- proc getMethod(className: cstring; methodName: cstring): ptr GodotMethodBind {.- inline,
    raises: [], tags: [] .}
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- proc ptrCall(methodBind: ptr GodotMethodBind; instance: ptr GodotObject;
            args: ptr array[MAX_ARG_COUNT, pointer]; ret: pointer) {.- inline,
    raises: [], tags: [] .}
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- 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: [] .}
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- proc nativeScriptRegisterClass(libHandle: pointer; name, base: cstring;
                              createFunc: GodotInstanceCreateFunc;
                              destroyFunc: GodotInstanceDestroyFunc) {.- inline,
    raises: [], tags: [] .}
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- proc nativeScriptRegisterToolClass(libHandle: pointer; name, base: cstring;
                                  createFunc: GodotInstanceCreateFunc;
                                  destroyFunc: GodotInstanceDestroyFunc) {.- inline,
    raises: [], tags: [] .}
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- proc nativeScriptRegisterMethod(libHandle: pointer; name: cstring;
                               function_name: cstring;
                               attr: GodotMethodAttributes;
                               meth: GodotInstanceMethod) {.- inline, raises: [],
    tags: [] .}
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- proc nativeScriptRegisterProperty(libHandle: pointer; name, path: cstring;
                                 attr: ptr GodotPropertyAttributes;
                                 setFunc: GodotPropertySetFunc;
                                 getFunc: GodotPropertyGetFunc) {.- inline,
    raises: [], tags: [] .}
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- 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: [] .}
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- 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.
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- 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.
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- 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.
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