Begin c-api
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6150b41674
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src/godot/.gitignore
vendored
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src/godot/.gitignore
vendored
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.sconsign.dblite
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bin/
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*.os
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*.os
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*.so
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*.o
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logs/
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storybook.h
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10
src/godot/Makefile
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10
src/godot/Makefile
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LDFLAGS := -Wl,--gc-sections -lpthread -ldl -rdynamic -shared
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CFLAGS := -g -std=c11 -fPIC -Igodot-headers
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.PHONY: all
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all: libstorybook.so
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libstorybook.so: storybook.o ../rust-base/target/debug/libstorybook.a
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$(CC) $(LDFLAGS) $^ -o $@
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storybook.o: storybook.h
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storybook.h:
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cbindgen -c ../rust-base/cbindgen.toml --crate storybook --lang c -o $@ ../rust-base
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#!python
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import os
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opts = Variables([], ARGUMENTS)
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# Gets the standard flags CC, CCX, etc.
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env = DefaultEnvironment()
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# Define our options
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opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
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opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'bin/'))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdstorybook', PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "godot-cpp/godot-headers/"
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cpp_bindings_path = "godot-cpp/"
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cpp_library = "libgodot-cpp"
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# only support 64 at this time..
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bits = 64
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# Updates the environment with the option variables.
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opts.Update(env)
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# Process some arguments
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if env['use_llvm']:
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env['CC'] = 'clang'
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env['CXX'] = 'clang++'
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if env['p'] != '':
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env['platform'] = env['p']
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if env['platform'] == '':
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print("No valid target platform selected.")
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quit();
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# For the reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CFLAGS are for C-specific compilation flags
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# - CXXFLAGS are for C++-specific compilation flags
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# - CPPFLAGS are for pre-processor flags
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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# Check our platform specifics
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if env['platform'] == "osx":
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env['target_path'] += 'osx/'
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cpp_library += '.osx'
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env.Append(CCFLAGS=['-arch', 'x86_64'])
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env.Append(CXXFLAGS=['-std=c++17'])
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env.Append(LINKFLAGS=['-arch', 'x86_64'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g', '-O2'])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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elif env['platform'] in ('x11', 'linux'):
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env['target_path'] += 'x11/'
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cpp_library += '.linux'
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env.Append(CCFLAGS=['-fPIC'])
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env.Append(CXXFLAGS=['-std=c++17'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g3', '-Og'])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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elif env['platform'] == "windows":
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env['target_path'] += 'win64/'
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cpp_library += '.windows'
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV=os.environ)
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env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
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env.Append(CCFLAGS=['-W3', '-GR'])
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env.Append(CXXFLAGS='/std:c++17')
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if env['target'] in ('debug', 'd'):
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env.Append(CPPDEFINES=['_DEBUG'])
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env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
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env.Append(LINKFLAGS=['-DEBUG'])
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else:
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env.Append(CPPDEFINES=['NDEBUG'])
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env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
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if env['target'] in ('debug', 'd'):
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cpp_library += '.debug'
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else:
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cpp_library += '.release'
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cpp_library += '.' + str(bits)
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# make sure our binding library is properly includes
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/', '../base/'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/', '../base'])
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env.Append(LIBS=[cpp_library])
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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env.Append(CPPPATH=['src/'])
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sources = Glob('src/*.cpp')
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library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
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Default(library)
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# Generates help for the -h scons option.
