) {
memnew_placement(r_dest, String(p_name->operator String()));
}
GD_PINVOKE_EXPORT void godotsharp_node_path_as_string(String *r_dest, const NodePath *p_np) {
memnew_placement(r_dest, String(p_np->operator String()));
}
GD_PINVOKE_EXPORT godot_packed_byte_array godotsharp_packed_byte_array_new_mem_copy(const uint8_t *p_src, int32_t p_length) {
godot_packed_byte_array ret;
memnew_placement(&ret, PackedByteArray);
PackedByteArray *array = reinterpret_cast<PackedByteArray *>(&ret);
array->resize(p_length);
uint8_t *dst = array->ptrw();
memcpy(dst, p_src, p_length * sizeof(uint8_t));
return ret;
}
GD_PINVOKE_EXPORT godot_packed_int32_array godotsharp_packed_int32_array_new_mem_copy(const int32_t *p_src, int32_t p_length) {
godot_packed_int32_array ret;
memnew_placement(&ret, PackedInt32Array);
PackedInt32Array *array = reinterpret_cast<PackedInt32Array *>(&ret);
array->resize(p_length);
int32_t *dst = array->ptrw();
memcpy(dst, p_src, p_length * sizeof(int32_t));
return ret;
}
GD_PINVOKE_EXPORT godot_packed_int64_array godotsharp_packed_int64_array_new_mem_copy(const int64_t *p_src, int32_t p_length) {
godot_packed_int64_array ret;
memnew_placement(&ret, PackedInt64Array);
PackedInt64Array *array = reinterpret_cast<PackedInt64Array *>(&ret);
array->resize(p_length);
int64_t *dst = array->ptrw();
memcpy(dst, p_src, p_length * sizeof(int64_t));
return ret;
}
GD_PINVOKE_EXPORT godot_packed_float32_array godotsharp_packed_float32_array_new_mem_copy(const float *p_src, int32_t p_length) {
godot_packed_float32_array ret;
memnew_placement(&ret, PackedFloat32Array);
PackedFloat32Array *array = reinterpret_cast<PackedFloat32Array *>(&ret);
array->resize(p_length);
float *dst = array->ptrw();
memcpy(dst, p_src, p_length * sizeof(float));
return ret;
}
GD_PINVOKE_EXPORT godot_packed_float64_array godotsharp_packed_float64_array_new_mem_copy(const double *p_src, int32_t p_length) {
godot_packed_float64_array ret;
memnew_placement(&ret, PackedFloat64Array);
PackedFloat64Array *array = reinterpret_cast<PackedFloat64Array *>(&ret);
array->resize(p_length);
double *dst = array->ptrw();
memcpy(dst, p_src, p_length * sizeof(double));
return ret;
}
GD_PINVOKE_EXPORT godot_packed_vector2_array godotsharp_packed_vector2_array_new_mem_copy(const Vector2 *p_src, int32_t p_length) {
godot_packed_vector2_array ret;
memnew_placement(&ret, PackedVector2Array);
PackedVector2Array *array = reinterpret_cast<PackedVector2Array *>(&ret);
array->resize(p_length);
Vector2 *dst = array->ptrw();
memcpy(dst, p_src, p_length * sizeof(Vector2));
return ret;
}
GD_PINVOKE_EXPORT godot_packed_vector3_array godotsharp_packed_vector3_array_new_mem_copy(const Vector3 *p_src, int32_t p_length) {
godot_packed_vector3_array ret;
memnew_placement(&ret, PackedVector3Array);
PackedVector3Array *array = reinterpret_cast<PackedVector3Array *>(&ret);
array->resize(p_length);
Vector3 *dst = array->ptrw();
memcpy(dst, p_src, p_length * sizeof(Vector3));
return ret;
}
GD_PINVOKE_EXPORT godot_packed_color_array godotsharp_packed_color_array_new_mem_copy(const Color *p_src, int32_t p_length) {
godot_packed_color_array ret;
memnew_placement(&ret, PackedColorArray);
PackedColorArray *array = reinterpret_cast<PackedColorArray *>(&ret);
array->resize(p_length);
Color *dst = array->ptrw();
memcpy(dst, p_src, p_length * sizeof(Color));
return ret;
}
GD_PINVOKE_EXPORT void godotsharp_packed_string_array_add(PackedStringArray *r_dest, const String *p_element) {
r_dest->append(*p_element);
}
GD_PINVOKE_EXPORT void godotsharp_callable_new_with_delegate(void *p_delegate_handle, Callable *r_callable) {
// TODO: Use pooling for ManagedCallable instances.
