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< a href = "#define-members" > Macros< / a > < / div >
< div class = "headertitle" > < div class = "title" > godot_macros.hpp File Reference< / div > < / div >
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< p > C-style preprocessor macros to simplify using godot's C++ API.
< a href = "#details" > More...< / a > < / p >
< div class = "textblock" > < code > #include " godot_cpp/classes/engine.hpp" < / code > < br / >
< code > #include " godot_cpp/core/class_db.hpp" < / code > < br / >
< code > #include " godot_cpp/variant/string.hpp" < / code > < br / >
< / div >
< p > < a href = "godot__macros_8hpp_source.html" > Go to the source code of this file.< / a > < / p >
< table class = "memberdecls" >
< tr class = "heading" > < td colspan = "2" > < h2 class = "groupheader" > < a id = "define-members" name = "define-members" > < / a >
Macros< / h2 > < / td > < / tr >
< tr class = "memitem:a7458deef1a40348503d0a48ffd0003f6" > < td class = "memItemLeft" align = "right" valign = "top" > < a id = "a7458deef1a40348503d0a48ffd0003f6" name = "a7458deef1a40348503d0a48ffd0003f6" > < / a >
#define  < / td > < td class = "memItemRight" valign = "bottom" > < b > MACRO_STRING_INNER< / b > (_Arg)      #_Arg< / td > < / tr >
< tr class = "separator:a7458deef1a40348503d0a48ffd0003f6" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
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#define  < / td > < td class = "memItemRight" valign = "bottom" > < b > MACRO_STRING< / b > (_Arg)      MACRO_STRING_INNER(_Arg)< / td > < / tr >
< tr class = "separator:a0be8cf11055d2f4c194baa2c5cbb8b19" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:a3dab0009fb317e0fce558e09edd4964c" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#a3dab0009fb317e0fce558e09edd4964c" > GDPROPERTY< / a > (PropName_, PropType_)< / td > < / tr >
< tr class = "memdesc:a3dab0009fb317e0fce558e09edd4964c" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Register property. < br / > < / td > < / tr >
< tr class = "separator:a3dab0009fb317e0fce558e09edd4964c" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:a9e70408fe612616931e2c251eb149114" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#a9e70408fe612616931e2c251eb149114" > GDPROPERTY_HINTED< / a > (PropName_, PropType_, ...)< / td > < / tr >
< tr class = "memdesc:a9e70408fe612616931e2c251eb149114" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Register a hinted property. < br / > < / td > < / tr >
< tr class = "separator:a9e70408fe612616931e2c251eb149114" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:aec4c8284cb9ea77c97a7037176081801" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#aec4c8284cb9ea77c97a7037176081801" > GDFUNCTION< / a > (FnName_)      godot::ClassDB::bind_method(godot::D_METHOD(#FnName_), & CLASSNAME::FnName_)< / td > < / tr >
< tr class = "memdesc:aec4c8284cb9ea77c97a7037176081801" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Register a function CLASSNAME::FnName_() to godot. < br / > < / td > < / tr >
< tr class = "separator:aec4c8284cb9ea77c97a7037176081801" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:abb5f0f48b26566dab84ff075fdc9fb4e" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#abb5f0f48b26566dab84ff075fdc9fb4e" > GDFUNCTION_ARGS< / a > (FnName_, ...)      godot::ClassDB::bind_method(godot::D_METHOD(#FnName_, __VA_ARGS__), & CLASSNAME::FnName_)< / td > < / tr >
< tr class = "memdesc:abb5f0f48b26566dab84ff075fdc9fb4e" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Register a function CLASSNAME::FnName_(...) to godot. < br / > < / td > < / tr >
< tr class = "separator:abb5f0f48b26566dab84ff075fdc9fb4e" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:ab1d89a5d5f8e83ed25d64195e8e432b6" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#ab1d89a5d5f8e83ed25d64195e8e432b6" > GDFUNCTION_STATIC< / a > (FnName_)      godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_), & CLASSNAME::_FnName)< / td > < / tr >
