string_name_glue.cpp 3.3 KB

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  1. /*************************************************************************/
  2. /* string_name_glue.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifdef MONO_GLUE_ENABLED
  31. #include "core/string/string_name.h"
  32. #include "core/string/ustring.h"
  33. #include "../mono_gd/gd_mono_marshal.h"
  34. StringName *godot_icall_StringName_Ctor(MonoString *p_path) {
  35. return memnew(StringName(GDMonoMarshal::mono_string_to_godot(p_path)));
  36. }
  37. void godot_icall_StringName_Dtor(StringName *p_ptr) {
  38. ERR_FAIL_NULL(p_ptr);
  39. memdelete(p_ptr);
  40. }
  41. MonoString *godot_icall_StringName_operator_String(StringName *p_np) {
  42. return GDMonoMarshal::mono_string_from_godot(p_np->operator String());
  43. }
  44. MonoBoolean godot_icall_StringName_is_empty(StringName *p_ptr) {
  45. return (MonoBoolean)(*p_ptr == StringName());
  46. }
  47. void godot_register_string_name_icalls() {
  48. GDMonoUtils::add_internal_call("Godot.StringName::godot_icall_StringName_Ctor", godot_icall_StringName_Ctor);
  49. GDMonoUtils::add_internal_call("Godot.StringName::godot_icall_StringName_Dtor", godot_icall_StringName_Dtor);
  50. GDMonoUtils::add_internal_call("Godot.StringName::godot_icall_StringName_operator_String", godot_icall_StringName_operator_String);
  51. GDMonoUtils::add_internal_call("Godot.StringName::godot_icall_StringName_is_empty", godot_icall_StringName_is_empty);
  52. }
  53. #endif // MONO_GLUE_ENABLED