AeThex-Engine-Core/engine/drivers/apple/foundation_helpers.h
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- 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!
2026-02-23 05:01:56 +00:00

87 lines
3.6 KiB
C++

/**************************************************************************/
/* foundation_helpers.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. */
/**************************************************************************/
#pragma once
#ifdef __OBJC__
#import <Foundation/NSString.h>
#else
#include <Foundation/NSString.hpp>
#endif
class String;
template <typename T>
class CharStringT;
using CharString = CharStringT<char>;
template <typename T>
class Span;
namespace conv {
#ifdef __OBJC__
/**
* Converts a Godot String to an NSString without allocating an intermediate UTF-8 buffer.
* */
NSString *to_nsstring(const String &p_str);
/**
* Converts a Godot String to an NSString without allocating an intermediate UTF-8 buffer.
* */
NSString *to_nsstring(Span<char> p_str);
/**
* Converts a Godot CharString to an NSString without allocating an intermediate UTF-8 buffer.
* */
NSString *to_nsstring(const CharString &p_str);
/**
* Converts an NSString to a Godot String without allocating intermediate buffers.
* */
String to_string(NSString *p_str);
#else
/**
* Converts a Godot String to an NSString without allocating an intermediate UTF-8 buffer.
* */
NS::String *to_nsstring(const String &p_str);
/**
* Converts a Godot String to an NSString without allocating an intermediate UTF-8 buffer.
* */
NS::String *to_nsstring(Span<char> p_str);
/**
* Converts a Godot CharString to an NSString without allocating an intermediate UTF-8 buffer.
* */
NS::String *to_nsstring(const CharString &p_str);
/**
* Converts an NSString to a Godot String without allocating intermediate buffers.
* */
String to_string(NS::String *p_str);
#endif
} //namespace conv