feat: swapped from godot:: to utils:: namespace
parent
54fcbcbb6b
commit
3cad3af3fe
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@ -5,25 +5,25 @@
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#include "utils/godot_macros.h"
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#include "game_state.hpp"
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namespace godot {
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namespace utils {
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void GameMode::_bind_methods() {
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#define CLASSNAME GameMode
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GDPROPERTY_HINTED(game_state, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "GameState");
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GDPROPERTY_HINTED(player_scene, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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GDPROPERTY_HINTED(game_state, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "GameState");
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GDPROPERTY_HINTED(player_scene, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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}
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void GameMode::_begin() {}
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void GameMode::_end() {}
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void GameMode::set_player_scene(Ref<PackedScene> scene) {
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void GameMode::set_player_scene(gd::Ref<gd::PackedScene> scene) {
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this->player_scene = scene;
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}
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Ref<PackedScene> GameMode::get_player_scene() const {
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gd::Ref<gd::PackedScene> GameMode::get_player_scene() const {
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return this->player_scene;
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}
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void GameMode::set_game_state(Ref<GameState> state) {
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void GameMode::set_game_state(gd::Ref<GameState> state) {
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if(state.is_null() || !state.is_valid()) {
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this->game_state.unref();
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return;
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@ -31,7 +31,7 @@ void GameMode::set_game_state(Ref<GameState> state) {
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this->game_state = state;
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}
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Ref<GameState> GameMode::get_game_state() {
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gd::Ref<GameState> GameMode::get_game_state() {
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return this->game_state;
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}
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}
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@ -1,26 +1,28 @@
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#ifndef GAME_MODE_H
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#define GAME_MODE_H
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#ifndef GAME_MODE_HPP
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#define GAME_MODE_HPP
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/resource.hpp>
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#include "game_state.hpp"
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namespace godot {
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class GameMode : public Resource {
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GDCLASS(GameMode, Resource);
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namespace gd = godot;
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namespace utils {
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class GameMode : public gd::Resource {
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GDCLASS(GameMode, gd::Resource);
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static void _bind_methods();
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public:
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virtual void _begin();
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virtual void _end();
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void set_player_scene(Ref<PackedScene> scene);
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Ref<PackedScene> get_player_scene() const;
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void set_game_state(Ref<GameState> state);
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Ref<GameState> get_game_state();
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void set_player_scene(gd::Ref<gd::PackedScene> scene);
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gd::Ref<gd::PackedScene> get_player_scene() const;
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void set_game_state(gd::Ref<GameState> state);
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gd::Ref<GameState> get_game_state();
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private:
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Ref<PackedScene> player_scene{};
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Ref<GameState> game_state{};
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gd::Ref<gd::PackedScene> player_scene{};
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gd::Ref<GameState> game_state{};
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};
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}
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#endif // !GAME_MODE_H
