Use GDNative API struct
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32 changed files with 2846 additions and 1535 deletions
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# Copyright 2017 Xored Software, Inc.
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import internal.godotobjects, internal.godotarrays, internal.godotnodepaths,
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internal.godotpoolarrays, internal.godotstrings, internal.godotvariants,
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internal.godotdictionaries
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import internal.godotinternaltypes, internal.godotarrays,
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internal.godotnodepaths, internal.godotpoolarrays, internal.godotstrings,
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internal.godotvariants, internal.godotdictionaries
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export godotobjects, godotarrays, godotnodepaths, godotpoolarrays,
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import gdnativeapi
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export godotinternaltypes, godotarrays, godotnodepaths, godotpoolarrays,
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godotstrings, godotvariants, godotdictionaries
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const MAX_ARG_COUNT* = 128
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proc getMethod*(className: cstring;
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methodName: cstring): ptr GodotMethodBind {.inline.} =
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getGDNativeAPI().methodBindGetMethod(className, methodName)
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# MethodBind API
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type GodotMethodBind* = object
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proc getMethod*(className: cstring; methodName: cstring): ptr GodotMethodBind {.
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importc: "godot_method_bind_get_method".}
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proc ptrCall*(methodBind: ptr GodotMethodBind;
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instance: ptr GodotObject;
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args: ptr array[MAX_ARG_COUNT, pointer];
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ret: pointer) {.
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importc: "godot_method_bind_ptrcall".}
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ret: pointer) {.inline.} =
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getGDNativeAPI().methodBindPtrCall(methodBind, instance, args, ret)
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proc call*(methodBind: ptr GodotMethodBind;
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instance: ptr GodotObject;
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args: ptr array[MAX_ARG_COUNT, ptr GodotVariant]; argCount: cint;
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callError: var VariantCallError): GodotVariant {.
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importc: "godot_method_bind_call".}
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callError: var VariantCallError): GodotVariant {.inline.} =
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getGDNativeAPI().methodBindCall(
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methodBind, instance, args, argCount, callError)
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# Script API
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proc nativeScriptRegisterClass*(libHandle: pointer; name, base: cstring;
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createFunc: GodotInstanceCreateFunc;
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destroyFunc: GodotInstanceDestroyFunc)
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{.inline.} =
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let api = getGDNativeAPI()
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api.nativeScriptRegisterClass(
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libHandle, name, base, createFunc, destroyFunc)
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type
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GodotNativeInitOptions* = object
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inEditor*: bool
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coreApiHash*: uint64
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editorApiHash*: uint64
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noApiHash*: uint64
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gdNativeLibrary*: ptr GodotObject
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proc nativeScriptRegisterToolClass*(libHandle: pointer; name, base: cstring;
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createFunc: GodotInstanceCreateFunc;
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destroyFunc: GodotInstanceDestroyFunc)
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{.inline.} =
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getGDNativeAPI().nativeScriptRegisterToolClass(
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libHandle, name, base, createFunc, destroyFunc)
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GodotNativeTerminateOptions* = object
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inEditor*: bool
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proc nativeScriptRegisterMethod*(libHandle: pointer;
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name: cstring; function_name: cstring;
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attr: GodotMethodAttributes;
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meth: GodotInstanceMethod) {.inline.} =
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getGDNativeAPI().nativeScriptRegisterMethod(
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libHandle, name, functionName, attr, meth)
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GodotMethodRPCMode* {.size: sizeof(cint), pure.} = enum
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Disabled,
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Remote,
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Sync,
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Master,
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Slave
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proc nativeScriptRegisterProperty*(libHandle: pointer;
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name, path: cstring;
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attr: ptr GodotPropertyAttributes;
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setFunc: GodotPropertySetFunc;
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getFunc: GodotPropertyGetFunc) {.inline.} =
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getGDNativeAPI().nativeScriptRegisterProperty(
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libHandle, name, path, attr, setFunc, getFunc)
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GodotMethodAttributes* = object
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rpcMode*: GodotMethodRPCMode
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proc nativeScriptRegisterSignal*(libHandle: pointer; name: cstring;
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signal: GodotSignal) {.inline.} =
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getGDNativeAPI().nativeScriptRegisterSignal(libHandle, name, signal)
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GodotPropertyHint* {.size: sizeof(cint), pure.} = enum
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None, ## no hint provided.
