/*************************************************************************/ /* example.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef EXAMPLE_CLASS_H #define EXAMPLE_CLASS_H // We don't need windows.h in this plugin but many others do and it throws up on itself all the time // So best to include it and make sure CI warns us when we use something Microsoft took for their own goals.... #ifdef WIN32 #include #endif #include #include #include #include using namespace godot; class ExampleRef : public RefCounted { GDCLASS(ExampleRef, RefCounted); protected: static void _bind_methods() {} public: ExampleRef(); ~ExampleRef(); }; class ExampleMin : public Control { GDCLASS(ExampleMin, Control); protected: static void _bind_methods(){}; }; class Example : public Control { GDCLASS(Example, Control); protected: static void _bind_methods(); void _notification(int p_what); bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; bool _property_can_revert(const StringName &p_name) const; bool _property_get_revert(const StringName &p_name, Variant &r_property) const; String _to_string() const; private: Vector2 custom_position; Vector3 property_from_list; public: // Constants. enum Constants { FIRST, ANSWER_TO_EVERYTHING = 42, }; enum { CONSTANT_WITHOUT_ENUM = 314, }; Example(); ~Example(); // Functions. void simple_func(); void simple_const_func() const; String return_something(const String &base); Viewport *return_something_const() const; ExampleRef *return_extended_ref() const; Ref extended_ref_checks(Ref p_ref) const; Variant varargs_func(const Variant **args, GDNativeInt arg_count, GDNativeCallError &error); int varargs_func_nv(const Variant **args, GDNativeInt arg_count, GDNativeCallError &error); void varargs_func_void(const Variant **args, GDNativeInt arg_count, GDNativeCallError &error); void emit_custom_signal(const String &name, int value); int def_args(int p_a = 100, int p_b = 200); Array test_array() const; Dictionary test_dictionary() const; // Property. void set_custom_position(const Vector2 &pos); Vector2 get_custom_position() const; Vector4 get_v4() const; // Static method. static int test_static(int p_a, int p_b); static void test_static2(); // Virtual function override (no need to bind manually). virtual bool _has_point(const Vector2 &point) const override; }; VARIANT_ENUM_CAST(Example, Constants); #endif // ! EXAMPLE_CLASS_H