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#endif // !GAME_MODE_HPP
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@ -4,6 +4,7 @@
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#include "level.hpp"
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#include "player.hpp"
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#include "player_input.hpp"
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#include "player.hpp"
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#include "spawn_point.hpp"
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#include <cstdint>
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#include <godot_cpp/classes/global_constants.hpp>
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@ -15,14 +16,14 @@
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#include <godot_cpp/variant/string_name.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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namespace godot {
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namespace utils {
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void GameRoot3D::_bind_methods() {
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#define CLASSNAME GameRoot3D
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GDFUNCTION(reset_game_mode);
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GDPROPERTY_HINTED(first_boot_level, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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GDSIGNAL("player_connected", PropertyInfo(Variant::OBJECT, "player_input", PROPERTY_HINT_NODE_TYPE, "PlayerInput"));
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GDSIGNAL("player_disconnected", PropertyInfo(Variant::OBJECT, "player_input", PROPERTY_HINT_NODE_TYPE, "PlayerInput"));
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GDSIGNAL("player_spawned", PropertyInfo(Variant::OBJECT, "player_info", PROPERTY_HINT_NODE_TYPE, "Node"));
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GDPROPERTY_HINTED(first_boot_level, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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GDSIGNAL("player_connected", gd::PropertyInfo(gd::Variant::OBJECT, "player_input", gd::PROPERTY_HINT_NODE_TYPE, "PlayerInput"));
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GDSIGNAL("player_disconnected", gd::PropertyInfo(gd::Variant::OBJECT, "player_input", gd::PROPERTY_HINT_NODE_TYPE, "PlayerInput"));
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GDSIGNAL("player_spawned", gd::PropertyInfo(gd::Variant::OBJECT, "player_info", gd::PROPERTY_HINT_NODE_TYPE, "Node"));
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}
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GameRoot3D *GameRoot3D::get_singleton() {
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@ -53,16 +54,16 @@ void GameRoot3D::player_input_connected() {
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PlayerInput *input = memnew(PlayerInput);
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this->add_child(input);
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this->players.insert(this->next_player_id++, {input, nullptr});
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this->emit_signal(StringName("player_connected"), input);
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this->emit_signal(gd::StringName("player_connected"), input);
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}
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void GameRoot3D::remove_player(uint32_t player_id) {
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if(!this->players.has(player_id))
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return;
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// convert player object to node
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Node *node = this->players.get(player_id).second->to_node();
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gd::Node *node = this->players.get(player_id).second->to_node();
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if(node == nullptr) {
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UtilityFunctions::push_error("IPlayer::to_node failed for player with id '", player_id, "'");
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gd::UtilityFunctions::push_error("IPlayer::to_node failed for player with id '", player_id, "'");
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return;
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}
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node->queue_free();
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@ -71,7 +72,7 @@ void GameRoot3D::remove_player(uint32_t player_id) {
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void GameRoot3D::remove_all_players() {
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// free all player instances in use
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for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> &pair : this->players) {
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for(gd::KeyValue<uint32_t, gd::Pair<PlayerInput*, IPlayer*>> &pair : this->players) {
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// skip unused player slots
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if(pair.value.second == nullptr)
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continue;
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@ -84,7 +85,7 @@ bool GameRoot3D::initialize_player(IPlayer *player, uint32_t id) {
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if(!this->players.has(id))
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return false;
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// register the player
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Pair<PlayerInput*, IPlayer*> &found{this->players.get(id)};
