2021-08-02 16:34:47 +00:00
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/*************************************************************************/
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/* init.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2020-11-28 09:05:00 +00:00
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#include <Godot.hpp>
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#include <Reference.hpp>
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using namespace godot;
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class SimpleClass : public Reference {
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GODOT_CLASS(SimpleClass, Reference);
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public:
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SimpleClass() {}
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/** `_init` must exist as it is called by Godot. */
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2020-11-28 10:08:17 +00:00
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void _init() {
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_name = String("SimpleClass");
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_value = 0;
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}
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2020-11-28 09:05:00 +00:00
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void test_void_method() {
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Godot::print("This is test");
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}
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Variant method(Variant arg) {
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Variant ret;
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ret = arg;
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return ret;
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}
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static void _register_methods() {
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register_method("method", &SimpleClass::method);
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/**
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* The line below is equivalent to the following GDScript export:
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* export var _name = "SimpleClass"
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**/
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2020-11-28 10:08:17 +00:00
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register_property<SimpleClass, String>("name", &SimpleClass::_name, String("SimpleClass"));
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2020-11-28 09:05:00 +00:00
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/** Alternatively, with getter and setter methods: */
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2020-11-28 10:08:17 +00:00
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register_property<SimpleClass, int>("value", &SimpleClass::set_value, &SimpleClass::get_value, 0);
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2020-11-28 09:05:00 +00:00
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/** Registering a signal: **/
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2021-02-06 20:19:40 +00:00
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register_signal<SimpleClass>("signal_name0"); // windows: error C2668: 'godot::register_signal': ambiguous call to overloaded function
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2020-11-28 09:05:00 +00:00
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register_signal<SimpleClass>("signal_name1", "string_argument", GODOT_VARIANT_TYPE_STRING);
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}
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String _name;
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int _value;
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void set_value(int p_value) {
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_value = p_value;
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}
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int get_value() const {
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return _value;
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}
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};
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/** GDNative Initialize **/
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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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/** GDNative Terminate **/
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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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/** NativeScript Initialize **/
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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<SimpleClass>();
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}
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