Compare commits

..

15 Commits

Author SHA1 Message Date
Rémi Verschelde
df0514f159 Update files to Godot 3.4.5-stable (3.4 branch) 2022-08-03 10:08:09 +02:00
Rémi Verschelde
a0fd98d4ba Update copyright year
(cherry picked from commit e00386d464)
(cherry picked from commit 26b49b9ac6)
2022-04-04 12:27:07 +02:00
Rémi Verschelde
4ea4d82618 Update files to Godot 3.4.3-stable (3.4 branch) 2022-02-24 10:14:25 +01:00
Rémi Verschelde
c941c6076f Update files to Godot 3.4.1-stable (3.4 branch) 2021-12-17 11:25:42 +01:00
Rémi Verschelde
d1596b939d Merge pull request #101 from akien-mga/3.x 2021-11-04 15:21:32 +01:00
Rémi Verschelde
f7e545a294 Update files to Godot 3.4-stable (3.x branch) 2021-11-04 15:14:35 +01:00
Rémi Verschelde
0f91de28a5 Merge pull request #96 from akien-mga/godot-3.4-beta4 2021-09-27 11:00:23 +02:00
Rémi Verschelde
400eca2c6b Update files to Godot 3.4-beta5 (3.x branch) 2021-09-27 11:00:13 +02:00
Rémi Verschelde
cd457bda8c Merge pull request #97 from akien-mga/readme-versioning-manual-updates 2021-09-27 10:58:24 +02:00
Rémi Verschelde
30298009f5 README: Cleanup, add Versioning and Update sections
This clarifies the correspondance between this repo's branches and the upstream
ones, as well as documents the update workflow used by maintainers to sync the
headers, which can be used by anyone for their own builds (or if they're
running cutting edge Godot snapshots before this repo gets updated).
2021-09-27 10:45:31 +02:00
Rémi Verschelde
68174528c9 Update files to Godot 3.3.3-stable
Some additions in api.json due to necessary bugfixes.
No removals.
2021-08-19 22:27:09 +02:00
Rémi Verschelde
134212db03 Revert "Add get_buffered_amount() to WebRTCDataChannel"
This reverts commit ec43f875e5.
2021-08-19 22:24:10 +02:00
Rémi Verschelde
2840b31344 Merge pull request #94 from dsnopek/webrtc-get-buffered-amount
Add get_buffered_amount() to WebRTCDataChannel (godot-headers)
2021-07-22 12:48:05 +02:00
David Snopek
ec43f875e5 Add get_buffered_amount() to WebRTCDataChannel 2021-07-21 10:36:40 -05:00
Rémi Verschelde
bd863357de Update files to Godot 3.3.1-stable and 3.3.2-stable
No change between the two.
2021-05-25 14:55:03 +02:00
29 changed files with 11818 additions and 1205 deletions

View File

@@ -1,6 +1,6 @@
# MIT License
Copyright (c) 2017-2021 Godot Engine contributors.
Copyright (c) 2017-2022 Godot Engine contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