CallableCustom *managed_callable = memnew(ManagedCallable(p_delegate_handle));
*r_callable = Callable(managed_callable);
}
GD_PINVOKE_EXPORT bool godotsharp_callable_get_data_for_marshalling(const Callable *p_callable,
void **r_delegate_handle, Object **r_object, StringName *r_name) {
if (p_callable->is_custom()) {
CallableCustom *custom = p_callable->get_custom();
CallableCustom::CompareEqualFunc compare_equal_func = custom->get_compare_equal_func();
if (compare_equal_func == ManagedCallable::compare_equal_func_ptr) {
ManagedCallable *managed_callable = static_cast<ManagedCallable *>(custom);
*r_delegate_handle = managed_callable->get_delegate();
*r_object = nullptr;
*r_name = StringName();
return true;
} else if (compare_equal_func == SignalAwaiterCallable::compare_equal_func_ptr) {
SignalAwaiterCallable *signal_awaiter_callable = static_cast<SignalAwaiterCallable *>(custom);
*r_delegate_handle = nullptr;
*r_object = ObjectDB::get_instance(signal_awaiter_callable->get_object());
*r_name = signal_awaiter_callable->get_signal();
return true;
} else if (compare_equal_func == EventSignalCallable::compare_equal_func_ptr) {
EventSignalCallable *event_signal_callable = static_cast<EventSignalCallable *>(custom);
*r_delegate_handle = nullptr;
*r_object = ObjectDB::get_instance(event_signal_callable->get_object());
*r_name = event_signal_callable->get_signal();
return true;
}
// Some other CallableCustom. We only support ManagedCallable.
*r_delegate_handle = nullptr;
*r_object = nullptr;
*r_name = StringName();
return false;
} else {
*r_delegate_handle = nullptr;
*r_object = ObjectDB::get_instance(p_callable->get_object_id());
*r_name = p_callable->get_method();
return true;
}
}
// GDNative functions
// gdnative.h
GD_PINVOKE_EXPORT void godotsharp_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret) {
godot_method_bind_ptrcall(p_method_bind, p_instance, p_args, p_ret);
}
GD_PINVOKE_EXPORT godot_variant godotsharp_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) {
return godot_method_bind_call(p_method_bind, p_instance, p_args, p_arg_count, p_call_error);
}
// variant.h
GD_PINVOKE_EXPORT void godotsharp_variant_new_string_name(godot_variant *r_dest, const godot_string_name *p_s) {
godot_variant_new_string_name(r_dest, p_s);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_node_path(godot_variant *r_dest, const godot_node_path *p_np) {
godot_variant_new_node_path(r_dest, p_np);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_object(godot_variant *r_dest, const godot_object *p_obj) {
godot_variant_new_object(r_dest, p_obj);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_transform2d(godot_variant *r_dest, const godot_transform2d *p_t2d) {
godot_variant_new_transform2d(r_dest, p_t2d);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_basis(godot_variant *r_dest, const godot_basis *p_basis) {
godot_variant_new_basis(r_dest, p_basis);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_transform3d(godot_variant *r_dest, const godot_transform3d *p_trans) {
godot_variant_new_transform3d(r_dest, p_trans);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_aabb(godot_variant *r_dest, const godot_aabb *p_aabb) {
godot_variant_new_aabb(r_dest, p_aabb);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_dictionary(godot_variant *r_dest, const godot_dictionary *p_dict) {
godot_variant_new_dictionary(r_dest, p_dict);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_array(godot_variant *r_dest, const godot_array *p_arr) {
