Module godotinternal

Procs

proc getMethod(className: cstring; methodName: cstring): ptr GodotMethodBind {.
inline, raises: [], tags: []
.}
  Source Edit
proc ptrCall(methodBind: ptr GodotMethodBind; instance: ptr GodotObject;
            args: ptr array[MAX_ARG_COUNT, pointer]; ret: pointer) {.
inline, raises: [], tags: []
.}
  Source Edit
proc call(methodBind: ptr GodotMethodBind; instance: ptr GodotObject;
         args: ptr array[MAX_ARG_COUNT, ptr GodotVariant]; argCount: cint;
         callError: var VariantCallError): GodotVariant {.
inline, raises: [], tags: []
.}
  Source Edit
proc nativeScriptRegisterClass(libHandle: pointer; name, base: cstring;
                              createFunc: GodotInstanceCreateFunc;
                              destroyFunc: GodotInstanceDestroyFunc) {.
inline, raises: [], tags: []
.}
  Source Edit
proc nativeScriptRegisterToolClass(libHandle: pointer; name, base: cstring;
                                  createFunc: GodotInstanceCreateFunc;
                                  destroyFunc: GodotInstanceDestroyFunc) {.
inline, raises: [], tags: []
.}
  Source Edit
proc nativeScriptRegisterMethod(libHandle: pointer; name: cstring;
                               function_name: cstring;
                               attr: GodotMethodAttributes;
                               meth: GodotInstanceMethod) {.
inline, raises: [], tags: []
.}
  Source Edit
proc nativeScriptRegisterProperty(libHandle: pointer; name, path: cstring;
                                 attr: ptr GodotPropertyAttributes;
                                 setFunc: GodotPropertySetFunc;
                                 getFunc: GodotPropertyGetFunc) {.
inline, raises: [], tags: []
.}
  Source Edit
proc nativeScriptRegisterSignal(libHandle: pointer; name: cstring;
                               signal: GodotSignal) {.
inline, raises: [], tags: []
.}
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proc getUserdata(instance: ptr GodotObject): pointer {.
inline, raises: [], tags: []
.}
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proc getClassConstructor(className: cstring): GodotClassConstructor {.
inline, raises: [], tags: []
.}
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proc deinit(o: ptr GodotObject) {.
inline, raises: [], tags: []
.}
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proc godotPrintError(description, function, file: cstring; line: cint) {.
inline, raises: [], tags: []
.}
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proc godotPrintWarning(description, function, file: cstring; line: cint) {.
inline, raises: [], tags: []
.}
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proc godotPrint(message: GodotString) {.
inline, raises: [], tags: []
.}
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proc getClassName(o: ptr GodotObject): string {.
raises: [], tags: []
.}
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proc getGodotSingleton(name: cstring): ptr GodotObject {.
inline, raises: [], tags: []
.}
  Source Edit
proc godotAlloc(bytes: cint): pointer {.
inline, raises: [], tags: []
.}
Allocates the specified number of bytes. Using this instead of stdlib proc will help Godot track how much memory is in use in debug mode.   Source Edit
proc godotRealloc(p: pointer; bytes: cint): pointer {.
inline, raises: [], tags: []
.}
Reallocates the pointer for the specified number of bytes. Using this instead of stdlib proc will help Godot track how much memory is in use in debug mode.   Source Edit
proc godotFree(p: pointer) {.
inline, raises: [], tags: []
.}
Frees the memory pointed to by the pointer. Using this instead of stdlib proc will help Godot track how much memory is in use in debug mode.   Source Edit