175
README.md
View File

@@ -1,20 +1,46 @@
# godot-headers
#### `GDNative / NativeScript`
This repository contains C headers for
[**Godot Engine**](https://github.com/godotengine/godot)'s *GDNative* API,
which can be used to write *NativeScripts*.
> `GDNative` enables the use of dynamically linked libraries inside of [**Godot**](https://github.com/godotengine/godot).
> `GDNative` enables the use of dynamically linked libraries inside of
> [**Godot**](https://github.com/godotengine/godot).
> `NativeScript` uses GDNative to implement scripts backed by native code.
- [**Getting Started**](#getting-started)
- [**FAQ**](#faq)
- [**Versioning**](#versioning)
- [**Getting Started**](#getting-started)
- [**FAQ**](#faq)
- [**Updating Headers**](#updating-headers)
## Versioning
This repositories follows the same branch versioning as the main [Godot Engine
repository](https://github.com/godotengine/godot):
- `master` tracks the current development branch. As this is a moving target,
the headers in this repository may not always be fully in sync with upstream.
See [**Updating Headers**](#updating-headers) if you need to bring
them up to date.
- `3.x` tracks the development of the next 3.x minor release. Like `master`, it
might not always be fully up-to-date with upstream.
- Other versioned branches (e.g. `3.3`, `3.2`) track the latest stable release
in the corresponding branch.
Stable releases are also tagged on this repository:
[**Tags**](https://github.com/godotengine/godot-headers/tags).
**For any project built against a stable release of Godot, we recommend using
this repository as a Git submodule, checking out the specific tag matching your
Godot version.**
## Getting Started
| **Build latest version of Godot** | [**GitHub**](https://github.com/godotengine/godot) | [**Docs**](https://godot.readthedocs.io/en/latest/development/compiling/index.html) |
| **Build latest version of Godot** | [**GitHub**](https://github.com/godotengine/godot) | [**Docs**](https://docs.godotengine.org/en/latest/development/compiling/index.html) |
| --- | --- | --- |
### Clone godot-headers into Library
### Clone `godot-headers` into Library
Clone `godot-headers` under `SimpleLibrary/`
@@ -23,9 +49,10 @@ cd SimpleLibrary
git clone https://github.com/godotengine/godot-headers
```
> Note that the master branch of this repository contains the header for the latest Godot master. If you want to build GDNative modules for older versions of Godot add `-b <version>` to the git clone command above. i.e. `git clone https://github.com/godotengine/godot-headers -b 3.0` will retrieve headers compatible with Godot 3.0.
> With the exception of a breaking change in the ARVR module between 3.0 and 3.1, GDNative plugins written for an older version of Godot will work in newer versions.
Note that the master branch of this repository contains the headers for the
latest Godot `master` branch. See [**Versioning**](#versioning) for details.
You can use `-b <version>` to the above Git clone command to retrieve a specific
branch or tag (e.g. `-b 3.x` or `-b godot-3.3.3-stable`).
```bash
[SimpleLibrary]
@@ -35,7 +62,7 @@ git clone https://github.com/godotengine/godot-headers
### Create Script
Create `test.c` under `SimpleLibrary/src/`
Create `test.c` under `SimpleLibrary/src/`.
<details>
@@ -46,22 +73,22 @@ Create `test.c` under `SimpleLibrary/src/`
#include <stdio.h>
void *test_constructor(godot_object *obj, void *method_data) {
printf("test.constructor()\n");
return 0;
printf("test.constructor()\n");
return 0;
}
void test_destructor(godot_object *obj, void *method_data, void *user_data) {
printf("test.destructor()\n");
printf("test.destructor()\n");
}
/** func _ready() **/
godot_variant test_ready(godot_object *obj, void *method_data, void *user_data, int num_args, godot_variant **args) {
godot_variant ret;
godot_variant_new_nil(&ret);
godot_variant ret;
godot_variant_new_nil(&ret);
printf("_ready()\n");
printf("_ready()\n");
return ret;
return ret;
}
/** Library entry point **/
@@ -78,64 +105,64 @@ void GDN_EXPORT godot_nativescript_init(void *desc) {
godot_instance_create_func create_func = {
.create_func = &test_constructor,
.method_data = 0,
.free_func = 0
};
.method_data = 0,
.free_func = 0
};
godot_instance_destroy_func destroy_func = {
.destroy_func = &test_destructor,
.method_data = 0,
.free_func = 0
};
godot_instance_destroy_func destroy_func = {
.destroy_func = &test_destructor,
.method_data = 0,
.free_func = 0
};
godot_nativescript_register_class(desc, "SimpleClass", "Node", create_func, destroy_func);
godot_nativescript_register_class(desc, "SimpleClass", "Node", create_func, destroy_func);
{
godot_instance_method method = {
.method = &test_ready,
.method_data = 0,
.free_func = 0
};
{
godot_instance_method method = {
.method = &test_ready,
.method_data = 0,
.free_func = 0
};
godot_method_attributes attr = {
.rpc_type = GODOT_METHOD_RPC_MODE_DISABLED
};
godot_method_attributes attr = {
.rpc_type = GODOT_METHOD_RPC_MODE_DISABLED
};
godot_nativescript_register_method(desc, "SimpleClass", "_ready", attr, method);
}
godot_nativescript_register_method(desc, "SimpleClass", "_ready", attr, method);
}
}
godot_variant GDN_EXPORT some_test_procedure(void *data, godot_array *args) {
godot_variant ret;
godot_variant_new_int(&ret, 42);
godot_variant ret;
godot_variant_new_int(&ret, 42);
godot_string s;
godot_string_new_with_wide_string(&s, L"Hello World", 11);
godot_print(&s);
godot_string s;
godot_string_new_with_wide_string(&s, L"Hello World", 11);
godot_print(&s);
godot_string_destroy(&s);
godot_string_destroy(&s);
return ret;
return ret;
}
```
</details>
`Expand details for example code.`
Expand *Details* for example code.
### Compile Library
On Linux:
```bash
clang -g -fPIC -std=c99 -c src/test.c -I/path/to/godot/headers/ -o src/test.os
clang -g -fPIC -c src/test.c -I/path/to/godot/headers/ -o src/test.os
clang -g -shared src/test.os -o lib/test.so
```
On MacOS:
```bash
clang -g -fPIC -std=c99 -c src/test.c -I/path/to/godot/headers/ -o src/test.os
clang -g -fPIC -c src/test.c -I/path/to/godot/headers/ -o src/test.os
clang -g -shared -framework Cocoa -Wl,-undefined,dynamic_lookup src/test.os -o lib/test.dylib
```
@@ -146,9 +173,9 @@ clang -g -shared -framework Cocoa -Wl,-undefined,dynamic_lookup src/test.os -o l
The GDNativeLibrary resource contains links to the libraries for each platform.
1. Create a new resource in memory and edit it.
1. Select `Resource > GDNativeLibrary`.
1. Set the library file for your platform inside the inspector.
1. Save the edited resource as a `.tres`
2. Select `Resource > GDNativeLibrary`.
3. Set the library file for your platform inside the inspector.
4. Save the edited resource as a `.tres`
<details>
@@ -162,7 +189,7 @@ The GDNativeLibrary resource contains links to the libraries for each platform.
</details>
`Expand details for screenshots.`
Expand *Details* for screenshots.
### Using GDNativeLibrary in GDScript
@@ -170,25 +197,25 @@ The GDNativeLibrary resource contains links to the libraries for each platform.
extends Node
func _ready():
var gdn = GDNative.new()
gdn.library = load("res://lib/libtest.tres")
var gdn = GDNative.new()
gdn.library = load("res://lib/libtest.tres")
gdn.initialize()
gdn.initialize()
var res = gdn.call_native("standard_varcall", "some_test_procedure", [])
var res = gdn.call_native("standard_varcall", "some_test_procedure", [])
print("result: ", res)
print("result: ", res)
gdn.terminate()
gdn.terminate()
```
### Attaching GDNativeLibrary to a Node
1. Attach a new script to a node.
1. In the pop-up dialog, choose NativeScript in the `Language` menu.
1. Enable built-in script, or create a `.gdn` file, which only contains a name.
1. Specify the `Class Name`.
1. Press `Create`.
2. In the pop-up dialog, choose NativeScript in the `Language` menu.
3. Enable built-in script, or create a `.gdn` file, which only contains a name.
4. Specify the `Class Name`.
5. Press `Create`.
The GDNativeLibrary field in a NativeScript is empty by default.
@@ -201,7 +228,7 @@ The GDNativeLibrary field in a NativeScript is empty by default.
</details>
`Expand details for screenshots.`
Expand *Details* for screenshots.
## FAQ
@@ -231,5 +258,25 @@ You can! ✨
**What is the reason behind the name "GDNative"?**
GDNative was originally named "cscript" because it exposes a C API, but people
mistook a relation to C#, which is sometimes abbreviated as "cs". Then named "DLScript", but that brought up some confusion, so we settled with
GDNative. 📖
mistook a relation to C#, which is sometimes abbreviated as "cs". Then named
"DLScript", but that brought up some confusion, so we settled with GDNative. 📖
## Updating Headers
See [**Versioning**](#versioning) for details on the Godot versions tracked by
each branch of this repository.
If the relevant branch is not up-to-date for your needs, or if you want to sync
the headers with your own modified version of Godot, here is the update
procedure used to sync this repository with upstream releases:
- Compile [Godot Engine](https://github.com/godotengine/godot) at the specific
version/commit which you are using.
- Use the compiled executable to generate the `api.json` file with:
`godot --gdnative-generate-json-api api.json`
- Copy the file `modules/gdnative/gdnative_api.json` to this repository.
- Copy the files and folders from `modules/gdnative/include` to this repository,
overwriting existing content. (To be sure to be in sync, you can delete the
folders of this repository first, then copy the upstream folders in place.)
Make sure that you compiled the correct Godot version so that the generated
`gdnative_api_struct.gen.h` is up-to-date.

