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6c49fe9c62
The godot_dlinstance_get_userdata() function can be used to get the DLScript userdata pointer of any object that has a DLScript attached to it. This is particularly useful and even required for language bindings to work properly. This also fixes non-tool builds.
390 lines
13 KiB
C++
390 lines
13 KiB
C++
/*************************************************************************/
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/* godot_c.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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_C_H
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#define GODOT_C_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef GDAPI_BUILT_IN
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#define GDAPI_EXPORT
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#endif
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#if !defined(_WIN32) && !defined(_MSC_VER)
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#define GDAPI
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#elif defined(GDAPI_EXPORT)
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#define GDAPI __declspec(dllexport)
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#else
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#define GDAPI __declspec(dllimport)
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#endif
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#include <stdbool.h>
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#include <stdint.h>
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#define GODOT_API_VERSION 1
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////// Error
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typedef enum godot_error {
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GODOT_OK,
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GODOT_FAILED, ///< Generic fail error
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GODOT_ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable
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GODOT_ERR_UNCONFIGURED, ///< The object being used hasnt been properly set up yet
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GODOT_ERR_UNAUTHORIZED, ///< Missing credentials for requested resource
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GODOT_ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5)
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GODOT_ERR_OUT_OF_MEMORY, ///< Out of memory
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GODOT_ERR_FILE_NOT_FOUND,
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GODOT_ERR_FILE_BAD_DRIVE,
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GODOT_ERR_FILE_BAD_PATH,
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GODOT_ERR_FILE_NO_PERMISSION, // (10)
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GODOT_ERR_FILE_ALREADY_IN_USE,
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GODOT_ERR_FILE_CANT_OPEN,
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GODOT_ERR_FILE_CANT_WRITE,
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GODOT_ERR_FILE_CANT_READ,
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GODOT_ERR_FILE_UNRECOGNIZED, // (15)
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GODOT_ERR_FILE_CORRUPT,
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GODOT_ERR_FILE_MISSING_DEPENDENCIES,
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GODOT_ERR_FILE_EOF,
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GODOT_ERR_CANT_OPEN, ///< Can't open a resource/socket/file
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GODOT_ERR_CANT_CREATE, // (20)
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GODOT_ERR_QUERY_FAILED,
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GODOT_ERR_ALREADY_IN_USE,
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GODOT_ERR_LOCKED, ///< resource is locked
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GODOT_ERR_TIMEOUT,
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GODOT_ERR_CANT_CONNECT, // (25)
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GODOT_ERR_CANT_RESOLVE,
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GODOT_ERR_CONNECTION_ERROR,
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GODOT_ERR_CANT_AQUIRE_RESOURCE,
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GODOT_ERR_CANT_FORK,
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GODOT_ERR_INVALID_DATA, ///< Data passed is invalid (30)
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GODOT_ERR_INVALID_PARAMETER, ///< Parameter passed is invalid
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GODOT_ERR_ALREADY_EXISTS, ///< When adding, item already exists
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GODOT_ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist
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GODOT_ERR_DATABASE_CANT_READ, ///< database is full
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GODOT_ERR_DATABASE_CANT_WRITE, ///< database is full (35)
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GODOT_ERR_COMPILATION_FAILED,
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GODOT_ERR_METHOD_NOT_FOUND,
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GODOT_ERR_LINK_FAILED,
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GODOT_ERR_SCRIPT_FAILED,
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GODOT_ERR_CYCLIC_LINK, // (40)
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GODOT_ERR_INVALID_DECLARATION,
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GODOT_ERR_DUPLICATE_SYMBOL,
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GODOT_ERR_PARSE_ERROR,
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GODOT_ERR_BUSY,
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GODOT_ERR_SKIP, // (45)
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GODOT_ERR_HELP, ///< user requested help!!
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GODOT_ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior.