godot_variant_new_array(r_dest, p_arr);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_packed_byte_array(godot_variant *r_dest, const godot_packed_byte_array *p_pba) {
godot_variant_new_packed_byte_array(r_dest, p_pba);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_packed_int32_array(godot_variant *r_dest, const godot_packed_int32_array *p_pia) {
godot_variant_new_packed_int32_array(r_dest, p_pia);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_packed_int64_array(godot_variant *r_dest, const godot_packed_int64_array *p_pia) {
godot_variant_new_packed_int64_array(r_dest, p_pia);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_packed_float32_array(godot_variant *r_dest, const godot_packed_float32_array *p_pra) {
godot_variant_new_packed_float32_array(r_dest, p_pra);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_packed_float64_array(godot_variant *r_dest, const godot_packed_float64_array *p_pra) {
godot_variant_new_packed_float64_array(r_dest, p_pra);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_packed_string_array(godot_variant *r_dest, const godot_packed_string_array *p_psa) {
godot_variant_new_packed_string_array(r_dest, p_psa);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_packed_vector2_array(godot_variant *r_dest, const godot_packed_vector2_array *p_pv2a) {
godot_variant_new_packed_vector2_array(r_dest, p_pv2a);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_packed_vector3_array(godot_variant *r_dest, const godot_packed_vector3_array *p_pv3a) {
godot_variant_new_packed_vector3_array(r_dest, p_pv3a);
}
GD_PINVOKE_EXPORT void godotsharp_variant_new_packed_color_array(godot_variant *r_dest, const godot_packed_color_array *p_pca) {
godot_variant_new_packed_color_array(r_dest, p_pca);
}
GD_PINVOKE_EXPORT godot_bool godotsharp_variant_as_bool(const godot_variant *p_self) {
return godot_variant_as_bool(p_self);
}
GD_PINVOKE_EXPORT godot_int godotsharp_variant_as_int(const godot_variant *p_self) {
return godot_variant_as_int(p_self);
}
GD_PINVOKE_EXPORT godot_float godotsharp_variant_as_float(const godot_variant *p_self) {
return godot_variant_as_float(p_self);
}
GD_PINVOKE_EXPORT godot_string godotsharp_variant_as_string(const godot_variant *p_self) {
return godot_variant_as_string(p_self);
}
GD_PINVOKE_EXPORT godot_vector2 godotsharp_variant_as_vector2(const godot_variant *p_self) {
return godot_variant_as_vector2(p_self);
}
GD_PINVOKE_EXPORT godot_vector2i godotsharp_variant_as_vector2i(const godot_variant *p_self) {
return godot_variant_as_vector2i(p_self);
}
GD_PINVOKE_EXPORT godot_rect2 godotsharp_variant_as_rect2(const godot_variant *p_self) {
return godot_variant_as_rect2(p_self);
}
GD_PINVOKE_EXPORT godot_rect2i godotsharp_variant_as_rect2i(const godot_variant *p_self) {
return godot_variant_as_rect2i(p_self);
}
GD_PINVOKE_EXPORT godot_vector3 godotsharp_variant_as_vector3(const godot_variant *p_self) {
return godot_variant_as_vector3(p_self);
}
GD_PINVOKE_EXPORT godot_vector3i godotsharp_variant_as_vector3i(const godot_variant *p_self) {
return godot_variant_as_vector3i(p_self);
}
GD_PINVOKE_EXPORT godot_transform2d godotsharp_variant_as_transform2d(const godot_variant *p_self) {
return godot_variant_as_transform2d(p_self);
}
GD_PINVOKE_EXPORT godot_plane godotsharp_variant_as_plane(const godot_variant *p_self) {
return godot_variant_as_plane(p_self);
}
GD_PINVOKE_EXPORT godot_quaternion godotsharp_variant_as_quaternion(const godot_variant *p_self) {