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

12728
api.json

File diff suppressed because it is too large Load Diff

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -145,7 +145,7 @@ typedef struct {
} godot_method_attributes;
typedef struct {
// instance pointer, method data, user data, num args, args - return result as varaint
// instance pointer, method data, user data, num args, args - return result as variant
GDCALLINGCONV godot_variant (*method)(godot_object *, void *, void *, int, godot_variant **);
void *method_data;
GDCALLINGCONV void (*free_func)(void *);

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -45,7 +45,6 @@ extern "C" {
#define GODOT_NET_API_MINOR 1
typedef struct {
godot_gdnative_api_version version; /* version of our API */
godot_object *data; /* User reference */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -38,7 +38,7 @@ extern "C" {
#endif
#define GODOT_NET_WEBRTC_API_MAJOR 3
#define GODOT_NET_WEBRTC_API_MINOR 2
#define GODOT_NET_WEBRTC_API_MINOR 4
/* Library Interface (used to set default GDNative WebRTC implementation */
typedef struct {
@@ -108,6 +108,13 @@ typedef struct {
void *next; /* For extension? */
} godot_net_webrtc_data_channel;
/* Extensions to WebRTCDataChannel */
typedef struct {
int (*get_buffered_amount)(const void *);
void *next; /* For extension? */
} godot_net_webrtc_data_channel_ext;
/* Set the default GDNative library */
godot_error GDAPI godot_net_set_webrtc_library(const godot_net_webrtc_library *);
/* Binds a WebRTCPeerConnectionGDNative to the provided interface */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */

View File

@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -46,7 +46,7 @@ typedef struct
void *next;
void *(*constructor)(godot_object *);
void (*destructor)(void *);
const char *(*get_plugin_name)(void);
const char *(*get_plugin_name)();
const char **(*get_supported_extensions)(int *count);
godot_bool (*open_file)(void *, void *); // data struct, and a FileAccess pointer
godot_real (*get_length)(const void *);