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gd::Pair<PlayerInput*, IPlayer*> &found{this->players.get(id)};
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found.second = player;
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// set player id
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player->player_id = id;
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@ -95,20 +96,20 @@ bool GameRoot3D::initialize_player(IPlayer *player, uint32_t id) {
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}
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void GameRoot3D::reset_game_mode() {
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this->set_game_mode(Ref<GameMode>());
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this->set_game_mode(gd::Ref<GameMode>());
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}
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Level3D *GameRoot3D::load_level(Ref<PackedScene> level) {
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return this->load_level_at(level, Transform3D());
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Level3D *GameRoot3D::load_level(gd::Ref<gd::PackedScene> level) {
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return this->load_level_at(level, gd::Transform3D());
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}
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Level3D *GameRoot3D::load_level_at(Ref<PackedScene> level, Transform3D at) {
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Level3D *GameRoot3D::load_level_at(gd::Ref<gd::PackedScene> level, gd::Transform3D at) {
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if(!GameRoot3D::is_valid_level(level)) {
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return nullptr;
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}
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Level3D *instance = Object::cast_to<Level3D>(level->instantiate());
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if(instance == nullptr) {
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UtilityFunctions::push_error("Unexpected failure to instantiate level scene '", level->get_path(), "'.");
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gd::UtilityFunctions::push_error("Unexpected failure to instantiate level scene '", level->get_path(), "'.");
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return nullptr;
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}
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this->levels.insert(level->get_path(), instance);
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@ -122,7 +123,7 @@ Level3D *GameRoot3D::load_level_at(Ref<PackedScene> level, Transform3D at) {
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this->add_child(instance);
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instance->set_global_transform(at);
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if(switch_game_mode && this->game_mode.is_valid()) {
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for(KeyValue<uint32_t, Pair<PlayerInput *, IPlayer *>> const &kvp : this->players) {
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for(gd::KeyValue<uint32_t, gd::Pair<PlayerInput *, IPlayer *>> const &kvp : this->players) {
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this->place_player_at_spawnpoint(kvp.value.second);
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}
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}
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@ -130,21 +131,21 @@ Level3D *GameRoot3D::load_level_at(Ref<PackedScene> level, Transform3D at) {
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}
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void GameRoot3D::unload_all_levels() {
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HashMap<StringName, Level3D*> levels = this->get_levels();
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for(KeyValue<StringName, Level3D*> &kvp : levels)
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gd::HashMap<gd::StringName, Level3D*> levels = this->get_levels();
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for(gd::KeyValue<gd::StringName, Level3D*> &kvp : levels)
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kvp.value->call_deferred("queue_free");
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this->get_levels().clear();
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this->reset_game_mode();
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}
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void GameRoot3D::replace_levels(Ref<PackedScene> scene) {
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void GameRoot3D::replace_levels(gd::Ref<gd::PackedScene> scene) {
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this->unload_all_levels();
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this->load_level(scene);
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}
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void GameRoot3D::register_spawn_point(SpawnPoint3D *spawn_point) {
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if(this->spawn_points.has(spawn_point)) {
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UtilityFunctions::push_error("Duplicate attempt to register spawnpoint '", spawn_point->get_path(), "'");
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gd::UtilityFunctions::push_error("Duplicate attempt to register spawnpoint '", spawn_point->get_path(), "'");
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return;
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}
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if(!this->spawn_points.has(spawn_point))
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@ -153,7 +154,7 @@ void GameRoot3D::register_spawn_point(SpawnPoint3D *spawn_point) {
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void GameRoot3D::unregister_spawn_point(SpawnPoint3D *spawn_point) {
