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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.
76 lines
3.5 KiB
C++
76 lines
3.5 KiB
C++
/*************************************************************************/
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/* http_request.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef HTTP_REQUEST_H
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#define HTTP_REQUEST_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "stddef.h"
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typedef enum {
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XHR_READY_STATE_UNSENT = 0,
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XHR_READY_STATE_OPENED = 1,
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XHR_READY_STATE_HEADERS_RECEIVED = 2,
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XHR_READY_STATE_LOADING = 3,
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XHR_READY_STATE_DONE = 4,
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} godot_xhr_ready_state_t;
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extern int godot_xhr_new();
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extern void godot_xhr_reset(int p_xhr_id);
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extern bool godot_xhr_free(int p_xhr_id);
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extern int godot_xhr_open(int p_xhr_id, const char *p_method, const char *p_url, const char *p_user = NULL, const char *p_password = NULL);
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extern void godot_xhr_set_request_header(int p_xhr_id, const char *p_header, const char *p_value);
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extern void godot_xhr_send_null(int p_xhr_id);
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extern void godot_xhr_send_string(int p_xhr_id, const char *p_data);
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extern void godot_xhr_send_data(int p_xhr_id, const void *p_data, int p_len);
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extern void godot_xhr_abort(int p_xhr_id);
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/* this is an HTTPClient::ResponseCode, not ::Status */
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extern int godot_xhr_get_status(int p_xhr_id);
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extern godot_xhr_ready_state_t godot_xhr_get_ready_state(int p_xhr_id);
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extern int godot_xhr_get_response_headers_length(int p_xhr_id);
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extern void godot_xhr_get_response_headers(int p_xhr_id, char *r_dst, int p_len);
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extern int godot_xhr_get_response_length(int p_xhr_id);
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extern void godot_xhr_get_response(int p_xhr_id, void *r_dst, int p_len);
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#ifdef __cplusplus
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}
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#endif
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#endif /* HTTP_REQUEST_H */
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