- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
38 lines
1.2 KiB
C++
38 lines
1.2 KiB
C++
// Adapted from monovm.h and assembly-functions.h to match coreclr_delegates.h.
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// https://github.com/dotnet/runtime/blob/27a7fe5c4bbe0762c231b2a46162e60ee04f3cde/src/mono/mono/mini/monovm.h
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// https://github.com/dotnet/runtime/blob/27a7fe5c4bbe0762c231b2a46162e60ee04f3cde/src/native/public/mono/metadata/details/assembly-functions.h
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#ifndef _MONO_DELEGATES_H_
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#define _MONO_DELEGATES_H_
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#include "mono_types.h"
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typedef MonoAssembly *(*MonoAssemblyPreLoadFunc)(
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MonoAssemblyName *aname,
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char **assemblies_path,
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void* user_data);
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typedef void (*mono_install_assembly_preload_hook_fn)(
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MonoAssemblyPreLoadFunc func,
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void *user_data);
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typedef const char *(*mono_assembly_name_get_name_fn)(MonoAssemblyName *aname);
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typedef const char *(*mono_assembly_name_get_culture_fn)(MonoAssemblyName *aname);
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typedef MonoImage *(*mono_image_open_from_data_with_name_fn)(
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char *data,
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uint32_t data_len,
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mono_bool need_copy,
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/*out*/ MonoImageOpenStatus *status,
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mono_bool refonly,
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const char *name);
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typedef MonoAssembly *(*mono_assembly_load_from_full_fn)(
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MonoImage *image,
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const char *fname,
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/*out*/ MonoImageOpenStatus *status,
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mono_bool refonly);
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#endif // _MONO_DELEGATES_H_
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