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if(!this->spawn_points.has(spawn_point)) {
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UtilityFunctions::push_error("Attempt to unregister spawnpoint '", spawn_point->get_path(), "', which is not registered.");
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gd::UtilityFunctions::push_error("Attempt to unregister spawnpoint '", spawn_point->get_path(), "', which is not registered.");
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return;
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}
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this->spawn_points.erase(spawn_point);
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@ -166,12 +167,12 @@ void GameRoot3D::place_player_at_spawnpoint(IPlayer *player) {
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}
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void GameRoot3D::player_despawned(uint32_t id) {
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Pair<PlayerInput*, IPlayer*> &pair = this->players.get(id);
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gd::Pair<PlayerInput*, IPlayer*> &pair = this->players.get(id);
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pair.second = nullptr;
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pair.first->clear_listeners();
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}
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void GameRoot3D::set_game_mode(Ref<GameMode> prototype) {
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void GameRoot3D::set_game_mode(gd::Ref<GameMode> prototype) {
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this->remove_all_players();
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// allow "unsetting" the gamemode by passing an invalid gamemode
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// shorthand for this behaviour is reset_game_mode
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@ -197,33 +198,33 @@ void GameRoot3D::set_game_mode(Ref<GameMode> prototype) {
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}
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}
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Ref<GameMode> GameRoot3D::get_game_mode() const {
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gd::Ref<GameMode> GameRoot3D::get_game_mode() const {
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return this->game_mode;
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}
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Ref<GameState> GameRoot3D::get_game_state() const {
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gd::Ref<GameState> GameRoot3D::get_game_state() const {
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return this->game_mode->get_game_state();
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}
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void GameRoot3D::set_first_boot_level(Ref<PackedScene> level) {
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void GameRoot3D::set_first_boot_level(gd::Ref<gd::PackedScene> level) {
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if(level.is_null() || !level.is_valid()) {
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this->first_boot_level.unref();
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return;
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}
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StringName const root_type = level->get_state()->get_node_type(0);
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if(!ClassDB::is_parent_class(root_type, "Level3D")) {
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UtilityFunctions::push_error("First boot level cannot be of type '", root_type, "'. First boot level has to inherit from Level3D");
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gd::StringName const root_type = level->get_state()->get_node_type(0);
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if(!gd::ClassDB::is_parent_class(root_type, "Level3D")) {
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gd::UtilityFunctions::push_error("First boot level cannot be of type '", root_type, "'. First boot level has to inherit from Level3D");
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this->first_boot_level.unref();
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return;
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}
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this->first_boot_level = level;
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}
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Ref<PackedScene> GameRoot3D::get_first_boot_level() const {
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gd::Ref<gd::PackedScene> GameRoot3D::get_first_boot_level() const {
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return this->first_boot_level;
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}
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HashMap<StringName, Level3D *> &GameRoot3D::get_levels() {
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gd::HashMap<gd::StringName, Level3D *> &GameRoot3D::get_levels() {
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return this->levels;
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}
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@ -231,9 +232,9 @@ IPlayer *GameRoot3D::get_player(uint32_t id) {
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return this->players[id].second;
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}
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Vector<IPlayer*> GameRoot3D::get_players() {
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Vector<IPlayer*> players{};
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for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> pair : this->players) {