< tr class = "memdesc:ab1d89a5d5f8e83ed25d64195e8e432b6" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Register a static member function CLASSNAME::FnName_() to godot. < br / > < / td > < / tr >
< tr class = "separator:ab1d89a5d5f8e83ed25d64195e8e432b6" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:a26ae27fbaa531f900a2e3a2c339975df" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#a26ae27fbaa531f900a2e3a2c339975df" > GDFUNCTION_STATIC_ARGS< / a > (FnName_, ...)      godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_, __VA_ARGS__), & CLASSNAME::FnName_)< / td > < / tr >
< tr class = "memdesc:a26ae27fbaa531f900a2e3a2c339975df" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Register a static member function CLASSNAME::FnName_(...) to godot. < br / > < / td > < / tr >
< tr class = "separator:a26ae27fbaa531f900a2e3a2c339975df" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:abed0b44fb9b7da904a745cd09219ddea" > < td class = "memItemLeft" align = "right" valign = "top" > < a id = "abed0b44fb9b7da904a745cd09219ddea" name = "abed0b44fb9b7da904a745cd09219ddea" > < / a >
#define  < / td > < td class = "memItemRight" valign = "bottom" > < b > GDSIGNAL< / b > (...)      godot::ClassDB::add_signal(MACRO_STRING(CLASSNAME), godot::MethodInfo(__VA_ARGS__))< / td > < / tr >
< tr class = "memdesc:abed0b44fb9b7da904a745cd09219ddea" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Declare a godot Observer signal. < br / > < / td > < / tr >
< tr class = "separator:abed0b44fb9b7da904a745cd09219ddea" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:ae0818ebba543d3c6e8a61f460509451f" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#ae0818ebba543d3c6e8a61f460509451f" > GDRESOURCETYPE< / a > (Class_)      godot::vformat(" %s/%s:%s" , godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, #Class_)< / td > < / tr >
< tr class = "memdesc:ae0818ebba543d3c6e8a61f460509451f" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Construct godot resource type hint. < br / > < / td > < / tr >
< tr class = "separator:ae0818ebba543d3c6e8a61f460509451f" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:a36c0da7ac54da4b5a5a9fe754e68eaa1" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#a36c0da7ac54da4b5a5a9fe754e68eaa1" > GDEDITORONLY< / a > ()      if(!godot::Engine::get_singleton()-> is_editor_hint()) return;< / td > < / tr >
< tr class = "memdesc:a36c0da7ac54da4b5a5a9fe754e68eaa1" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Execute the rest of the function only if currently running as editor. < br / > < / td > < / tr >
< tr class = "separator:a36c0da7ac54da4b5a5a9fe754e68eaa1" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:a33ac9c3bfce05f857cfdd472cb00ca89" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#a33ac9c3bfce05f857cfdd472cb00ca89" > GDGAMEONLY< / a > ()      if(godot::Engine::get_singleton()-> is_editor_hint()) return;< / td > < / tr >
< tr class = "memdesc:a33ac9c3bfce05f857cfdd472cb00ca89" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Execute the rest of the function only if currently running as game. < br / > < / td > < / tr >
< tr class = "separator:a33ac9c3bfce05f857cfdd472cb00ca89" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:a069154a04e2e9e1df6cbbec0a0fc8829" > < td class = "memItemLeft" align = "right" valign = "top" > #define  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "godot__macros_8hpp.html#a069154a04e2e9e1df6cbbec0a0fc8829" > GDENUM< / a > (Name_, ...)< / td > < / tr >
< tr class = "memdesc:a069154a04e2e9e1df6cbbec0a0fc8829" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Declare a scoped enum struct. < br / > < / td > < / tr >
< tr class = "separator:a069154a04e2e9e1df6cbbec0a0fc8829" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< / table >
< a name = "details" id = "details" > < / a > < h2 class = "groupheader" > Detailed Description< / h2 >
< div class = "textblock" > < p > C-style preprocessor macros to simplify using godot's C++ API. < / p >