return godot_variant_as_quaternion(p_self);
}
GD_PINVOKE_EXPORT godot_aabb godotsharp_variant_as_aabb(const godot_variant *p_self) {
return godot_variant_as_aabb(p_self);
}
GD_PINVOKE_EXPORT godot_basis godotsharp_variant_as_basis(const godot_variant *p_self) {
return godot_variant_as_basis(p_self);
}
GD_PINVOKE_EXPORT godot_transform3d godotsharp_variant_as_transform3d(const godot_variant *p_self) {
return godot_variant_as_transform3d(p_self);
}
GD_PINVOKE_EXPORT godot_color godotsharp_variant_as_color(const godot_variant *p_self) {
return godot_variant_as_color(p_self);
}
GD_PINVOKE_EXPORT godot_string_name godotsharp_variant_as_string_name(const godot_variant *p_self) {
return godot_variant_as_string_name(p_self);
}
GD_PINVOKE_EXPORT godot_node_path godotsharp_variant_as_node_path(const godot_variant *p_self) {
return godot_variant_as_node_path(p_self);
}
GD_PINVOKE_EXPORT godot_rid godotsharp_variant_as_rid(const godot_variant *p_self) {
return godot_variant_as_rid(p_self);
}
GD_PINVOKE_EXPORT godot_callable godotsharp_variant_as_callable(const godot_variant *p_self) {
return godot_variant_as_callable(p_self);
}
GD_PINVOKE_EXPORT godot_signal godotsharp_variant_as_signal(const godot_variant *p_self) {
return godot_variant_as_signal(p_self);
}
GD_PINVOKE_EXPORT godot_dictionary godotsharp_variant_as_dictionary(const godot_variant *p_self) {
return godot_variant_as_dictionary(p_self);
}
GD_PINVOKE_EXPORT godot_array godotsharp_variant_as_array(const godot_variant *p_self) {
return godot_variant_as_array(p_self);
}
GD_PINVOKE_EXPORT godot_packed_byte_array godotsharp_variant_as_packed_byte_array(const godot_variant *p_self) {
return godot_variant_as_packed_byte_array(p_self);
}
GD_PINVOKE_EXPORT godot_packed_int32_array godotsharp_variant_as_packed_int32_array(const godot_variant *p_self) {
return godot_variant_as_packed_int32_array(p_self);
}
GD_PINVOKE_EXPORT godot_packed_int64_array godotsharp_variant_as_packed_int64_array(const godot_variant *p_self) {
return godot_variant_as_packed_int64_array(p_self);
}
GD_PINVOKE_EXPORT godot_packed_float32_array godotsharp_variant_as_packed_float32_array(const godot_variant *p_self) {
return godot_variant_as_packed_float32_array(p_self);
}
GD_PINVOKE_EXPORT godot_packed_float64_array godotsharp_variant_as_packed_float64_array(const godot_variant *p_self) {
return godot_variant_as_packed_float64_array(p_self);
}
GD_PINVOKE_EXPORT godot_packed_string_array godotsharp_variant_as_packed_string_array(const godot_variant *p_self) {
return godot_variant_as_packed_string_array(p_self);
}
GD_PINVOKE_EXPORT godot_packed_vector2_array godotsharp_variant_as_packed_vector2_array(const godot_variant *p_self) {
return godot_variant_as_packed_vector2_array(p_self);
}
GD_PINVOKE_EXPORT godot_packed_vector3_array godotsharp_variant_as_packed_vector3_array(const godot_variant *p_self) {
return godot_variant_as_packed_vector3_array(p_self);
}
GD_PINVOKE_EXPORT godot_packed_color_array godotsharp_variant_as_packed_color_array(const godot_variant *p_self) {
return godot_variant_as_packed_color_array(p_self);
}
// string.h
GD_PINVOKE_EXPORT void godotsharp_string_new_with_utf16_chars(godot_string *r_dest, const char16_t *p_contents) {
godot_string_new_with_utf16_chars(r_dest, p_contents);
}
// string_name.h
GD_PINVOKE_EXPORT void godotsharp_string_name_new_copy(godot_string_name *r_dest, const godot_string_name *p_src) {
godot_string_name_new_copy(r_dest, p_src);
}