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gd::Vector<IPlayer*> GameRoot3D::get_players() {
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gd::Vector<IPlayer*> players{};
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for(gd::KeyValue<uint32_t, gd::Pair<PlayerInput*, IPlayer*>> pair : this->players) {
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players.push_back(pair.value.second);
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}
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return players;
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@ -242,7 +243,7 @@ Vector<IPlayer*> GameRoot3D::get_players() {
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void GameRoot3D::grab_singleton() {
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if(GameRoot3D::has_singleton()) {
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this->set_process_mode(PROCESS_MODE_DISABLED);
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UtilityFunctions::push_error("More than one GameRoot instance active");
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gd::UtilityFunctions::push_error("More than one GameRoot instance active");
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} else {
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GameRoot3D::singleton_instance = this;
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}
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@ -252,12 +253,12 @@ void GameRoot3D::release_singleton() {
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if(GameRoot3D::singleton_instance == this) {
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GameRoot3D::singleton_instance = nullptr;
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} else {
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UtilityFunctions::push_error("GameRoot instance attempted to release singleton while it is not the singleton instance");
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gd::UtilityFunctions::push_error("GameRoot instance attempted to release singleton while it is not the singleton instance");
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}
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}
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uint32_t GameRoot3D::find_empty_player_slot() const {
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for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> const &kvp : this->players) {
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for(gd::KeyValue<uint32_t, gd::Pair<PlayerInput*, IPlayer*>> const &kvp : this->players) {
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if(kvp.value.second == nullptr) {
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return kvp.key;
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}
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@ -267,17 +268,17 @@ uint32_t GameRoot3D::find_empty_player_slot() const {
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IPlayer *GameRoot3D::spawn_player(uint32_t id) {
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if(id == 0) {
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UtilityFunctions::push_error("Failed to find any valid player slot when spawning player");
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gd::UtilityFunctions::push_error("Failed to find any valid player slot when spawning player");
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return nullptr;
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}
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Node *player_node = this->game_mode->get_player_scene()->instantiate();
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if(player_node == nullptr) {
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UtilityFunctions::push_error("Failed to instantiate player scene '", this->game_mode->get_player_scene()->get_path(), "'");
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gd::UtilityFunctions::push_error("Failed to instantiate player scene '", this->game_mode->get_player_scene()->get_path(), "'");
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return nullptr;
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}
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IPlayer *player = dynamic_cast<IPlayer*>(player_node);
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if(player == nullptr) {
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UtilityFunctions::push_error("Player scene does not implement required IPlayer interface");
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gd::UtilityFunctions::push_error("Player scene does not implement required IPlayer interface");
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player_node->queue_free();
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return nullptr;
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}
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@ -285,18 +286,18 @@ IPlayer *GameRoot3D::spawn_player(uint32_t id) {
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return player;
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}
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void GameRoot3D::level_unloaded(StringName scene_path) {
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void GameRoot3D::level_unloaded(gd::StringName scene_path) {
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this->levels.erase(scene_path);
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}
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bool GameRoot3D::is_valid_level(Ref<PackedScene> &level) {
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bool GameRoot3D::is_valid_level(gd::Ref<gd::PackedScene> &level) {
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if(level.is_null() || !level.is_valid() || !level->can_instantiate()) {
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UtilityFunctions::push_error("Can't load level from invalid packed scene");