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Range, ## hint_text = "min,max,step,slider; // slider is optional"
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ExpRange, ## hint_text = "min,max,step", exponential edit
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Enum, ## hint_text= "val1,val2,val3,etc"
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ExpEasing, ## exponential easing funciton (Math::ease)
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Length, ## hint_text= "length" (as integer)
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SpriteFrame,
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KeyAccel, ## hint_text= "length" (as integer)
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Flags, ## hint_text= "flag1,flag2,etc" (as bit flags)
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Layers2DRender,
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Layers2DPhysics,
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Layers3DRender,
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Layers3DPhysics,
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File, ## a file path must be passed, hint_text (optionally)
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## is a filter "*.png,*.wav,*.doc,"
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Dir, ## a directort path must be passed
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GlobalFile, ## a file path must be passed, hint_text (optionally) is a
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## filter "*.png,*.wav,*.doc,"
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GlobalDir, ## a directort path must be passed
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ResourceType, ## a resource object type
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MultilineText, ## used for string properties that can contain multiple lines
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ColorNoAlpha, ## used for ignoring alpha component when editing a color
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ImageCompressLossy,
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ImageCompressLossless,
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ObjectId,
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TypeString, ## a type string, the hint is the base type to choose
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NodePathToEditedNode, ## so something else can provide this
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## (used in scripts)
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MethodOfVariantType, ## a method of a type
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MethodOfBaseType, ## a method of a base type
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MethodOfInstance, ## a method of an instance
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MethodOfScript, ## a method of a script & base
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PropertyOfVariantType, ## a property of a type
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PropertyOfBaseType, ## a property of a base type
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PropertyOfInstance, ## a property of an instance
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PropertyOfScript, ## a property of a script & base
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PropertyHintMax
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proc getUserdata*(instance: ptr GodotObject): pointer {.inline.} =
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getGDNativeAPI().nativeScriptGetUserdata(instance)
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const
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GODOT_PROPERTY_USAGE_STORAGE_VALUE = 1.cint
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GODOT_PROPERTY_USAGE_EDITOR_VALUE = 2.cint
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GODOT_PROPERTY_USAGE_NETWORK_VALUE = 4.cint
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GODOT_PROPERTY_USAGE_EDITOR_HELPER_VALUE = 8.cint
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GODOT_PROPERTY_USAGE_CHECKABLE_VALUE = 16.cint
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GODOT_PROPERTY_USAGE_CHECKED_VALUE = 32.cint
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GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE = 64.cint
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GODOT_PROPERTY_USAGE_GROUP_VALUE = 128.cint
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GODOT_PROPERTY_USAGE_CATEGORY_VALUE = 256.cint
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GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE = 512.cint
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GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE = 1024.cint
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GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE_VALUE = 2048.cint
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GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED_VALUE = 4096.cint
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GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE_VALUE = 8192.cint
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GODOT_PROPERTY_USAGE_STORE_IF_NULL_VALUE = 16384.cint
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GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER_VALUE = 32768.cint
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GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED_VALUE = 65536.cint
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proc getClassConstructor*(className: cstring): GodotClassConstructor
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{.inline.} =
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getGDNativeAPI().getClassConstructor(className)
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GODOT_PROPERTY_USAGE_DEFAULT_VALUE: cint =
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GODOT_PROPERTY_USAGE_STORAGE_VALUE or GODOT_PROPERTY_USAGE_EDITOR_VALUE or
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GODOT_PROPERTY_USAGE_NETWORK_VALUE
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GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE: cint =
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GODOT_PROPERTY_USAGE_STORAGE_VALUE or
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GODOT_PROPERTY_USAGE_EDITOR_VALUE or GODOT_PROPERTY_USAGE_NETWORK_VALUE or
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GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE
