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: []
.}
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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: []
.}
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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: []
.}
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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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