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gd::UtilityFunctions::push_error("Can't load level from invalid packed scene");
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return false;
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}
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StringName const root_type = level->get_state()->get_node_type(0);
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if(!ClassDB::is_parent_class(root_type, "Level3D")) {
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UtilityFunctions::push_error("Can't load level with root type '", root_type, "'. Root node has to be of type Level3D");
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gd::StringName const root_type = level->get_state()->get_node_type(0);
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if(!gd::ClassDB::is_parent_class(root_type, "Level3D")) {
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gd::UtilityFunctions::push_error("Can't load level with root type '", root_type, "'. Root node has to be of type Level3D");
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return false;
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}
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return true;
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@ -2,23 +2,25 @@
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#define GAME_ROOT_HPP
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#include "game_mode.hpp"
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#include "godot_cpp/classes/random_number_generator.hpp"
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#include "level.hpp"
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/classes/random_number_generator.hpp>
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#include <godot_cpp/templates/hash_map.hpp>
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#include <godot_cpp/templates/hash_set.hpp>
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#include <godot_cpp/templates/pair.hpp>
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#include <godot_cpp/templates/pair.hpp>
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#include <godot_cpp/templates/vector.hpp>
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namespace godot {
|
||||
namespace gd = godot;
|
||||
|
||||
namespace utils {
|
||||
class PlayerInput;
|
||||
class IPlayer;
|
||||
class SpawnPoint3D;
|
||||
|
||||
class GameRoot3D : public Node {
|
||||
GDCLASS(GameRoot3D, Node);
|
||||
class GameRoot3D : public gd::Node {
|
||||
GDCLASS(GameRoot3D, gd::Node);
|
||||
static void _bind_methods();
|
||||
public:
|
||||
// get the current active singleton instance of GameRoot
|
||||
|
@ -46,12 +48,12 @@ public:
|
|||
void reset_game_mode();
|
||||
|
||||
// shorthand for load_level(level, Transform3D())
|
||||
Level3D *load_level(Ref<PackedScene> level);
|
||||
Level3D *load_level(gd::Ref<gd::PackedScene> level);
|
||||
// load a level, only works if 'level' is a valid scene where the root Node can cast to 'Level3D'
|
||||
// sets the level's root node's global transform
|
||||
Level3D *load_level_at(Ref<PackedScene> level, Transform3D at);
|
||||
Level3D *load_level_at(gd::Ref<gd::PackedScene> level, gd::Transform3D at);
|
||||
void unload_all_levels();
|
||||
void replace_levels(Ref<PackedScene> level);
|
||||
void replace_levels(gd::Ref<gd::PackedScene> level);
|
||||
|
||||
// register a spawnpoint for use when spawning players
|
||||
void register_spawn_point(SpawnPoint3D *spawn_point);
|
||||
|
@ -63,14 +65,14 @@ public:
|
|||
// ----- getter / setters -----
|
||||
// override the current gamemode
|
||||
// force-respawns all players
|
||||
void set_game_mode(Ref<GameMode> prototype);
|
||||
Ref<GameMode> get_game_mode() const;
|
||||
Ref<GameState> get_game_state() const;
|
||||
void set_first_boot_level(Ref<PackedScene> level);
|
||||
Ref<PackedScene> get_first_boot_level() const;
|
||||
HashMap<StringName, Level3D *> &get_levels();
|
||||
void set_game_mode(gd::Ref<GameMode> prototype);
|
||||
gd::Ref<GameMode> get_game_mode() const;
|
||||
gd::Ref<GameState> get_game_state() const;
|
||||
void set_first_boot_level(gd::Ref<gd::PackedScene> level);
|
||||
gd::Ref<gd::PackedScene> get_first_boot_level() const;
|
||||
gd::HashMap<gd::StringName, Level3D *> &get_levels();
|
||||
IPlayer *get_player(uint32_t id);
|
||||
Vector<IPlayer*> get_players();
|
||||
gd::Vector<IPlayer*> get_players();
|
||||
protected:
|
||||
// attempt to make 'this' the current singleton instance
|
||||
void grab_singleton();
|
||||
|
@ -79,20 +81,20 @@ protected:
|
|||
void release_singleton();
|
||||
uint32_t find_empty_player_slot() const;
|
||||
IPlayer *spawn_player(uint32_t id);
|
||||
void level_unloaded(StringName scene_path);
|
||||
static bool is_valid_level(Ref<PackedScene> &level);
|
||||
void level_unloaded(gd::StringName scene_path);
|
||||
static bool is_valid_level(gd::Ref<gd::PackedScene> &level);
|
||||
protected:
|
||||
static GameRoot3D *singleton_instance;
|
||||
|
||||
uint32_t next_player_id{1}; // 0 is the "invalid" player id
|
||||
HashMap<uint32_t, Pair<PlayerInput*, IPlayer*>> players{};
|
||||
Ref<GameMode> game_mode{};
|
||||
gd::HashMap<uint32_t, gd::Pair<PlayerInput*, IPlayer*>> players{};
|
||||
gd::Ref<GameMode> game_mode{};
|
||||
private:
|
||||
RandomNumberGenerator rng{};
|
||||
HashMap<StringName, Level3D*> levels{};
|
||||
Vector<SpawnPoint3D*> spawn_points{};
|
||||
gd::RandomNumberGenerator rng{};
|
||||
gd::HashMap<gd::StringName, Level3D*> levels{};
|
||||
gd::Vector<SpawnPoint3D*> spawn_points{};
|
||||
|
||||
Ref<PackedScene> first_boot_level{};
|
||||
gd::Ref<gd::PackedScene> first_boot_level{};
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#include "game_state.hpp"
|
||||
|
||||
namespace godot {
|
||||
using namespace godot;
|
||||
|
||||
namespace utils {
|
||||
void GameState::_bind_methods() {
|