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GODOT_PROPERTY_USAGE_NOEDITOR_VALUE: cint =
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GODOT_PROPERTY_USAGE_STORAGE_VALUE or GODOT_PROPERTY_USAGE_NETWORK_VALUE
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type
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GodotPropertyUsage* {.size: sizeof(cint), pure.} = enum
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Storage = GODOT_PROPERTY_USAGE_STORAGE_VALUE
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Editor = GODOT_PROPERTY_USAGE_EDITOR_VALUE
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Network = GODOT_PROPERTY_USAGE_NETWORK_VALUE
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NoEditor = GODOT_PROPERTY_USAGE_NOEDITOR_VALUE
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Default = GODOT_PROPERTY_USAGE_DEFAULT_VALUE
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EditorHelper = GODOT_PROPERTY_USAGE_EDITOR_HELPER_VALUE
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Checkable = GODOT_PROPERTY_USAGE_CHECKABLE_VALUE
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## used for editing global variables
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Checked = GODOT_PROPERTY_USAGE_CHECKED_VALUE
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## used for editing global variables
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Internationalized = GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE
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## hint for internationalized strings
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DefaultIntl = GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE
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Group = GODOT_PROPERTY_USAGE_GROUP_VALUE
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## used for grouping props in the editor
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Category = GODOT_PROPERTY_USAGE_CATEGORY_VALUE
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NonZero = GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE
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## only store if nonzero
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NonOne = GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE
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## only store if false
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NoInstanceState = GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE_VALUE
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RestartIfChanged = GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED_VALUE
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ScriptVariable = GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE_VALUE
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StoreIfNull = GODOT_PROPERTY_USAGE_STORE_IF_NULL_VALUE
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AnimateAsTrigger = GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER_VALUE
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UpdateAllIfModified = GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED_VALUE
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GodotPropertyAttributes* {.bycopy.} = object
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rsetType*: GodotMethodRPCMode
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typ*: cint
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hint*: GodotPropertyHint
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hintString*: GodotString
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usage*: cint
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defaultValue*: GodotVariant
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GodotInstanceCreateFunc* {.bycopy.} = object
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createFunc*:
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proc (obj: ptr GodotObject; methodData: pointer): pointer {.noconv.}
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## returns user data
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methodData*: pointer
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freeFunc*: proc (a2: pointer) {.noconv.}
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GodotInstanceDestroyFunc* {.bycopy.} = object
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destroyFunc*:
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proc (obj: ptr GodotObject; methodData: pointer;
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userData: pointer) {.noconv.}
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methodData*: pointer
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freeFunc*: proc (a2: pointer) {.noconv.}
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proc godotScriptRegisterClass*(libHandle: pointer; name, base: cstring;
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create_func: GodotInstanceCreateFunc;
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destroy_func: GodotInstanceDestroyFunc) {.
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importc: "godot_nativescript_register_class".}
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proc godotScriptRegisterToolClass*(libHandle: pointer; name, base: cstring;
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createFunc: GodotInstanceCreateFunc;
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destroyFunc: GodotInstanceDestroyFunc) {.
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importc: "godot_nativescript_register_tool_class".}
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type
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GodotInstanceMethod* {.bycopy.} = object
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meth*:
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proc (obj: ptr GodotObject; methodData: pointer;
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userData: pointer; numArgs: cint;
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args: var array[MAX_ARG_COUNT, ptr GodotVariant]):
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GodotVariant {.noconv.}
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methodData*: pointer
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freeFunc*: proc (a2: pointer) {.noconv.}
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proc godotScriptRegisterMethod*(libHandle: pointer;
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name: cstring; function_name: cstring;
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attr: GodotMethodAttributes;
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meth: GodotInstanceMethod) {.