< / div > < h2 class = "groupheader" > Macro Definition Documentation< / h2 >
< a id = "a36c0da7ac54da4b5a5a9fe754e68eaa1" name = "a36c0da7ac54da4b5a5a9fe754e68eaa1" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#a36c0da7ac54da4b5a5a9fe754e68eaa1" > ◆   < / a > < / span > GDEDITORONLY< / h2 >
< div class = "memitem" >
< div class = "memproto" >
< table class = "memname" >
< tr >
< td class = "memname" > #define GDEDITORONLY< / td >
< td > (< / td >
< td class = "paramname" > < / td > < td > )< / td >
< td >       if(!godot::Engine::get_singleton()-> is_editor_hint()) return;< / td >
< / tr >
< / table >
< / div > < div class = "memdoc" >
< p > Execute the rest of the function only if currently running as editor. < / p >
< p > Useful for _ready, _enter/_exit, _process, etc. functions. < / p >
< / div >
< / div >
< a id = "a069154a04e2e9e1df6cbbec0a0fc8829" name = "a069154a04e2e9e1df6cbbec0a0fc8829" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#a069154a04e2e9e1df6cbbec0a0fc8829" > ◆   < / a > < / span > GDENUM< / h2 >
< div class = "memitem" >
< div class = "memproto" >
< table class = "memname" >
< tr >
< td class = "memname" > #define GDENUM< / td >
< td > (< / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > Name_, < / td >
< / tr >
< tr >
< td class = "paramkey" > < / td >
< td > < / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > < em > ...< / em >   < / td >
< / tr >
< tr >
< td > < / td >
< td > )< / td >
< td > < / td > < td > < / td >
< / tr >
< / table >
< / div > < div class = "memdoc" >
< b > Value:< / b > < div class = "fragment" > < div class = "line" > < span class = "keyword" > struct < / span > Name_ {\< / div >
< div class = "line" > < span class = "keyword" > enum< / span > Value {__VA_ARGS__};\< / div >
< div class = "line" > < span class = "keyword" > private< / span > :\< / div >
< div class = "line" > Value value{};\< / div >
< div class = "line" > < span class = "keyword" > public< / span > :\< / div >
< div class = "line" > < span class = "keyword" > static< / span > < span class = "keyword" > inline< / span > godot::String get_property_hint() { < span class = "keywordflow" > return< / span > godot::String(#__VA_ARGS__); }\< / div >
< div class = "line" > < span class = "keyword" > inline< / span > Name_(Value value): value{value} {}\< / div >
< div class = "line" > < span class = "keyword" > inline< / span > Name_(Name_ < span class = "keyword" > const< / span > & value): value{value.value} {}\< / div >
< div class = "line" > }< / div >
< / div > <!-- fragment -->
< p > Declare a scoped enum struct. < / p >
< p > Declares a struct Name_ with an enum Value and a single variable and a get_property_hint() function. < / p >
< / div >
< / div >
< a id = "aec4c8284cb9ea77c97a7037176081801" name = "aec4c8284cb9ea77c97a7037176081801" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#aec4c8284cb9ea77c97a7037176081801" > ◆   < / a > < / span > GDFUNCTION< / h2 >
< div class = "memitem" >
< div class = "memproto" >
< table class = "memname" >
< tr >
< td class = "memname" > #define GDFUNCTION< / td >
< td > (< / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > FnName_< / td > < td > )< / td >
< td >       godot::ClassDB::bind_method(godot::D_METHOD(#FnName_), & CLASSNAME::FnName_)< / td >
< / tr >
< / table >
< / div > < div class = "memdoc" >
< p > Register a function CLASSNAME::FnName_() to godot. < / p >
< p > Requires setting CLASSNAME as a #define first. < / p >
< / div >
< / div >
< a id = "abb5f0f48b26566dab84ff075fdc9fb4e" name = "abb5f0f48b26566dab84ff075fdc9fb4e" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#abb5f0f48b26566dab84ff075fdc9fb4e" > ◆   < / a > < / span > GDFUNCTION_ARGS< / h2 >
< div class = "memitem" >
< div class = "memproto" >
< table class = "memname" >
< tr >
< td class = "memname" > #define GDFUNCTION_ARGS< / td >
< td > (< / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > FnName_, < / td >
