/**************************************************************************/ /* core_bind.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef CORE_BIND_H #define CORE_BIND_H #include "core/debugger/engine_profiler.h" #include "core/io/resource_loader.h" #include "core/io/resource_saver.h" #include "core/object/script_language.h" #include "core/os/os.h" #include "core/os/semaphore.h" #include "core/os/thread.h" #include "core/templates/safe_refcount.h" class MainLoop; template <typename T> class TypedArray; namespace core_bind { class ResourceLoader : public Object { … }; class ResourceSaver : public Object { … }; class OS : public Object { … }; class Geometry2D : public Object { … }; class Geometry3D : public Object { … }; class Marshalls : public Object { … }; class Mutex : public RefCounted { … }; class Semaphore : public RefCounted { … }; class Thread : public RefCounted { … }; namespace special { class ClassDB : public Object { … }; } // namespace special class Engine : public Object { … }; class EngineDebugger : public Object { … }; } // namespace core_bind VARIANT_ENUM_CAST(core_bind::ResourceLoader::ThreadLoadStatus); VARIANT_ENUM_CAST(core_bind::ResourceLoader::CacheMode); VARIANT_BITFIELD_CAST(core_bind::ResourceSaver::SaverFlags); VARIANT_ENUM_CAST(core_bind::OS::RenderingDriver); VARIANT_ENUM_CAST(core_bind::OS::SystemDir); VARIANT_ENUM_CAST(core_bind::OS::StdHandleType); VARIANT_ENUM_CAST(core_bind::Geometry2D::PolyBooleanOperation); VARIANT_ENUM_CAST(core_bind::Geometry2D::PolyJoinType); VARIANT_ENUM_CAST(core_bind::Geometry2D::PolyEndType); VARIANT_ENUM_CAST(core_bind::Thread::Priority); VARIANT_ENUM_CAST(core_bind::special::ClassDB::APIType); #endif // CORE_BIND_H