Files
godot-cpp/include/gen/Marshalls.hpp
karroffel e9517a7b3b implemented instance binding data usage
This commit changes the way C++ wrapper classes work.
Previously, wrapper classes were merely wrapper *interfaces*.
They used the `this` pointer to store the actual foreign Godot
Object.

With the NativeScript 1.1 extension it is now possible to have
low-overhead language binding data attached to Objects.

The C++ bindings use that feature to implement *proper* wrappers
and enable regular C++ inheritance usage that way.

Some things might still be buggy and untested, but the C++
SimpleDemo works with those changes.
2018-07-25 14:06:08 +02:00

51 lines
1.2 KiB
C++

#ifndef GODOT_CPP_MARSHALLS_HPP
#define GODOT_CPP_MARSHALLS_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Reference.hpp>
namespace godot {
class Marshalls : public Reference {
static Marshalls *_singleton;
Marshalls();
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline Marshalls *get_singleton()
{
if (!Marshalls::_singleton) {
Marshalls::_singleton = new Marshalls;
}
return Marshalls::_singleton;
}
static inline const char *___get_class_name() { return (const char *) "Marshalls"; }
static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
// enums
// constants
// methods
String variant_to_base64(const Variant variant);
Variant base64_to_variant(const String base64_str);
String raw_to_base64(const PoolByteArray array);
PoolByteArray base64_to_raw(const String base64_str);
String utf8_to_base64(const String utf8_str);
String base64_to_utf8(const String base64_str);
};
}
#endif