// node_path.h
GD_PINVOKE_EXPORT void godotsharp_node_path_new_copy(godot_node_path *r_dest, const godot_node_path *p_src) {
godot_node_path_new_copy(r_dest, p_src);
}
// array.h
GD_PINVOKE_EXPORT void godotsharp_array_new_copy(godot_array *r_dest, const godot_array *p_src) {
godot_array_new_copy(r_dest, p_src);
}
// dictionary.h
GD_PINVOKE_EXPORT void godotsharp_dictionary_new_copy(godot_dictionary *r_dest, const godot_dictionary *p_src) {
godot_dictionary_new_copy(r_dest, p_src);
}
// destroy functions
GD_PINVOKE_EXPORT void godotsharp_packed_byte_array_destroy(godot_packed_byte_array *p_self) {
godot_packed_byte_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_packed_int32_array_destroy(godot_packed_int32_array *p_self) {
godot_packed_int32_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_packed_int64_array_destroy(godot_packed_int64_array *p_self) {
godot_packed_int64_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_packed_float32_array_destroy(godot_packed_float32_array *p_self) {
godot_packed_float32_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_packed_float64_array_destroy(godot_packed_float64_array *p_self) {
godot_packed_float64_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_packed_string_array_destroy(godot_packed_string_array *p_self) {
godot_packed_string_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_packed_vector2_array_destroy(godot_packed_vector2_array *p_self) {
godot_packed_vector2_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_packed_vector3_array_destroy(godot_packed_vector3_array *p_self) {
godot_packed_vector3_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_packed_color_array_destroy(godot_packed_color_array *p_self) {
godot_packed_color_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_variant_destroy(godot_variant *p_self) {
godot_variant_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_string_destroy(godot_string *p_self) {
godot_string_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_string_name_destroy(godot_string_name *p_self) {
godot_string_name_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_node_path_destroy(godot_node_path *p_self) {
godot_node_path_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_signal_destroy(godot_signal *p_self) {
godot_signal_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_callable_destroy(godot_callable *p_self) {
godot_callable_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_array_destroy(godot_array *p_self) {
godot_array_destroy(p_self);
}
GD_PINVOKE_EXPORT void godotsharp_dictionary_destroy(godot_dictionary *p_self) {
godot_dictionary_destroy(p_self);
}
#ifdef __cplusplus
}
#endif
// We need this to prevent the functions from being stripped.
void *godotsharp_pinvoke_funcs[95] = {
(void *)godotsharp_method_bind_get_method,
(void *)godotsharp_get_class_constructor,
(void *)godotsharp_invoke_class_constructor,
(void *)godotsharp_engine_get_singleton,
(void *)godotsharp_ref_destroy,
(void *)godotsharp_string_name_new_from_string,
(void *)godotsharp_node_path_new_from_string,
(void *)godotsharp_string_name_as_string,
(void *)godotsharp_node_path_as_string,
(void *)godotsharp_packed_byte_array_new_mem_copy,
(void *)godotsharp_packed_int32_array_new_mem_copy,
(void *)godotsharp_packed_int64_array_new_mem_copy,
(void *)godotsharp_packed_float32_array_new_mem_copy,
(void *)godotsharp_packed_float64_array_new_mem_copy,
(void *)godotsharp_packed_vector2_array_new_mem_copy,
