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Bindings.h
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291 lines (255 loc) · 4.7 KB
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/// <summary>
/// Declaration of the various .NET types exposed to C++
/// </summary>
/// <author>
/// Jackson Dunstan, 2017, http://JacksonDunstan.com
/// </author>
/// <license>
/// MIT
/// </license>
#pragma once
// For int32_t, etc.
#include <stdint.h>
////////////////////////////////////////////////////////////////
// C# struct types
////////////////////////////////////////////////////////////////
namespace System
{
// .NET booleans are four bytes long
typedef int32_t Boolean;
}
namespace UnityEngine
{
struct Vector3
{
float x;
float y;
float z;
Vector3()
: x(0.0f)
, y(0.0f)
, z(0.0f)
{
}
Vector3(
float x,
float y,
float z)
: x(x)
, y(y)
, z(z)
{
}
Vector3 operator+(const Vector3& other)
{
return {
x + other.x,
y + other.y,
z + other.z };
}
Vector3& operator=(const Vector3& other)
{
x = other.x;
y = other.y;
z = other.z;
return *this;
}
Vector3& operator+=(const Vector3& other)
{
x += other.x;
y += other.y;
z += other.z;
return *this;
}
};
}
////////////////////////////////////////////////////////////////
// C# type declarations
////////////////////////////////////////////////////////////////
namespace System
{
struct Object
{
int32_t Handle;
Object(int32_t handle);
Object(const Object& other);
Object(Object&& other);
};
#define SYSTEM_OBJECT_LIFECYCLE_DECLARATION(ClassName, BaseClassName) \
ClassName(int32_t handle); \
ClassName(const ClassName& other); \
ClassName(ClassName&& other); \
~ClassName(); \
ClassName& operator=(const ClassName& other); \
ClassName& operator=(ClassName&& other);
struct String : Object
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(String, Object);
String(const char* chars);
};
}
/*BEGIN TYPE DECLARATIONS*/
namespace System
{
namespace Diagnostics
{
struct Stopwatch;
}
}
namespace UnityEngine
{
struct Object;
}
namespace UnityEngine
{
struct GameObject;
}
namespace UnityEngine
{
struct Component;
}
namespace UnityEngine
{
struct Transform;
}
namespace UnityEngine
{
struct Debug;
}
namespace UnityEngine
{
namespace Assertions
{
namespace Assert
{
}
}
}
namespace UnityEngine
{
struct Collision;
}
namespace UnityEngine
{
struct Behaviour;
}
namespace UnityEngine
{
struct MonoBehaviour;
}
namespace MyGame
{
namespace MonoBehaviours
{
struct TestScript;
}
}
/*END TYPE DECLARATIONS*/
/*BEGIN TYPE DEFINITIONS*/
namespace System
{
namespace Diagnostics
{
struct Stopwatch : System::Object
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(Stopwatch, System::Object)
Stopwatch();
int64_t GetElapsedMilliseconds();
void Start();
void Reset();
};
}
}
namespace UnityEngine
{
struct Object : System::Object
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(Object, System::Object)
System::String GetName();
void SetName(System::String value);
};
}
namespace UnityEngine
{
struct GameObject : UnityEngine::Object
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(GameObject, UnityEngine::Object)
GameObject();
GameObject(System::String name);
UnityEngine::Transform GetTransform();
static UnityEngine::GameObject Find(System::String name);
template<typename T0> T0 AddComponent();
};
}
namespace UnityEngine
{
struct Component : UnityEngine::Object
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(Component, UnityEngine::Object)
UnityEngine::Transform GetTransform();
};
}
namespace UnityEngine
{
struct Transform : UnityEngine::Component
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(Transform, UnityEngine::Component)
UnityEngine::Vector3 GetPosition();
void SetPosition(UnityEngine::Vector3 value);
};
}
namespace UnityEngine
{
struct Debug : System::Object
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(Debug, System::Object)
static void Log(System::Object message);
};
}
namespace UnityEngine
{
namespace Assertions
{
namespace Assert
{
static System::Boolean GetRaiseExceptions();
static void SetRaiseExceptions(System::Boolean value);
}
}
}
namespace UnityEngine
{
struct Collision : System::Object
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(Collision, System::Object)
};
}
namespace UnityEngine
{
struct Behaviour : UnityEngine::Component
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(Behaviour, UnityEngine::Component)
};
}
namespace UnityEngine
{
struct MonoBehaviour : UnityEngine::Behaviour
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(MonoBehaviour, UnityEngine::Behaviour)
};
}
namespace MyGame
{
namespace MonoBehaviours
{
struct TestScript : UnityEngine::MonoBehaviour
{
SYSTEM_OBJECT_LIFECYCLE_DECLARATION(TestScript, UnityEngine::MonoBehaviour)
void Awake();
void OnAnimatorIK(int32_t param0);
void OnCollisionEnter(UnityEngine::Collision param0);
void Update();
};
}
}
/*END TYPE DEFINITIONS*/