< / tr >
< tr >
< td class = "paramkey" > < / td >
< td > < / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > < em > ...< / em >   < / td >
< / tr >
< tr >
< td > < / td >
< td > )< / td >
< td > < / td > < td >       godot::ClassDB::bind_method(godot::D_METHOD(#FnName_, __VA_ARGS__), & CLASSNAME::FnName_)< / td >
< / tr >
< / table >
< / div > < div class = "memdoc" >
< p > Register a function CLASSNAME::FnName_(...) to godot. < / p >
< p > Requires setting CLASSNAME as a #define first. < / p >
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< a id = "ab1d89a5d5f8e83ed25d64195e8e432b6" name = "ab1d89a5d5f8e83ed25d64195e8e432b6" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#ab1d89a5d5f8e83ed25d64195e8e432b6" > ◆   < / a > < / span > GDFUNCTION_STATIC< / h2 >
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< td class = "memname" > #define GDFUNCTION_STATIC< / td >
< td > (< / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > FnName_< / td > < td > )< / td >
< td >       godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_), & CLASSNAME::_FnName)< / td >
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< p > Register a static member function CLASSNAME::FnName_() to godot. < / p >
< p > Requires setting CLASSNAME as a #define first. < / p >
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< / div >
< a id = "a26ae27fbaa531f900a2e3a2c339975df" name = "a26ae27fbaa531f900a2e3a2c339975df" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#a26ae27fbaa531f900a2e3a2c339975df" > ◆   < / a > < / span > GDFUNCTION_STATIC_ARGS< / h2 >
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< td class = "memname" > #define GDFUNCTION_STATIC_ARGS< / td >
< td > (< / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > FnName_, < / td >
< / tr >
< tr >
< td class = "paramkey" > < / td >
< td > < / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > < em > ...< / em >   < / td >
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< tr >
< td > < / td >
< td > )< / td >
< td > < / td > < td >       godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_, __VA_ARGS__), & CLASSNAME::FnName_)< / td >
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< / div > < div class = "memdoc" >
< p > Register a static member function CLASSNAME::FnName_(...) to godot. < / p >
< p > Requires setting CLASSNAME as a #define first. < / p >
< / div >
< / div >
< a id = "a33ac9c3bfce05f857cfdd472cb00ca89" name = "a33ac9c3bfce05f857cfdd472cb00ca89" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#a33ac9c3bfce05f857cfdd472cb00ca89" > ◆   < / a > < / span > GDGAMEONLY< / h2 >
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< td class = "memname" > #define GDGAMEONLY< / td >
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< td class = "paramname" > < / td > < td > )< / td >
< td >       if(godot::Engine::get_singleton()-> is_editor_hint()) return;< / td >
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< p > Execute the rest of the function only if currently running as game. < / p >
< p > Useful for _ready, _enter/_exit, _process, etc. functions. < / p >
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< a id = "a3dab0009fb317e0fce558e09edd4964c" name = "a3dab0009fb317e0fce558e09edd4964c" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#a3dab0009fb317e0fce558e09edd4964c" > ◆   < / a > < / span > GDPROPERTY< / h2 >
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< td class = "memname" > #define GDPROPERTY< / td >
< td > (< / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > PropName_, < / td >
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< td class = "paramkey" > < / td >
< td > < / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > PropType_  < / td >
< / tr >
< tr >
< td > < / td >
< td > )< / td >
< td > < / td > < td > < / td >
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< / table >
