GodotArray = object
data: array[sizeof(int), byte]
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GodotDictionary = object
data: array[sizeof(int), byte]
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GodotNodePath = object
data: array[sizeof(int), byte]
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GodotObject = object
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GodotPoolByteArray = object
data: array[sizeof(int), byte]
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GodotPoolByteArrayReadAccess = object
data: array[1, byte]
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GodotPoolByteArrayWriteAccess = object
data: array[1, byte]
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GodotPoolIntArray = object
data: array[sizeof(int), byte]
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GodotPoolIntArrayReadAccess = object
data: array[1, byte]
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GodotPoolIntArrayWriteAccess = object
data: array[1, byte]
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GodotPoolRealArray = object
data: array[sizeof(int), byte]
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GodotPoolRealArrayReadAccess = object
data: array[1, byte]
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GodotPoolRealArrayWriteAccess = object
data: array[1, byte]
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GodotPoolStringArray = object
data: array[sizeof(int), byte]
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GodotPoolStringArrayReadAccess = object
data: array[1, byte]
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GodotPoolStringArrayWriteAccess = object
data: array[1, byte]
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GodotPoolVector2Array = object
data: array[sizeof(int), byte]
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GodotPoolVector2ArrayReadAccess = object
data: array[1, byte]
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GodotPoolVector2ArrayWriteAccess = object
data: array[1, byte]
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GodotPoolVector3Array = object
data: array[sizeof(int), byte]
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GodotPoolVector3ArrayReadAccess = object
data: array[1, byte]
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GodotPoolVector3ArrayWriteAccess = object
data: array[1, byte]
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GodotPoolColorArray = object
data: array[sizeof(int), byte]
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GodotPoolColorArrayReadAccess = object
data: array[1, byte]
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GodotPoolColorArrayWriteAccess = object
data: array[1, byte]
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GodotString = object
data: array[sizeof(int), byte]
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GodotCharString = object
data: array[sizeof(int), byte]
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VariantType = enum
Nil,
Bool, Int, Real, String, Vector2,
Rect2, Vector3, Transform2D, Plane, Quat,
AABB, Basis, Transform,
Color, NodePath,
RID, Object, Dictionary, Array,
PoolByteArray, PoolIntArray, PoolRealArray, PoolStringArray, PoolVector2Array,
PoolVector3Array, PoolColorArray
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VariantCallErrorType = enum
OK, InvalidMethod, InvalidArgument, TooManyArguments, TooFewArguments,
InstanceIsNull
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VariantCallError = object
error*: VariantCallErrorType
argument*: cint
expected*: VariantType
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GodotVariant = object
data: array[4 + 2, float32]
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GodotMethodBind = object
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GDNativeAPIVersion = object
major*: cuint
minor*: cuint
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GDNativeInitOptions = object
inEditor*: bool
coreApiHash*: uint64
editorApiHash*: uint64
noApiHash*: uint64
reportVersionMismatch*: proc (library: ptr GodotObject; extension: cstring;
want: GDNativeAPIVersion; have: GDNativeAPIVersion) {.
noconv
.}
reportLoadingError*: proc (library: ptr GodotObject; what: cstring) {.noconv
.}
gdNativeLibrary*: ptr GodotObject
gdNativeAPIStruct*: pointer
activeLibraryPath*: ptr GodotString
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GDNativeTerminateOptions = object
inEditor*: bool
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GodotMethodRPCMode = enum
Disabled, Remote, Sync, Master, Slave
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GodotMethodAttributes = object
rpcMode*: GodotMethodRPCMode
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GodotPropertyHint = enum
None,
Range,
ExpRange,
Enum,
ExpEasing,
Length,
SpriteFrame, KeyAccel,
Flags,
Layers2DRender, Layers2DPhysics, Layers3DRender, Layers3DPhysics, File,
Dir,
GlobalFile,
GlobalDir,
ResourceType,
MultilineText,
ColorNoAlpha,
ImageCompressLossy, ImageCompressLossless, ObjectId, TypeString,
NodePathToEditedNode,
MethodOfVariantType,
MethodOfBaseType,
MethodOfInstance,
MethodOfScript,
PropertyOfVariantType,
PropertyOfBaseType,
PropertyOfInstance,
PropertyOfScript,
PropertyHintMax
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GodotPropertyUsage = 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,
Checked = GODOT_PROPERTY_USAGE_CHECKED_VALUE,
Internationalized = GODOT_PROPERTY_USAGE_INTERNATIONALIZED_VALUE,
DefaultIntl = GODOT_PROPERTY_USAGE_DEFAULT_INTL_VALUE, Group = GODOT_PROPERTY_USAGE_GROUP_VALUE,
Category = GODOT_PROPERTY_USAGE_CATEGORY_VALUE, NonZero = GODOT_PROPERTY_USAGE_STORE_IF_NONZERO_VALUE,
NonOne = GODOT_PROPERTY_USAGE_STORE_IF_NONONE_VALUE,
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 = object
rsetType*: GodotMethodRPCMode
typ*: cint
hint*: GodotPropertyHint
hintString*: GodotString
usage*: cint
defaultValue*: GodotVariant
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GodotInstanceCreateFunc = object
createFunc*: proc (obj: ptr GodotObject; methodData: pointer): pointer {.noconv
.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv
.}
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GodotInstanceDestroyFunc = object
destroyFunc*: proc (obj: ptr GodotObject; methodData: pointer; userData: pointer) {.
noconv
.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv
.}
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GodotInstanceMethod = 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 = 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 = object
getFunc*: proc (obj: ptr GodotObject; methodData: pointer; userData: pointer): GodotVariant {.
noconv
.}
methodData*: pointer
freeFunc*: proc (a2: pointer) {.noconv
.}
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GodotSignalArgument = 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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GodotClassConstructor = proc (): ptr GodotObject {.noconv, gcsafe, locks: 0, raises: [],
tags: []
.}
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