/*************************************************************************/ /* wrapped.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include #include #include namespace godot { const StringName *Wrapped::_get_extension_class() const { return nullptr; } void Wrapped::_postinitialize() { const StringName *extension_class = _get_extension_class(); if (extension_class) { godot::internal::gdn_interface->object_set_instance(_owner, (void *)extension_class, this); } godot::internal::gdn_interface->object_set_instance_binding(_owner, godot::internal::token, this, _get_bindings_callbacks()); } Wrapped::Wrapped(const StringName p_godot_class) { _owner = godot::internal::gdn_interface->classdb_construct_object((void *)&p_godot_class); } Wrapped::Wrapped(GodotObject *p_godot_object) { _owner = p_godot_object; } void postinitialize_handler(Wrapped *p_wrapped) { p_wrapped->_postinitialize(); } } // namespace godot