godot-cpp-utils
A collection of utility classes, functions and macros for use with Godot and GDExtension.
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godot_macros.h
1#ifndef UC_GODOT_MACROS_H
2#define UC_GODOT_MACROS_H
3
7#include "godot_cpp/classes/engine.hpp"
8#include "godot_cpp/core/class_db.hpp"
9#include "godot_cpp/variant/string.hpp"
10
11
12#define MACRO_STRING_INNER(_Arg) #_Arg
13#define MACRO_STRING(_Arg) MACRO_STRING_INNER(_Arg)
14
21#define GDPROPERTY(PropName_, PropType_) \
22 godot::ClassDB::bind_method(godot::D_METHOD("get_" #PropName_), &CLASSNAME::get_##PropName_); \
23 godot::ClassDB::bind_method(godot::D_METHOD("set_" #PropName_, "value"), &CLASSNAME::set_##PropName_); \
24 godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(PropType_, #PropName_), "set_" #PropName_, "get_" #PropName_)
25
32#define GDPROPERTY_HINTED(PropName_, PropType_, ...) \
33 godot::ClassDB::bind_method(godot::D_METHOD("get_" #PropName_), &CLASSNAME::get_##PropName_); \
34 godot::ClassDB::bind_method(godot::D_METHOD("set_" #PropName_, "value"), &CLASSNAME::set_##PropName_); \
35 godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(PropType_, #PropName_, __VA_ARGS__), "set_" #PropName_, "get_" #PropName_)
36
43#define GDFUNCTION(FnName_) godot::ClassDB::bind_method(godot::D_METHOD(#FnName_), &CLASSNAME::FnName_)
44
51#define GDFUNCTION_ARGS(FnName_, ...) godot::ClassDB::bind_method(godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_)
52
59#define GDFUNCTION_STATIC(FnName_) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_), &CLASSNAME::_FnName)
60
67#define GDFUNCTION_STATIC_ARGS(FnName_, ...) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_)
68
74#define GDSIGNAL(...) godot::ClassDB::add_signal(MACRO_STRING(CLASSNAME), godot::MethodInfo(__VA_ARGS__))
75
81#define GDRESOURCETYPE(Class_) godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, #Class_)
82
88#define GDEDITORONLY() if(!godot::Engine::get_singleton()->is_editor_hint()) return;
94#define GDGAMEONLY() if(godot::Engine::get_singleton()->is_editor_hint()) return;
95
101#define GDENUM(Name_, ...) struct Name_ {\
102 enum Value {__VA_ARGS__};\
103 private:\
104 Value value{};\
105 public:\
106 static inline godot::String get_property_hint() { return godot::String(#__VA_ARGS__); }\
107 inline Name_(Value value): value{value} {}\
108 inline Name_(Name_ const &value): value{value.value} {}\
109}
110
111#endif // !UC_GODOT_MACROS_H