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< b > Value:< / b > < div class = "fragment" > < div class = "line" > godot::ClassDB::bind_method(godot::D_METHOD(< span class = "stringliteral" > " get_" < / span > #PropName_), & CLASSNAME::get_##PropName_); \< / div >
< div class = "line" > godot::ClassDB::bind_method(godot::D_METHOD(< span class = "stringliteral" > " set_" < / span > #PropName_, < span class = "stringliteral" > " value" < / span > ), & CLASSNAME::set_##PropName_); \< / div >
< div class = "line" > godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(PropType_, #PropName_), < span class = "stringliteral" > " set_" < / span > #PropName_, < span class = "stringliteral" > " get_" < / span > #PropName_)< / div >
< / div > <!-- fragment -->
< p > Register property. < / p >
< p > Register variable CLASSNAME::PropName_ with variant type PropType_. Requires setting CLASSNAME as a #define first. Also requires a CLASSNAME::get_PropName_ and CLASSNAME::set_PropName_ to exist. < / p >
< / div >
< / div >
< a id = "a9e70408fe612616931e2c251eb149114" name = "a9e70408fe612616931e2c251eb149114" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#a9e70408fe612616931e2c251eb149114" > ◆   < / a > < / span > GDPROPERTY_HINTED< / h2 >
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< td class = "memname" > #define GDPROPERTY_HINTED< / td >
< td > (< / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > PropName_, < / td >
< / tr >
< tr >
< td class = "paramkey" > < / td >
< td > < / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > PropType_, < / td >
< / tr >
< tr >
< td class = "paramkey" > < / td >
< td > < / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > < em > ...< / em >   < / td >
< / tr >
< tr >
< td > < / td >
< td > )< / td >
< td > < / td > < td > < / td >
< / tr >
< / table >
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< b > Value:< / b > < div class = "fragment" > < div class = "line" > godot::ClassDB::bind_method(godot::D_METHOD(< span class = "stringliteral" > " get_" < / span > #PropName_), & CLASSNAME::get_##PropName_); \< / div >
< div class = "line" > godot::ClassDB::bind_method(godot::D_METHOD(< span class = "stringliteral" > " set_" < / span > #PropName_, < span class = "stringliteral" > " value" < / span > ), & CLASSNAME::set_##PropName_); \< / div >
< div class = "line" > godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(PropType_, #PropName_, __VA_ARGS__), < span class = "stringliteral" > " set_" < / span > #PropName_, < span class = "stringliteral" > " get_" < / span > #PropName_)< / div >
< / div > <!-- fragment -->
< p > Register a hinted property. < / p >
< p > Register variable CLASSNAME::PropName_ with variant type PropType_. Requires setting CLASSNAME as a #define first, and CLASSNAME::get_PropName and CLASSNAME::set_PropName_ to exist. < / p >
< / div >
< / div >
< a id = "ae0818ebba543d3c6e8a61f460509451f" name = "ae0818ebba543d3c6e8a61f460509451f" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#ae0818ebba543d3c6e8a61f460509451f" > ◆   < / a > < / span > GDRESOURCETYPE< / h2 >
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< td class = "memname" > #define GDRESOURCETYPE< / td >
< td > (< / td >
< td class = "paramtype" >   < / td >
< td class = "paramname" > Class_< / td > < td > )< / td >
< td >       godot::vformat(" %s/%s:%s" , godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, #Class_)< / td >
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< p > Construct godot resource type hint. < / p >
< p > Use when registering properties of arrays of resource classes. < / p >
< / div >
< / div >
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< li class = "navelem" > < a class = "el" href = "godot__macros_8hpp.html" > godot_macros.hpp< / a > < / li >
< li class = "footer" > Generated by < a href = "https://www.doxygen.org/index.html" > < img class = "footer" src = "doxygen.svg" width = "104" height = "31" alt = "doxygen" / > < / a > 1.9.7 < / li >
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