Module godotinternal

Types

GodotMethodBind* = object
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GodotNativeInitOptions* = object
  inEditor*: bool
  coreApiHash*: uint64
  editorApiHash*: uint64
  noApiHash*: uint64
  gdNativeLibrary*: ptr GodotObject
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GodotNativeTerminateOptions* = object
  inEditor*: bool
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GodotMethodRPCMode* {.
size: sizeof(cint), pure
.} = enum Disabled, Remote, Sync, Master, Slave
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GodotMethodAttributes* = object
  rpcMode*: GodotMethodRPCMode
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GodotPropertyHint* {.
size: sizeof(cint), pure
.} = enum None, ## no hint provided. Range, ## hint_text = "min,max,step,slider; // slider is optional" ExpRange, ## hint_text = "min,max,step", exponential edit Enum, ## hint_text= "val1,val2,val3,etc" ExpEasing, ## exponential easing funciton (Math::ease) Length, ## hint_text= "length" (as integer) SpriteFrame, KeyAccel, ## hint_text= "length" (as integer) Flags, ## hint_text= "flag1,flag2,etc" (as bit flags) Layers2DRender, Layers2DPhysics, Layers3DRender, Layers3DPhysics, File, ## a file path must be passed, hint_text ## (optionally) ## is a filter ## "*.png,*.wav,*.doc," Dir, ## a directort path must be passed GlobalFile, ## a file path must be passed, hint_text (optionally) is a ## filter "*.png,*.wav,*.doc," GlobalDir, ## a directort path must be passed ResourceType, ## a resource object type MultilineText, ## used for string properties that can contain multiple lines ColorNoAlpha, ## used for ignoring alpha component when editing a color ImageCompressLossy, ImageCompressLossless, ObjectId, TypeString, ## a type string, the hint is the base type to choose NodePathToEditedNode, ## so something else can provide this ## (used in scripts) MethodOfVariantType, ## a method of a type MethodOfBaseType, ## a method of a base type MethodOfInstance, ## a method of an instance MethodOfScript, ## a method of a script & base PropertyOfVariantType, ## a property of a type PropertyOfBaseType, ## a property of a base type PropertyOfInstance, ## a property of an instance PropertyOfScript, ## a property of a script & base PropertyHintMax
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GodotPropertyUsage* {.
size: sizeof(cint), pure
.} = enum Storage = GODOT_PROPERTY_USAGE_STORAGE_VALUE, Editor = GODOT_PROPERTY_USAGE_EDITOR_VALUE, Network = GODOT_PROPERTY_USAGE_NETWORK_VALUE, NoEditor = GODOT_PROPERTY_USAGE_NOEDITOR_VALUE, Default = GODOT_PROPERTY_USAGE_DEFAULT_VALUE, EditorHelper = GODOT_PROPERTY_USAGE_EDITOR_HELPER_VALUE, Checkable = GODOT_PROPERTY_USAGE_CHECKABLE_VALUE, ## used for editing global variables Checked = GODOT_PROPERTY_USAGE_CHECKED_VALUE, ## used for editing global variables Internationalized = GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE, ## hint for internationalized strings DefaultIntl = GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE, Group = GODOT_PROPERTY_USAGE_GROUP_VALUE, ## used for grouping props in the editor Category = GODOT_PROPERTY_USAGE_CATEGORY_VALUE, NonZero = GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE, ## only store if nonzero NonOne = GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE, ## only store if false NoInstanceState = GODOT_PROPERTY_USAGE_NO_INSTANCE_STATE_VALUE, RestartIfChanged = GODOT_PROPERTY_USAGE_RESTART_IF_CHANGED_VALUE, ScriptVariable = GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE_VALUE, StoreIfNull = GODOT_PROPERTY_USAGE_STORE_IF_NULL_VALUE, AnimateAsTrigger = GODOT_PROPERTY_USAGE_ANIMATE_AS_TRIGGER_VALUE, UpdateAllIfModified = GODOT_PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED_VALUE
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GodotPropertyAttributes* {.
bycopy
.} = object rsetType*: GodotMethodRPCMode typ*: cint hint*: GodotPropertyHint hintString*: GodotString usage*: cint defaultValue*: GodotVariant
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GodotInstanceCreateFunc* {.
bycopy
.} = object createFunc*: proc (obj: ptr GodotObject; methodData: pointer): pointer {.
noconv
.} methodData*: pointer freeFunc*: proc (a2: pointer) {.
noconv
.}
returns user data   Source Edit
GodotInstanceDestroyFunc* {.
bycopy
.} = object destroyFunc*: proc (obj: ptr GodotObject; methodData: pointer; userData: pointer) {.
noconv
.} methodData*: pointer freeFunc*: proc (a2: pointer) {.
noconv
.}
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GodotInstanceMethod* {.
bycopy
.} = object meth*: proc (obj: ptr GodotObject; methodData: pointer; userData: pointer; numArgs: cint; args: var array[MAX_ARG_COUNT, ptr GodotVariant]): GodotVariant {.
noconv
.} methodData*: pointer freeFunc*: proc (a2: pointer) {.
noconv
.}
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GodotPropertySetFunc* {.
bycopy
.} = object setFunc*: proc (obj: ptr GodotObject; methodData: pointer; userData: pointer; value: GodotVariant) {.
noconv
.} methodData*: pointer freeFunc*: proc (a2: pointer) {.
noconv
.}
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GodotPropertyGetFunc* {.
bycopy
.} = object getFunc*: proc (obj: ptr GodotObject; methodData: pointer; userData: pointer): GodotVariant {.
noconv
.} methodData*: pointer freeFunc*: proc (a2: pointer) {.
noconv
.}
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GodotSignalArgument* {.
bycopy
.} = object name*: GodotString typ*: cint hint*: GodotPropertyHint hintString*: GodotString usage*: cint defaultValue*: GodotVariant
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GodotSignal* = object
  name*: GodotString
  numArgs*: cint
  args*: ptr GodotSignalArgument
  numDefaultArgs*: cint
  defaultArgs*: ptr GodotVariant
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Consts