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GODOT_ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames
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GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD, ///< shit happens, has never been used, though
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GODOT_ERR_WTF = GODOT_ERR_OMFG_THIS_IS_VERY_VERY_BAD ///< short version of the above
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} godot_error;
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////// bool
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typedef bool godot_bool;
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#define GODOT_TRUE 1
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#define GODOT_FALSE 0
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/////// int
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typedef int godot_int;
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/////// real
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typedef float godot_real;
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/////// Object (forward declared)
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typedef void godot_object;
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/////// String
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#include "godot/godot_string.h"
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////// Vector2
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#include "godot/godot_vector2.h"
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////// Rect2
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#include "godot/godot_rect2.h"
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////// Vector3
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#include "godot/godot_vector3.h"
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////// Transform2D
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#include "godot/godot_transform2d.h"
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/////// Plane
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#include "godot/godot_plane.h"
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/////// Quat
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#include "godot/godot_quat.h"
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/////// Rect3
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#include "godot/godot_rect3.h"
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/////// Basis
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#include "godot/godot_basis.h"
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/////// Transform
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#include "godot/godot_transform.h"
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/////// Color
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#include "godot/godot_color.h"
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/////// Image
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#include "godot/godot_image.h"
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/////// NodePath
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#include "godot/godot_node_path.h"
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/////// RID
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#include "godot/godot_rid.h"
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/////// InputEvent
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#include "godot/godot_input_event.h"
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/////// Dictionary
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#include "godot/godot_dictionary.h"
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/////// Array
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#include "godot/godot_array.h"
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// single API file for Pool*Array
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#include "godot/godot_pool_arrays.h"
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void GDAPI godot_object_destroy(godot_object *p_o);
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////// Variant
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#include "godot/godot_variant.h"
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////// Singleton API
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godot_object GDAPI *godot_global_get_singleton(char *p_name); // result shouldn't be freed
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////// MethodBind API
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typedef struct godot_method_bind {
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uint8_t _dont_touch_that[1]; // TODO
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} godot_method_bind;
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godot_method_bind GDAPI *godot_method_bind_get_method(const char *p_classname, const char *p_methodname);
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void GDAPI godot_method_bind_ptrcall(godot_method_bind *p_method_bind, godot_object *p_instance, const void **p_args, void *p_ret);
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////// Script API
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typedef struct godot_dlscript_init_options {
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godot_bool in_editor;
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uint64_t core_api_hash;
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uint64_t editor_api_hash;
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uint64_t no_api_hash;
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} godot_dlscript_init_options;
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typedef struct godot_dlscript_terminate_options {
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godot_bool in_editor;
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} godot_dlscript_terminate_options;
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typedef enum godot_method_rpc_mode {
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GODOT_METHOD_RPC_MODE_DISABLED,
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GODOT_METHOD_RPC_MODE_REMOTE,
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GODOT_METHOD_RPC_MODE_SYNC,
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GODOT_METHOD_RPC_MODE_MASTER,
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GODOT_METHOD_RPC_MODE_SLAVE,
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} godot_method_rpc_mode;
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typedef struct godot_method_attributes {
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godot_method_rpc_mode rpc_type;
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} godot_method_attributes;
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typedef enum godot_property_hint {
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GODOT_PROPERTY_HINT_NONE, ///< no hint provided.
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GODOT_PROPERTY_HINT_RANGE, ///< hint_text = "min,max,step,slider; //slider is optional"
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GODOT_PROPERTY_HINT_EXP_RANGE, ///< hint_text = "min,max,step", exponential edit
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GODOT_PROPERTY_HINT_ENUM, ///< hint_text= "val1,val2,val3,etc"
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GODOT_PROPERTY_HINT_EXP_EASING, /// exponential easing funciton (Math::ease)
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GODOT_PROPERTY_HINT_LENGTH, ///< hint_text= "length" (as integer)
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GODOT_PROPERTY_HINT_SPRITE_FRAME,
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GODOT_PROPERTY_HINT_KEY_ACCEL, ///< hint_text= "length" (as integer)
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GODOT_PROPERTY_HINT_FLAGS, ///< hint_text= "flag1,flag2,etc" (as bit flags)
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GODOT_PROPERTY_HINT_LAYERS_2D_RENDER,
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GODOT_PROPERTY_HINT_LAYERS_2D_PHYSICS,
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GODOT_PROPERTY_HINT_LAYERS_3D_RENDER,
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GODOT_PROPERTY_HINT_LAYERS_3D_PHYSICS,
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GODOT_PROPERTY_HINT_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
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GODOT_PROPERTY_HINT_DIR, ///< a directort path must be passed
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GODOT_PROPERTY_HINT_GLOBAL_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,"
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GODOT_PROPERTY_HINT_GLOBAL_DIR, ///< a directort path must be passed
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GODOT_PROPERTY_HINT_RESOURCE_TYPE, ///< a resource object type
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GODOT_PROPERTY_HINT_MULTILINE_TEXT, ///< used for string properties that can contain multiple lines
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GODOT_PROPERTY_HINT_COLOR_NO_ALPHA, ///< used for ignoring alpha component when editing a color
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GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSY,
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GODOT_PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS,
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GODOT_PROPERTY_HINT_OBJECT_ID,
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GODOT_PROPERTY_HINT_TYPE_STRING, ///< a type string, the hint is the base type to choose
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GODOT_PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE, ///< so something else can provide this (used in scripts)
