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https://github.com/godotengine/godot-cpp.git
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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.
51 lines
1.2 KiB
C++
51 lines
1.2 KiB
C++
#ifndef GODOT_CPP_MARSHALLS_HPP
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#define GODOT_CPP_MARSHALLS_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include <Reference.hpp>
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namespace godot {
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class Marshalls : public Reference {
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static Marshalls *_singleton;
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Marshalls();
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline Marshalls *get_singleton()
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{
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if (!Marshalls::_singleton) {
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Marshalls::_singleton = new Marshalls;
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}
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return Marshalls::_singleton;
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}
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static inline const char *___get_class_name() { return (const char *) "Marshalls"; }
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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); }
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// enums
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// constants
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// methods
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String variant_to_base64(const Variant variant);
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Variant base64_to_variant(const String base64_str);
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String raw_to_base64(const PoolByteArray array);
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PoolByteArray base64_to_raw(const String base64_str);
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String utf8_to_base64(const String utf8_str);
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String base64_to_utf8(const String base64_str);
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};
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}
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#endif |