godot-cpp/test/src/init.cpp

74 lines
1.7 KiB
C++

#include <Godot.hpp>
#include <Reference.hpp>
using namespace godot;
class SimpleClass : public Reference {
GODOT_CLASS(SimpleClass, Reference);
public:
SimpleClass() {}
/** `_init` must exist as it is called by Godot. */
void _init() {
_name = String("SimpleClass");
_value = 0;
}
void test_void_method() {
Godot::print("This is test");
}
Variant method(Variant arg) {
Variant ret;
ret = arg;
return ret;
}
static void _register_methods() {
register_method("method", &SimpleClass::method);
/**
* The line below is equivalent to the following GDScript export:
* export var _name = "SimpleClass"
**/
register_property<SimpleClass, String>("name", &SimpleClass::_name, String("SimpleClass"));
/** Alternatively, with getter and setter methods: */
register_property<SimpleClass, int>("value", &SimpleClass::set_value, &SimpleClass::get_value, 0);
/** Registering a signal: **/
register_signal<SimpleClass>("signal_name0"); // windows: error C2668: 'godot::register_signal': ambiguous call to overloaded function
register_signal<SimpleClass>("signal_name1", "string_argument", GODOT_VARIANT_TYPE_STRING);
}
String _name;
int _value;
void set_value(int p_value) {
_value = p_value;
}
int get_value() const {
return _value;
}
};
/** GDNative Initialize **/
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
godot::Godot::gdnative_init(o);
}
/** GDNative Terminate **/
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
godot::Godot::gdnative_terminate(o);
}
/** NativeScript Initialize **/
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
godot::Godot::nativescript_init(handle);
godot::register_class<SimpleClass>();
}