(void *)godotsharp_packed_vector3_array_new_mem_copy,
(void *)godotsharp_packed_color_array_new_mem_copy,
(void *)godotsharp_packed_string_array_add,
(void *)godotsharp_callable_new_with_delegate,
(void *)godotsharp_callable_get_data_for_marshalling,
(void *)godotsharp_method_bind_ptrcall,
(void *)godotsharp_method_bind_call,
(void *)godotsharp_variant_new_string_name,
(void *)godotsharp_variant_new_node_path,
(void *)godotsharp_variant_new_object,
(void *)godotsharp_variant_new_transform2d,
(void *)godotsharp_variant_new_basis,
(void *)godotsharp_variant_new_transform3d,
(void *)godotsharp_variant_new_aabb,
(void *)godotsharp_variant_new_dictionary,
(void *)godotsharp_variant_new_array,
(void *)godotsharp_variant_new_packed_byte_array,
(void *)godotsharp_variant_new_packed_int32_array,
(void *)godotsharp_variant_new_packed_int64_array,
(void *)godotsharp_variant_new_packed_float32_array,
(void *)godotsharp_variant_new_packed_float64_array,
(void *)godotsharp_variant_new_packed_string_array,
(void *)godotsharp_variant_new_packed_vector2_array,
(void *)godotsharp_variant_new_packed_vector3_array,
(void *)godotsharp_variant_new_packed_color_array,
(void *)godotsharp_variant_as_bool,
(void *)godotsharp_variant_as_int,
(void *)godotsharp_variant_as_float,
(void *)godotsharp_variant_as_string,
(void *)godotsharp_variant_as_vector2,
(void *)godotsharp_variant_as_vector2i,
(void *)godotsharp_variant_as_rect2,
(void *)godotsharp_variant_as_rect2i,
(void *)godotsharp_variant_as_vector3,
(void *)godotsharp_variant_as_vector3i,
(void *)godotsharp_variant_as_transform2d,
(void *)godotsharp_variant_as_plane,
(void *)godotsharp_variant_as_quaternion,
(void *)godotsharp_variant_as_aabb,
(void *)godotsharp_variant_as_basis,
(void *)godotsharp_variant_as_transform3d,
(void *)godotsharp_variant_as_color,
(void *)godotsharp_variant_as_string_name,
(void *)godotsharp_variant_as_node_path,
(void *)godotsharp_variant_as_rid,
(void *)godotsharp_variant_as_callable,
(void *)godotsharp_variant_as_signal,
(void *)godotsharp_variant_as_dictionary,
(void *)godotsharp_variant_as_array,
(void *)godotsharp_variant_as_packed_byte_array,
(void *)godotsharp_variant_as_packed_int32_array,
(void *)godotsharp_variant_as_packed_int64_array,
(void *)godotsharp_variant_as_packed_float32_array,
(void *)godotsharp_variant_as_packed_float64_array,
(void *)godotsharp_variant_as_packed_string_array,
(void *)godotsharp_variant_as_packed_vector2_array,
(void *)godotsharp_variant_as_packed_vector3_array,
(void *)godotsharp_variant_as_packed_color_array,
(void *)godotsharp_string_new_with_utf16_chars,
(void *)godotsharp_string_name_new_copy,
(void *)godotsharp_node_path_new_copy,
(void *)godotsharp_array_new_copy,
(void *)godotsharp_dictionary_new_copy,
(void *)godotsharp_packed_byte_array_destroy,
(void *)godotsharp_packed_int32_array_destroy,
(void *)godotsharp_packed_int64_array_destroy,
(void *)godotsharp_packed_float32_array_destroy,
(void *)godotsharp_packed_float64_array_destroy,
(void *)godotsharp_packed_string_array_destroy,
(void *)godotsharp_packed_vector2_array_destroy,
(void *)godotsharp_packed_vector3_array_destroy,
(void *)godotsharp_packed_color_array_destroy,
(void *)godotsharp_variant_destroy,
(void *)godotsharp_string_destroy,
(void *)godotsharp_string_name_destroy,
(void *)godotsharp_node_path_destroy,
(void *)godotsharp_signal_destroy,
(void *)godotsharp_callable_destroy,
(void *)godotsharp_array_destroy,
(void *)godotsharp_dictionary_destroy
};