mirror of
https://github.com/godotengine/godot-git-plugin.git
synced 2026-01-03 10:09:43 +03:00
Clean up C code
This commit is contained in:
13
.gitignore
vendored
13
.gitignore
vendored
@@ -1,13 +0,0 @@
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*.o
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*.os
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*.so
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*.dylib
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.import
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*.import
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*.dblite
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*.dll
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*.exp
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*.lib
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*.obj
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logs
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.vscode/
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3
.gitmodules
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3
.gitmodules
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[submodule "godot_headers"]
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path = godot_headers
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url = https://github.com/GodotNativeTools/godot_headers
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79
SConstruct
79
SConstruct
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#!python
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import os, subprocess
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opts = Variables([], ARGUMENTS)
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# Gets the standard flags CC, CCX, etc.
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env = DefaultEnvironment()
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# Define our options
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opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
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opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'demo/bin/'))
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opts.Add(PathVariable('target_name', 'The library name.', 'libsimple', PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "godot_headers/"
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# only support 64 at this time..
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bits = 64
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# Updates the environment with the option variables.
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opts.Update(env)
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# Process some arguments
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if env['use_llvm']:
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env['CC'] = 'clang'
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env['CXX'] = 'clang++'
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if env['p'] != '':
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env['platform'] = env['p']
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if env['platform'] == '':
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print("No valid target platform selected.")
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quit();
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# Check our platform specifics
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if env['platform'] == "osx":
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env['target_path'] += 'osx/'
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS = ['-g','-O2', '-arch', 'x86_64'])
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env.Append(LINKFLAGS = ['-arch', 'x86_64'])
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else:
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env.Append(CCFLAGS = ['-g','-O3', '-arch', 'x86_64'])
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env.Append(LINKFLAGS = ['-arch', 'x86_64'])
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elif env['platform'] in ('x11', 'linux'):
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env['target_path'] += 'x11/'
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS = ['-fPIC', '-g3','-Og', '-std=c++17'])
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else:
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env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++17'])
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elif env['platform'] == "windows":
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env['target_path'] += 'win64/'
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV = os.environ)
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env.Append(CCFLAGS = ['-DWIN32', '-D_WIN32', '-D_WINDOWS', '-W3', '-GR', '-D_CRT_SECURE_NO_WARNINGS'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '-MDd'])
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else:
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env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '-MD'])
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# make sure our binding library is properly includes
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env.Append(CPPPATH=['.', godot_headers_path])
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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env.Append(CPPPATH=['src/'])
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sources = Glob('src/*.c')
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library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
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Default(library)
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# Generates help for the -h scons option.
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Help(opts.GenerateHelpText(env))
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@@ -1,18 +0,0 @@
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[general]
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singleton=false
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load_once=true
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symbol_prefix="godot_"
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reloadable=true
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[entry]
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X11.64="res://bin/x11/libsimple.so"
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Windows.64="res://bin/win64/libsimple.dll"
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OSX.64="res://bin/osx/libsimple.dylib"
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[dependencies]
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X11.64=[ ]
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Windows=[ ]
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OSX.64=[ ]
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@@ -1,10 +0,0 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://bin/test.gdnlib" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "SIMPLE"
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class_name = "SIMPLE"
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library = ExtResource( 1 )
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_sections_unfolded = [ "Resource" ]
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@@ -1,7 +0,0 @@
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[gd_resource type="Environment" load_steps=2 format=2]
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[sub_resource type="ProceduralSky" id=1]
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[resource]
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background_mode = 2
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background_sky = SubResource( 1 )
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@@ -1,9 +0,0 @@
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extends Control
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# load the SIMPLE library
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const SIMPLE = preload("res://bin/test.gdns")
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onready var data = SIMPLE.new()
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func _on_Button_pressed():
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$Label.text = "Data = " + data.get_data()
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BIN
demo/icon.png
BIN
demo/icon.png
Binary file not shown.
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Before Width: | Height: | Size: 3.4 KiB |
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@@ -1,24 +0,0 @@
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=4
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_global_script_classes=[ ]
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_global_script_class_icons={
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}
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[application]
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config/name="demo"
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run/main_scene="res://test.tscn"
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config/icon="res://icon.png"
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[rendering]
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environment/default_environment="res://default_env.tres"
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@@ -1,3 +0,0 @@
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[gd_scene format=2]
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[node name="Spatial" type="Spatial"]
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Submodule godot_headers deleted from 4fa11f8c2a
91
src/test.c
91
src/test.c
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#include <gdnative_api_struct.gen.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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typedef struct user_data_struct
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{
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char data[256];
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} user_data_struct;
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const godot_gdnative_core_api_struct *api = NULL;
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const godot_gdnative_ext_nativescript_api_struct *nativescript_api = NULL;
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GDCALLINGCONV void *simple_constructor(godot_object *p_instance, void *p_method_data);
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GDCALLINGCONV void simple_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data);
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godot_variant simple_get_data(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args);
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void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *p_options)
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{
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api = p_options->api_struct;
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// now find our extensions
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for (int i = 0; i < api->num_extensions; i++)
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{
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switch (api->extensions[i]->type)
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{
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case GDNATIVE_EXT_NATIVESCRIPT:
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{
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nativescript_api = (godot_gdnative_ext_nativescript_api_struct *)api->extensions[i];
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};
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break;
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default:
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break;
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};
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};
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}
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void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *p_options)
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{
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api = NULL;
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nativescript_api = NULL;
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}
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void GDN_EXPORT godot_nativescript_init(void *p_handle)
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{
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godot_instance_create_func create = {NULL, NULL, NULL};
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create.create_func = &simple_constructor;
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godot_instance_destroy_func destroy = {NULL, NULL, NULL};
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destroy.destroy_func = &simple_destructor;
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nativescript_api->godot_nativescript_register_class(p_handle, "SIMPLE", "Reference", create, destroy);
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godot_instance_method get_data = {NULL, NULL, NULL};
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get_data.method = &simple_get_data;
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godot_method_attributes attributes = {GODOT_METHOD_RPC_MODE_DISABLED};
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nativescript_api->godot_nativescript_register_method(p_handle, "SIMPLE", "get_data", attributes, get_data);
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}
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GDCALLINGCONV void *simple_constructor(godot_object *p_instance, void *p_method_data)
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{
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printf("SIMPLE._init()\n");
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user_data_struct *user_data = api->godot_alloc(sizeof(user_data_struct));
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strcpy(user_data->data, "World from GDNative!");
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return user_data;
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}
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GDCALLINGCONV void simple_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data)
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{
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printf("SIMPLE._byebye()\n");
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api->godot_free(p_user_data);
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}
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godot_variant simple_get_data(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args)
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{
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godot_string data;
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godot_variant ret;
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user_data_struct *user_data = (user_data_struct *)p_user_data;
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api->godot_string_new(&data);
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api->godot_string_parse_utf8(&data, user_data->data);
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api->godot_variant_new_string(&ret, &data);
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api->godot_string_destroy(&data);
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return ret;
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}
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