||||
#define CLASSNAME GameState
|
||||
}
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
#ifndef GAME_STATE_HPP
|
||||
#define GAME_STATE_HPP
|
||||
|
||||
#include "godot_cpp/classes/resource.hpp"
|
||||
namespace godot {
|
||||
class GameState : public Resource {
|
||||
GDCLASS(GameState, Resource);
|
||||
#include <godot_cpp/classes/resource.hpp>
|
||||
|
||||
namespace utils {
|
||||
class GameState : public godot::Resource {
|
||||
GDCLASS(GameState, godot::Resource);
|
||||
static void _bind_methods();
|
||||
public:
|
||||
};
|
||||
|
|
|
@ -4,37 +4,33 @@
|
|||
#include "godot_cpp/classes/engine.hpp"
|
||||
#include "godot_cpp/core/class_db.hpp"
|
||||
|
||||
|
||||
#define MACRO_STRING_INNER(_Arg) #_Arg
|
||||
#define MACRO_STRING(_Arg) MACRO_STRING_INNER(_Arg)
|
||||
|
||||
#define GDPROPERTY(_PropName, _PropType) \
|
||||
ClassDB::bind_method(D_METHOD("get_" #_PropName), &CLASSNAME::get_##_PropName); \
|
||||
ClassDB::bind_method(D_METHOD("set_" #_PropName, "value"), &CLASSNAME::set_##_PropName); \
|
||||
ClassDB::add_property(MACRO_STRING(CLASSNAME), PropertyInfo(_PropType, #_PropName), "set_" #_PropName, \
|
||||
"get_" #_PropName)
|
||||
#define GDPROPERTY(_PropName, _PropType) \
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("get_" #_PropName), &CLASSNAME::get_##_PropName); \
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("set_" #_PropName, "value"), &CLASSNAME::set_##_PropName); \
|
||||
godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(_PropType, #_PropName), "set_" #_PropName, "get_" #_PropName)
|
||||
|
||||
#define GDPROPERTY_HINTED(_PropName, _PropType, ...) \
|
||||
ClassDB::bind_method(D_METHOD("get_" #_PropName), &CLASSNAME::get_##_PropName); \
|
||||
ClassDB::bind_method(D_METHOD("set_" #_PropName, "value"), &CLASSNAME::set_##_PropName); \
|
||||
ClassDB::add_property(MACRO_STRING(CLASSNAME), PropertyInfo(_PropType, #_PropName, __VA_ARGS__), \
|
||||
"set_" #_PropName, "get_" #_PropName)
|
||||
#define GDPROPERTY_HINTED(_PropName, _PropType, ...) \
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("get_" #_PropName), &CLASSNAME::get_##_PropName); \
|
||||
godot::ClassDB::bind_method(godot::D_METHOD("set_" #_PropName, "value"), &CLASSNAME::set_##_PropName); \
|
||||
godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(_PropType, #_PropName, __VA_ARGS__), "set_" #_PropName, "get_" #_PropName)
|
||||
|
||||
#define GDFUNCTION(_FnName) ClassDB::bind_method(D_METHOD(#_FnName), &CLASSNAME::_FnName)
|
||||
#define GDFUNCTION(_FnName) godot::ClassDB::bind_method(godot::D_METHOD(#_FnName), &CLASSNAME::_FnName)
|
||||
|
||||
#define GDFUNCTION_ARGS(_FnName, ...) ClassDB::bind_method(D_METHOD(#_FnName, __VA_ARGS__), &CLASSNAME::_FnName)
|
||||
#define GDFUNCTION_ARGS(_FnName, ...) godot::ClassDB::bind_method(godot::D_METHOD(#_FnName, __VA_ARGS__), &CLASSNAME::_FnName)
|
||||
|
||||
#define GDFUNCTION_STATIC(_FnName) \
|
||||
ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), D_METHOD(#_FnName), &CLASSNAME::_FnName)
|
||||
#define GDFUNCTION_STATIC(_FnName) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#_FnName), &CLASSNAME::_FnName)
|
||||
|
||||
#define GDFUNCTION_STATIC_ARGS(_FnName, ...) \
|
||||
ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), D_METHOD(#_FnName, __VA_ARGS__), &CLASSNAME::_FnName)
|
||||
#define GDFUNCTION_STATIC_ARGS(_FnName, ...) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#_FnName, __VA_ARGS__), &CLASSNAME::_FnName)
|
||||
|
||||
#define GDSIGNAL(...)\
|
||||
ClassDB::add_signal(MACRO_STRING(CLASSNAME), MethodInfo(__VA_ARGS__))
|
||||
#define GDSIGNAL(...) godot::ClassDB::add_signal(MACRO_STRING(CLASSNAME), godot::MethodInfo(__VA_ARGS__))
|
||||
|
||||
#define GDRESOURCETYPE(_Class) vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, #_Class)
|
||||
#define GDRESOURCETYPE(_Class) godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, #_Class)
|
||||
|
||||
#define GDEDITORONLY() if(!Engine::get_singleton()->is_editor_hint()) return;
|
||||
#define GDGAMEONLY() if(Engine::get_singleton()->is_editor_hint()) return;
|
||||
#define GDEDITORONLY() if(!godot::Engine::get_singleton()->is_editor_hint()) return;
|
||||
#define GDGAMEONLY() if(godot::Engine::get_singleton()->is_editor_hint()) return;
|
||||
|
||||
#endif // !UC_GODOT_MACROS_H
|
||||
|
|
24
level.cpp
24
level.cpp
|
@ -1,33 +1,17 @@
|
|||
#include "level.hpp"
|
||||
#include "utils/godot_macros.h"
|
||||
|
||||
namespace godot {
|
||||
namespace utils {
|
||||
void Level3D::_bind_methods() {
|
||||
#define CLASSNAME Level3D
|
||||
GDPROPERTY_HINTED(game_mode_prototype, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "GameMode");
|
||||
GDPROPERTY_HINTED(game_mode_prototype, gd::Variant::OBJECT, gd::PROPERTY_HINT_RESOURCE_TYPE, "GameMode");
|
||||
}
|
||||
|
||||
void Level3D::set_game_mode_prototype(Ref<GameMode> prototype) {
|
||||
void Level3D::set_game_mode_prototype(gd::Ref<GameMode> prototype) {
|
||||
this->game_mode_prototype = prototype;
|
||||
}
|
||||
|
||||
Ref<GameMode> Level3D::get_game_mode_prototype() const {
|
||||
gd::Ref<GameMode> Level3D::get_game_mode_prototype() const {
|
||||
return this->game_mode_prototype;
|
||||
}
|
||||
|
||||
#undef CLASSNAME // Level3D
|
||||
|
||||
void Level2D::_bind_methods() {
|
||||
#define CLASSNAME Level3D
|
||||
GDPROPERTY_HINTED(game_mode_prototype, Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "GameMode");
|
||||
}
|
||||
|
||||
void Level2D::set_game_mode_prototype(Ref<GameMode> prototype) {
|
||||
this->game_mode_prototype = prototype;
|
||||
}
|
||||
|
||||
Ref<GameMode> Level2D::get_game_mode_prototype() const {
|
||||
return this->game_mode_prototype;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
29
level.hpp
29
level.hpp
|
@ -1,32 +1,21 @@
|
|||
#ifndef LEVEL_HPP
|
||||
#define LEVEL_HPP
|
||||
|
||||
#include <godot_cpp/classes/node2d.hpp>
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
#include "game_mode.hpp"
