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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
98 lines
5.0 KiB
C++
98 lines
5.0 KiB
C++
/*************************************************************************/
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/* nodepath_glue.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifdef MONO_GLUE_ENABLED
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#include "core/string/node_path.h"
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#include "core/string/ustring.h"
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#include "../mono_gd/gd_mono_marshal.h"
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NodePath *godot_icall_NodePath_Ctor(MonoString *p_path) {
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return memnew(NodePath(GDMonoMarshal::mono_string_to_godot(p_path)));
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}
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void godot_icall_NodePath_Dtor(NodePath *p_ptr) {
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ERR_FAIL_NULL(p_ptr);
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memdelete(p_ptr);
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}
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MonoString *godot_icall_NodePath_operator_String(NodePath *p_np) {
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return GDMonoMarshal::mono_string_from_godot(p_np->operator String());
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}
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MonoBoolean godot_icall_NodePath_is_absolute(NodePath *p_ptr) {
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return (MonoBoolean)p_ptr->is_absolute();
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}
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int32_t godot_icall_NodePath_get_name_count(NodePath *p_ptr) {
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return p_ptr->get_name_count();
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}
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MonoString *godot_icall_NodePath_get_name(NodePath *p_ptr, uint32_t p_idx) {
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return GDMonoMarshal::mono_string_from_godot(p_ptr->get_name(p_idx));
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}
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int32_t godot_icall_NodePath_get_subname_count(NodePath *p_ptr) {
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return p_ptr->get_subname_count();
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}
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MonoString *godot_icall_NodePath_get_subname(NodePath *p_ptr, uint32_t p_idx) {
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return GDMonoMarshal::mono_string_from_godot(p_ptr->get_subname(p_idx));
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}
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MonoString *godot_icall_NodePath_get_concatenated_subnames(NodePath *p_ptr) {
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return GDMonoMarshal::mono_string_from_godot(p_ptr->get_concatenated_subnames());
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}
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NodePath *godot_icall_NodePath_get_as_property_path(NodePath *p_ptr) {
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return memnew(NodePath(p_ptr->get_as_property_path()));
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}
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MonoBoolean godot_icall_NodePath_is_empty(NodePath *p_ptr) {
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return (MonoBoolean)p_ptr->is_empty();
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}
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void godot_register_nodepath_icalls() {
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_Ctor", godot_icall_NodePath_Ctor);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_Dtor", godot_icall_NodePath_Dtor);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_operator_String", godot_icall_NodePath_operator_String);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_get_as_property_path", godot_icall_NodePath_get_as_property_path);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_get_concatenated_subnames", godot_icall_NodePath_get_concatenated_subnames);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_get_name", godot_icall_NodePath_get_name);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_get_name_count", godot_icall_NodePath_get_name_count);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_get_subname", godot_icall_NodePath_get_subname);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_get_subname_count", godot_icall_NodePath_get_subname_count);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_is_absolute", godot_icall_NodePath_is_absolute);
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GDMonoUtils::add_internal_call("Godot.NodePath::godot_icall_NodePath_is_empty", godot_icall_NodePath_is_empty);
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}
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#endif // MONO_GLUE_ENABLED
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