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Let's code
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89
GodoBinding/godot_headers/gdnative/node_path.h
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89
GodoBinding/godot_headers/gdnative/node_path.h
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/*************************************************************************/
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/* node_path.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 GODOT_NODE_PATH_H
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#define GODOT_NODE_PATH_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stdint.h>
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#define GODOT_NODE_PATH_SIZE sizeof(void *)
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#ifndef GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED
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#define GODOT_CORE_API_GODOT_NODE_PATH_TYPE_DEFINED
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typedef struct {
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uint8_t _dont_touch_that[GODOT_NODE_PATH_SIZE];
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} godot_node_path;
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#endif
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// reduce extern "C" nesting for VS2013
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#ifdef __cplusplus
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}
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#endif
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#include <gdnative/gdnative.h>
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#include <gdnative/string.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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void GDAPI godot_node_path_new(godot_node_path *r_dest, const godot_string *p_from);
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void GDAPI godot_node_path_new_copy(godot_node_path *r_dest, const godot_node_path *p_src);
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void GDAPI godot_node_path_destroy(godot_node_path *p_self);
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godot_string GDAPI godot_node_path_as_string(const godot_node_path *p_self);
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godot_bool GDAPI godot_node_path_is_absolute(const godot_node_path *p_self);
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godot_int GDAPI godot_node_path_get_name_count(const godot_node_path *p_self);
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godot_string GDAPI godot_node_path_get_name(const godot_node_path *p_self, const godot_int p_idx);
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godot_int GDAPI godot_node_path_get_subname_count(const godot_node_path *p_self);
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godot_string GDAPI godot_node_path_get_subname(const godot_node_path *p_self, const godot_int p_idx);
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godot_string GDAPI godot_node_path_get_concatenated_subnames(const godot_node_path *p_self);
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godot_bool GDAPI godot_node_path_is_empty(const godot_node_path *p_self);
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godot_bool GDAPI godot_node_path_operator_equal(const godot_node_path *p_self, const godot_node_path *p_b);
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godot_node_path godot_node_path_get_as_property_path(const godot_node_path *p_self);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_NODE_PATH_H
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