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Help(opts.GenerateHelpText(env))
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// Required for all godot modules
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#include "storybook_godot.h"
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extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
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godot::Godot::gdnative_init(o);
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}
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extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
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godot::Godot::gdnative_terminate(o);
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}
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extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
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godot::Godot::nativescript_init(handle);
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godot::register_class<godot::Storybook>();
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}
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#include "storybook_godot.h"
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using namespace godot;
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void Storybook::_register_methods() {
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// TODO
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// e.g. register_method("_process", &Story::_process);
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}
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Storybook::Storybook(){}
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Storybook::~Storybook(){}
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#ifndef STORYBOOK_GODOT_H
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#define STORYBOOK_GODOT_H
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#include <storybook.h>
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#include <Godot.hpp>
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#include <Sprite.hpp>
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namespace godot {
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class Storybook : public Node {
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GODOT_CLASS(Storybook, Node)
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private:
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storybook::Storybook storybook;
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public:
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static void _register_methods();
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Storybook();
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~Storybook();
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void _init();
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};
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};
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#endif /* STORYBOOK_GODOT_H */
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127
src/godot/storybook.c
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127
src/godot/storybook.c
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#include <gdnative_api_struct.gen.h>
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#include <string.h>
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#include "storybook.h"
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const godot_gdnative_core_api_struct *api = NULL;
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const godot_gdnative_ext_nativescript_api_struct *nativescript_api = NULL;
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void *storybook_godot_constructor(godot_object *p_instance, void *p_method_data);
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void storybook_godot_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data);
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godot_variant storybook_godot_parse(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args);
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godot_variant storybook_godot_get_body(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args);
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godot_variant storybook_godot_advance(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args);
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godot_variant storybook_godot_get_footer(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args);
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void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *p_options) {
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api = p_options->api_struct;
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for (int i = 0; i < api->num_extensions; i++) {
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switch(api->extensions[i]->type) {
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case GDNATIVE_EXT_NATIVESCRIPT: {
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nativescript_api = (godot_gdnative_ext_nativescript_api_struct *)api->extensions[i];
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}; break;
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default: break;
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}
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}
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}
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void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *p_options) {
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api = NULL;
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nativescript_api = NULL;
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}
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#define register_method(meth) \
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godot_instance_method meth = { NULL, NULL, NULL}; \
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meth.method = &storybook_godot_ ## meth; \
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nativescript_api->godot_nativescript_register_method(p_handle, "STORYBOOK", #meth, attributes, meth)
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void GDN_EXPORT godot_nativescript_init(void *p_handle) {
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godot_instance_create_func create = { NULL, NULL, NULL };
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create.create_func = &storybook_godot_constructor;
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godot_instance_destroy_func destroy = { NULL, NULL, NULL };
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destroy.destroy_func = &storybook_godot_destructor;
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nativescript_api->godot_nativescript_register_class(p_handle, "STORYBOOK", "Reference",
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create, destroy);
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godot_method_attributes attributes = { GODOT_METHOD_RPC_MODE_DISABLED };
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register_method(parse);
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register_method(get_body);
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register_method(advance);
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register_method(get_footer);
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}
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typedef struct user_data_struct {
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Book *book;
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} user_data_struct;
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void *storybook_godot_constructor(godot_object *p_instance, void *p_method_data){
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user_data_struct *user_data = api->godot_alloc(sizeof(user_data_struct));
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return user_data;
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}
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void storybook_godot_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data) {
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user_data_struct *user_data = (user_data_struct*) p_user_data;
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storybook_free_book(user_data->book);
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api->godot_free(user_data);
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}
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godot_variant storybook_godot_parse(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args) {
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godot_variant ret;
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godot_string str = api->godot_variant_as_string(p_args[0]);
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godot_char_string utf8 = api->godot_string_utf8(&str);
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user_data_struct *user_data = (user_data_struct*) p_user_data;
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user_data->book = storybook_make_book(api->godot_char_string_get_data(&utf8));
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api->godot_char_string_destroy(&utf8);
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api->godot_variant_new_nil(&ret);
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return ret;
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}
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godot_variant storybook_godot_get_body(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args) {
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godot_variant ret;
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godot_string str;
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user_data_struct *user_data = (user_data_struct*) p_user_data;
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char *body = storybook_get_body(user_data->book);
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api->godot_string_new(&str);
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api->godot_string_parse_utf8(&str, body);
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storybook_free_string(body);
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api->godot_variant_new_string(&ret, &str);
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api->godot_string_destroy(&str);
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return ret;
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}
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godot_variant storybook_godot_advance(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args) {
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godot_variant ret;
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user_data_struct *user_data = (user_data_struct*) p_user_data;
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if (p_num_args == 0) {
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storybook_advance_nooption(user_data->book);
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} else {
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uint64_t option = api->godot_variant_as_uint(p_args[0]);
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storybook_advance_option(user_data->book, option);
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}
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api->godot_variant_new_nil(&ret);
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return ret;
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}
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godot_variant storybook_godot_get_footer(godot_object *p_instance, void *p_method_data, void *p_user_data, int p_num_args, godot_variant **p_args) {
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godot_variant ret;
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user_data_struct *user_data = (user_data_struct*) p_user_data;
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footer ft = storybook_get_footer(user_data->book);
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api->godot_variant_new_int(&ret, ft);
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return ret;
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}
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@ -1,5 +1,4 @@
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language = "C"
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sys_includes = ["stdbool.h", "stdint.h"]
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include_guard = "STORYBOOK_H"
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[export.rename]
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