diff --git a/html/globals.html b/html/globals.html new file mode 100644 index 0000000..88b6a06 --- /dev/null +++ b/html/globals.html @@ -0,0 +1,93 @@ + + +
+ + + + +
+ godot-cpp-utils
+
+ A collection of utility classes, functions and macros for use with Godot and GDExtension.
+ |
+
+ godot-cpp-utils
+
+ A collection of utility classes, functions and macros for use with Godot and GDExtension.
+ |
+
+ godot-cpp-utils
+
+ A collection of utility classes, functions and macros for use with Godot and GDExtension.
+ |
+
C-style preprocessor macros to simplify using godot's C++ API. +More...
+#include "godot_cpp/classes/engine.hpp"
#include "godot_cpp/core/class_db.hpp"
#include "godot_cpp/variant/string.hpp"
Go to the source code of this file.
++Macros | |
+#define | MACRO_STRING_INNER(_Arg) #_Arg |
+#define | MACRO_STRING(_Arg) MACRO_STRING_INNER(_Arg) |
#define | GDPROPERTY(PropName_, PropType_) |
Register property. | |
#define | GDPROPERTY_HINTED(PropName_, PropType_, ...) |
Register a hinted property. | |
#define | GDFUNCTION(FnName_) godot::ClassDB::bind_method(godot::D_METHOD(#FnName_), &CLASSNAME::FnName_) |
Register a function. | |
#define | GDFUNCTION_ARGS(FnName_, ...) godot::ClassDB::bind_method(godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_) |
Register a function with arguments. | |
#define | GDFUNCTION_STATIC(FnName_) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_), &CLASSNAME::_FnName) |
Register a static function. | |
#define | GDFUNCTION_STATIC_ARGS(FnName_, ...) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_) |
Register a static function with arguments. | |
#define | GDSIGNAL(...) godot::ClassDB::add_signal(MACRO_STRING(CLASSNAME), godot::MethodInfo(__VA_ARGS__)) |
Declare a godot Observer signal. | |
#define | GDRESOURCETYPE(Class_) godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, #Class_) |
Construct godot resource type hint. | |
#define | GDEDITORONLY() if(!godot::Engine::get_singleton()->is_editor_hint()) return; |
Execute the rest of the function only if currently running as editor. | |
#define | GDGAMEONLY() if(godot::Engine::get_singleton()->is_editor_hint()) return; |
Execute the rest of the function only if currently running as game. | |
#define | GDENUM(Name_, ...) |
Declare a scoped enum struct. | |
C-style preprocessor macros to simplify using godot's C++ API.
+#define GDEDITORONLY | +( | +) | +if(!godot::Engine::get_singleton()->is_editor_hint()) return; | +
Execute the rest of the function only if currently running as editor.
+Useful for _ready, _enter/_exit, _process, etc. functions.
+ +#define GDENUM | +( | ++ | Name_, | +
+ | + | + | ... | +
+ | ) | ++ |
Declare a scoped enum struct.
+Declares a struct Name_ with an enum Value and a single variable and a get_property_hint() function.
+ +#define GDFUNCTION | +( | ++ | FnName_ | ) | +godot::ClassDB::bind_method(godot::D_METHOD(#FnName_), &CLASSNAME::FnName_) | +
Register a function.
+Register a function CLASSNAME::FnName_() to godot. Requires setting CLASSNAME as a #define first.
+ +#define GDFUNCTION_ARGS | +( | ++ | FnName_, | +
+ | + | + | ... | +
+ | ) | +godot::ClassDB::bind_method(godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_) | +
Register a function with arguments.
+Register a function CLASSNAME::FnName_(...) to godot. Requires setting CLASSNAME as a #define first.
+ +#define GDFUNCTION_STATIC | +( | ++ | FnName_ | ) | +godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_), &CLASSNAME::_FnName) | +
Register a static function.
+Register a static member function CLASSNAME::FnName_() to godot. Requires setting CLASSNAME as a #define first.
+ +#define GDFUNCTION_STATIC_ARGS | +( | ++ | FnName_, | +
+ | + | + | ... | +
+ | ) | +godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_) | +
Register a static function with arguments.
+Register a static member function CLASSNAME::FnName_(...) to godot. Requires setting CLASSNAME as a #define first.
+ +#define GDGAMEONLY | +( | +) | +if(godot::Engine::get_singleton()->is_editor_hint()) return; | +
Execute the rest of the function only if currently running as game.
+Useful for _ready, _enter/_exit, _process, etc. functions.
+ +#define GDPROPERTY | +( | ++ | PropName_, | +
+ | + | + | PropType_ | +
+ | ) | ++ |
Register property.
+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.
+ +#define GDPROPERTY_HINTED | +( | ++ | PropName_, | +
+ | + | + | PropType_, | +
+ | + | + | ... | +
+ | ) | ++ |
Register a hinted property.
+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.
+ +#define GDRESOURCETYPE | +( | ++ | Class_ | ) | +godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, #Class_) | +
Construct godot resource type hint.
+Use when registering properties of arrays of resource classes.
+ +#define GDSIGNAL | +( | ++ | ... | ) | +godot::ClassDB::add_signal(MACRO_STRING(CLASSNAME), godot::MethodInfo(__VA_ARGS__)) | +
Declare a godot Observer signal.
+Declare the existence of a Observer signal to godot.
+ +