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importc: "godot_nativescript_register_method".}
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type
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GodotPropertySetFunc* {.bycopy.} = object
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setFunc*: proc (obj: ptr GodotObject; methodData: pointer;
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userData: pointer; value: GodotVariant) {.noconv.}
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methodData*: pointer
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freeFunc*: proc (a2: pointer) {.noconv.}
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GodotPropertyGetFunc* {.bycopy.} = object
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getFunc*: proc (obj: ptr GodotObject; methodData: pointer;
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userData: pointer): GodotVariant {.noconv.}
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methodData*: pointer
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freeFunc*: proc (a2: pointer) {.noconv.}
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proc godotScriptRegisterProperty*(libHandle: pointer;
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name: cstring; path: cstring;
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attr: ptr GodotPropertyAttributes;
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setFunc: GodotPropertySetFunc;
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getFunc: GodotPropertyGetFunc) {.
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importc: "godot_nativescript_register_property".}
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type
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GodotSignalArgument* {.bycopy.} = object
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name*: GodotString
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typ*: cint
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hint*: GodotPropertyHint
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hintString*: GodotString
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usage*: cint
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defaultValue*: GodotVariant
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GodotSignal* = object
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name*: GodotString
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numArgs*: cint
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args*: ptr GodotSignalArgument
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numDefaultArgs*: cint
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defaultArgs*: ptr GodotVariant
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proc godotScriptRegisterSignal*(libHandle: pointer; name: cstring;
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signal: GodotSignal) {.
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importc: "godot_nativescript_register_signal".}
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proc getUserdata*(instance: ptr GodotObject): pointer {.
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importc: "godot_nativescript_get_userdata".}
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type ClassConstructor = proc (): ptr GodotObject {.noconv.}
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proc getClassConstructor*(className: cstring): ClassConstructor {.
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importc: "godot_get_class_constructor".}
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proc deinit*(o: ptr GodotObject) {.
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importc: "godot_object_destroy".}
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proc deinit*(o: ptr GodotObject) {.inline.} =
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getGDNativeAPI().objectDestroy(o)
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# print using Godot's error handler list
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proc godotPrintError*(description: cstring; function: cstring; file: cstring;
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line: cint) {.
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importc: "godot_print_error".}
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proc godotPrintError*(description, function, file: cstring;
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line: cint) {.inline.} =
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let api = getGDNativeAPI()
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api.printError(description, function, file, line)
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proc godotPrintWarning*(description: cstring; function: cstring;
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file: cstring; line: cint) {.
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importc: "godot_print_warning".}
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proc godotPrintWarning*(description, function, file: cstring;
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line: cint) {.inline.} =
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getGDNativeAPI().printWarning(description, function, file, line)
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proc godotPrint*(message: GodotString) {.
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importc: "godot_print".}
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proc godotPrint*(message: GodotString) {.inline.} =
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getGDNativeAPI().print(message)
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var getClassMethodBind: ptr GodotMethodBind
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proc getClassName*(o: ptr GodotObject): string =
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@ -267,22 +95,25 @@ proc getClassName*(o: ptr GodotObject): string =
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# There are physics type not known by ClassDB
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result = result[0..result.len-3]
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proc getGodotSingleton*(name: cstring): ptr GodotObject {.
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importc: "godot_global_get_singleton".}
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proc getGodotSingleton*(name: cstring): ptr GodotObject {.inline.} =
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getGDNativeAPI().globalGetSingleton(name)
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# System Functions
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proc godotAlloc*(bytes: cint): pointer {.
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importc: "godot_alloc".}
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proc godotAlloc*(bytes: cint): pointer {.inline.} =
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## Allocates the specified number of bytes.
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## Using this instead of stdlib proc will help Godot track how much memory
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## is in use in debug mode.
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proc godotRealloc*(p: pointer; bytes: cint): pointer {.
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importc: "godot_realloc".}
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getGDNativeAPI().alloc(bytes)
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proc godotRealloc*(p: pointer; bytes: cint): pointer {.inline.} =
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## Reallocates the pointer for the specified number of bytes.
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## Using this instead of stdlib proc will help Godot track how much memory
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## is in use in debug mode.
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proc godotFree*(p: pointer) {.importc: "godot_free".}
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getGDNativeAPI().realloc(p, bytes)
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proc godotFree*(p: pointer) {.inline.} =
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## Frees the memory pointed to by the pointer.
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## Using this instead of stdlib proc will help Godot track how much memory
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## is in use in debug mode.
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getGDNativeAPI().free(p)
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