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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