MAX_ARG_COUNT* = 128
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Procs

proc getMethod*(className: cstring; methodName: cstring): ptr GodotMethodBind {.
importc: "godot_method_bind_get_method"
.}
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proc ptrCall*(methodBind: ptr GodotMethodBind; instance: ptr GodotObject;
             args: ptr array[MAX_ARG_COUNT, pointer]; ret: pointer) {.
importc: "godot_method_bind_ptrcall"
.}
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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 {.
importc: "godot_method_bind_call"
.}
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proc godotScriptRegisterClass*(libHandle: pointer; name, base: cstring;
                              create_func: GodotInstanceCreateFunc;
                              destroy_func: GodotInstanceDestroyFunc) {.
importc: "godot_nativescript_register_class"
.}
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proc godotScriptRegisterToolClass*(libHandle: pointer; name, base: cstring;
                                  createFunc: GodotInstanceCreateFunc;
                                  destroyFunc: GodotInstanceDestroyFunc) {.
importc: "godot_nativescript_register_tool_class"
.}
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proc godotScriptRegisterMethod*(libHandle: pointer; name: cstring;
                               function_name: cstring;
                               attr: GodotMethodAttributes;
                               meth: GodotInstanceMethod) {.
importc: "godot_nativescript_register_method"
.}
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proc godotScriptRegisterProperty*(libHandle: pointer; name: cstring; path: cstring;
                                 attr: ptr GodotPropertyAttributes;
                                 setFunc: GodotPropertySetFunc;
                                 getFunc: GodotPropertyGetFunc) {.
importc: "godot_nativescript_register_property"
.}
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proc godotScriptRegisterSignal*(libHandle: pointer; name: cstring;
                               signal: GodotSignal) {.
importc: "godot_nativescript_register_signal"
.}
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proc getUserdata*(instance: ptr GodotObject): pointer {.
importc: "godot_nativescript_get_userdata"
.}
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proc getClassConstructor*(className: cstring): ClassConstructor {.
importc: "godot_get_class_constructor"
.}
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proc godotStackBottom*(): pointer {.
importc: "godot_get_stack_bottom"
.}
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proc deinit*(o: ptr GodotObject) {.
importc: "godot_object_destroy"
.}
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proc godotPrintError*(description: cstring; function: cstring; file: cstring;
                     line: cint) {.
importc: "godot_print_error"
.}
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proc godotPrintWarning*(description: cstring; function: cstring; file: cstring;
                       line: cint) {.
importc: "godot_print_warning"
.}
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proc godotPrint*(message: GodotString) {.
importc: "godot_print"
.}
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proc getClassName*(o: ptr GodotObject): string
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proc getGodotSingleton*(name: cstring): ptr GodotObject {.
importc: "godot_global_get_singleton"
.}
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proc godotAlloc*(bytes: cint): pointer {.
importc: "godot_alloc"
.}
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 {.
importc: "godot_realloc"
.}
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) {.
importc: "godot_free"
.}
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