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GODOT_PROPERTY_HINT_METHOD_OF_VARIANT_TYPE, ///< a method of a type
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GODOT_PROPERTY_HINT_METHOD_OF_BASE_TYPE, ///< a method of a base type
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GODOT_PROPERTY_HINT_METHOD_OF_INSTANCE, ///< a method of an instance
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GODOT_PROPERTY_HINT_METHOD_OF_SCRIPT, ///< a method of a script & base
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GODOT_PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE, ///< a property of a type
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GODOT_PROPERTY_HINT_PROPERTY_OF_BASE_TYPE, ///< a property of a base type
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GODOT_PROPERTY_HINT_PROPERTY_OF_INSTANCE, ///< a property of an instance
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GODOT_PROPERTY_HINT_PROPERTY_OF_SCRIPT, ///< a property of a script & base
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GODOT_PROPERTY_HINT_MAX,
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} godot_property_hint;
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typedef enum godot_property_usage_flags {
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GODOT_PROPERTY_USAGE_STORAGE = 1,
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GODOT_PROPERTY_USAGE_EDITOR = 2,
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GODOT_PROPERTY_USAGE_NETWORK = 4,
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GODOT_PROPERTY_USAGE_EDITOR_HELPER = 8,
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GODOT_PROPERTY_USAGE_CHECKABLE = 16, //used for editing global variables
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GODOT_PROPERTY_USAGE_CHECKED = 32, //used for editing global variables
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GODOT_PROPERTY_USAGE_INTERNATIONALIZED = 64, //hint for internationalized strings
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GODOT_PROPERTY_USAGE_GROUP = 128, //used for grouping props in the editor
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GODOT_PROPERTY_USAGE_CATEGORY = 256,
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GODOT_PROPERTY_USAGE_STORE_IF_NONZERO = 512, //only store if nonzero
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GODOT_PROPERTY_USAGE_STORE_IF_NONONE = 1024, //only store if false
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GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE = 2048,
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GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED = 4096,
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GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE = 8192,
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GODOT_PROPERTY_USAGE_STORE_IF_NULL = 16384,
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GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER = 32768,
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GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 65536,
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GODOT_PROPERTY_USAGE_DEFAULT = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK,
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GODOT_PROPERTY_USAGE_DEFAULT_INTL = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_EDITOR | GODOT_PROPERTY_USAGE_NETWORK | GODOT_PROPERTY_USAGE_INTERNATIONALIZED,
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GODOT_PROPERTY_USAGE_NOEDITOR = GODOT_PROPERTY_USAGE_STORAGE | GODOT_PROPERTY_USAGE_NETWORK,
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} godot_property_usage_flags;
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typedef struct godot_property_attributes {
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godot_method_rpc_mode rset_type;
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godot_int type;
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godot_property_hint hint;
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godot_string hint_string;
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godot_property_usage_flags usage;
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godot_variant default_value;
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} godot_property_attributes;
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typedef struct godot_instance_create_func {
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// instance pointer, method_data - return user data
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void *(*create_func)(godot_object *, void *);
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void *method_data;
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void (*free_func)(void *);
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} godot_script_instance_func;
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typedef struct godot_instance_destroy_func {
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// instance pointer, method data, user data
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void (*destroy_func)(godot_object *, void *, void *);
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void *method_data;
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void (*free_func)(void *);
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} godot_instance_destroy_func;
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void GDAPI godot_script_register_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func);
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void GDAPI godot_script_register_tool_class(const char *p_name, const char *p_base, godot_instance_create_func p_create_func, godot_instance_destroy_func p_destroy_func);
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typedef struct godot_instance_method {
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// instance pointer, method data, user data, num args, args - return result as varaint
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godot_variant (*method)(godot_object *, void *, void *, int, godot_variant **);
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void *method_data;
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void (*free_func)(void *);
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} godot_instance_method;
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void GDAPI godot_script_register_method(const char *p_name, const char *p_function_name, godot_method_attributes p_attr, godot_instance_method p_method);
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typedef struct godot_property_set_func {
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// instance pointer, method data, user data, value
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void (*set_func)(godot_object *, void *, void *, godot_variant);
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void *method_data;
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void (*free_func)(void *);
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} godot_property_set_func;
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typedef struct godot_property_get_func {
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// instance pointer, method data, user data, value
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godot_variant (*get_func)(godot_object *, void *, void *);
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void *method_data;
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void (*free_func)(void *);
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} godot_property_get_func;
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void GDAPI godot_script_register_property(const char *p_name, const char *p_path, godot_property_attributes *p_attr, godot_property_set_func p_set_func, godot_property_get_func p_get_func);
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typedef struct godot_signal_argument {
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godot_string name;
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godot_int type;
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godot_property_hint hint;
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godot_string hint_string;
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godot_property_usage_flags usage;
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godot_variant default_value;
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} godot_signal_argument;
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typedef struct godot_signal {
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godot_string name;
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int num_args;
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godot_signal_argument *args;
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int num_default_args;
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godot_variant *default_args;
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} godot_signal;
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void GDAPI godot_script_register_signal(const char *p_name, const godot_signal *p_signal);
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void GDAPI *godot_dlinstance_get_userdata(godot_object *p_instance);
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////// System Functions
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//using these will help Godot track how much memory is in use in debug mode
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void GDAPI *godot_alloc(int p_bytes);
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void GDAPI *godot_realloc(void *p_ptr, int p_bytes);
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void GDAPI godot_free(void *p_ptr);
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_C_H
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