Normalized additional macros to ensure that everything works without client code needing using
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f3315aeff6
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76c4adb7f8
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@ -121,17 +121,17 @@ public:
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};
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#define BIND_CONSTANT(m_constant) \
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ClassDB::bind_integer_constant(get_class_static(), "", #m_constant, m_constant);
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godot::ClassDB::bind_integer_constant(get_class_static(), "", #m_constant, m_constant);
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#define BIND_ENUM_CONSTANT(m_constant) \
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ClassDB::bind_integer_constant(get_class_static(), __constant_get_enum_name(m_constant, #m_constant), #m_constant, m_constant);
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godot::ClassDB::bind_integer_constant(get_class_static(), godot::__constant_get_enum_name(m_constant, #m_constant), #m_constant, m_constant);
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#define BIND_VIRTUAL_METHOD(m_class, m_method) \
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{ \
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auto ___call##m_method = [](GDNativeObjectPtr p_instance, const GDNativeTypePtr *p_args, GDNativeTypePtr p_ret) -> void { \
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call_with_ptr_args(reinterpret_cast<m_class *>(p_instance), &m_class::m_method, p_args, p_ret); \
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}; \
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ClassDB::bind_virtual_method(m_class::get_class_static(), #m_method, ___call##m_method); \
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godot::ClassDB::bind_virtual_method(m_class::get_class_static(), #m_method, ___call##m_method); \
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}
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template <class T>
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@ -42,10 +42,10 @@
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#include <vector>
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#define ADD_SIGNAL(m_signal) ClassDB::add_signal(get_class_static(), m_signal)
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#define ADD_GROUP(m_name, m_prefix) ClassDB::add_property_group(get_class_static(), m_name, m_prefix)
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#define ADD_SUBGROUP(m_name, m_prefix) ClassDB::add_property_subgroup(get_class_static(), m_name, m_prefix)
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#define ADD_PROPERTY(m_property, m_setter, m_getter) ClassDB::add_property(get_class_static(), m_property, m_setter, m_getter)
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#define ADD_SIGNAL(m_signal) godot::ClassDB::add_signal(get_class_static(), m_signal)
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#define ADD_GROUP(m_name, m_prefix) godot::ClassDB::add_property_group(get_class_static(), m_name, m_prefix)
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#define ADD_SUBGROUP(m_name, m_prefix) godot::ClassDB::add_property_subgroup(get_class_static(), m_name, m_prefix)
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#define ADD_PROPERTY(m_property, m_setter, m_getter) godot::ClassDB::add_property(get_class_static(), m_property, m_setter, m_getter)
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namespace godot {
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