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
|
||||
namespace godot {
|
||||
class Level3D : public Node3D {
|
||||
GDCLASS(Level3D, Node3D);
|
||||
namespace gd = godot;
|
||||
|
||||
namespace utils {
|
||||
class Level3D : public gd::Node3D {
|
||||
GDCLASS(Level3D, gd::Node3D);
|
||||
static void _bind_methods();
|
||||
public:
|
||||
void set_game_mode_prototype(Ref<GameMode> prototype);
|
||||
Ref<GameMode> get_game_mode_prototype() const;
|
||||
void set_game_mode_prototype(gd::Ref<GameMode> prototype);
|
||||
gd::Ref<GameMode> get_game_mode_prototype() const;
|
||||
private:
|
||||
Ref<GameMode> game_mode_prototype{};
|
||||
gd::Ref<GameMode> game_mode_prototype{};
|
||||
};
|
||||
|
||||
class Level2D : public Node2D {
|
||||
GDCLASS(Level2D, Node2D);
|
||||
static void _bind_methods();
|
||||
public:
|
||||
void set_game_mode_prototype(Ref<GameMode> prototype);
|
||||
Ref<GameMode> get_game_mode_prototype() const;
|
||||
private:
|
||||
Ref<GameMode> game_mode_prototype{};
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif // !LEVEL_HPP
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#include "player.hpp"
|
||||
|
||||
namespace godot {
|
||||
namespace utils {
|
||||
uint32_t IPlayer::get_player_id() {
|
||||
return this->player_id.value_or(0);
|
||||
}
|
||||
|
|
11
player.hpp
11
player.hpp
|
@ -5,16 +5,19 @@
|
|||
#include <optional>
|
||||
#include <godot_cpp/variant/transform3d.hpp>
|
||||
|
||||
namespace godot {
|
||||
namespace godot { class Node; }
|
||||
|
||||
namespace gd = godot;
|
||||
|
||||
namespace utils {
|
||||
class PlayerInput;
|
||||
class Node;
|
||||
|
||||
class IPlayer {
|
||||
friend class GameRoot3D;
|
||||
public:
|
||||
virtual void setup_player_input(PlayerInput *input) = 0;
|
||||
virtual Node *to_node() = 0;
|
||||
virtual void spawn_at_position(Transform3D const &at) = 0;
|
||||
virtual gd::Node *to_node() = 0;
|
||||
virtual void spawn_at_position(gd::Transform3D const &at) = 0;
|
||||
|
||||
uint32_t get_player_id();
|
||||
|
||||
|
|
|
@ -1,31 +1,32 @@
|
|||
#include "player_input.hpp"
|
||||
#include "godot_macros.h"
|
||||
#include "godot_cpp/classes/input.hpp"
|
||||
#include "godot_cpp/classes/input_event.hpp"
|
||||
#include "godot_cpp/classes/input_event_mouse_motion.hpp"
|
||||
#include "godot_cpp/variant/callable.hpp"
|
||||
#include <algorithm>
|
||||
#include <godot_cpp/classes/input.hpp>
|
||||
#include <godot_cpp/classes/input_event.hpp>
|
||||
#include <godot_cpp/classes/input_event_mouse_motion.hpp>
|
||||
#include <godot_cpp/variant/callable.hpp>
|
||||
#include <optional>
|
||||
|
||||
namespace godot {
|
||||
void PlayerInput::_bind_methods() {}
|
||||
namespace utils {
|
||||
void PlayerInput::_bind_methods() {
|
||||
#define CLASSNAME PlayerInput
|
||||
}
|
||||
|
||||
Vector2 PlayerInput::lastMouseMotion{0.f, 0.f};
|
||||
gd::Vector2 PlayerInput::lastMouseMotion{0.f, 0.f};
|
||||
bool PlayerInput::primaryExists{false};
|
||||
|
||||
PlayerInput::Listener::Listener(String positive, String negative, Callable callable)
|
||||
PlayerInput::Listener::Listener(gd::String positive, gd::String negative, gd::Callable callable)
|
||||
: actionNegative{negative}
|
||||
, actionPositive{positive}
|
||||
, callable{callable}
|
||||
, isMouseEvent{positive.begins_with("_mouse_") || negative.begins_with("_mouse_")} {}
|
||||
|
||||
PlayerInput::Listener::Listener(String action, Callable callable)
|
||||
: PlayerInput::Listener::Listener(action, String(), callable) {}
|
||||
PlayerInput::Listener::Listener(gd::String action, gd::Callable callable)
|
||||
: PlayerInput::Listener::Listener(action, gd::String(), callable) {}
|
||||
|
||||
std::optional<float> PlayerInput::Listener::evaluate_action(String const &action) {
|
||||
Input *input = Input::get_singleton();
|
||||
std::optional<float> PlayerInput::Listener::evaluate_action(gd::String const &action) {
|
||||
gd::Input *input = gd::Input::get_singleton();
|
||||
if(action.begins_with("_mouse_")) {
|
||||
Vector2 vector = PlayerInput::get_last_mouse_motion();
|
||||
gd::Vector2 vector = PlayerInput::get_last_mouse_motion();
|
||||
if(action.ends_with("_up"))
|
||||
return vector.y > 0.f ? vector.y : 0.f;
|
||||
else if(action.ends_with("_down"))
|
||||
|
@ -42,14 +43,14 @@ std::optional<float> PlayerInput::Listener::evaluate_action(String const &action
|
|||
}
|
||||
}
|
||||
|
||||
bool PlayerInput::Listener::has_changed(Ref<InputEvent> const &event) {
|
||||
bool PlayerInput::Listener::has_changed(gd::Ref<gd::InputEvent> const &event) {
|
||||
bool const mouse_changed{this->isMouseEvent && event->is_class("InputEventMouseMotion")};
|
||||
bool const negative_changed{!this->actionNegative.is_empty() && event->is_action(this->actionNegative)};
|
||||
bool const positive_changed{!this->actionPositive.is_empty() && event->is_action(this->actionPositive)};
|
||||
return mouse_changed || negative_changed || positive_changed;
|
||||
}
|
||||
|
||||
float PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
|
||||
float PlayerInput::Listener::evaluate(gd::Ref<gd::InputEvent> const &event) {
|
||||
std::optional<float> positive = PlayerInput::Listener::evaluate_action(this->actionPositive);
|
||||
std::optional<float> negative = PlayerInput::Listener::evaluate_action(this->actionNegative);
|
||||
if(!positive.has_value() || !negative.has_value())
|
||||
|
@ -60,13 +61,13 @@ float PlayerInput::Listener::evaluate(Ref<InputEvent> const &event) {
|
|||
return (this->lastCached = newest);
|
||||
}
|
||||
|
||||
bool PlayerInput::Listener::operator==(godot::PlayerInput::Listener const& b) {
|
||||
bool PlayerInput::Listener::operator==(PlayerInput::Listener const& b) const {
|
||||
return this->callable == b.callable
|
||||
&& this->actionNegative == b.actionNegative
|
||||
&& this->actionPositive == b.actionPositive;
|
||||
}
|
||||
|
||||
Vector2 PlayerInput::get_last_mouse_motion() {
|
||||
gd::Vector2 PlayerInput::get_last_mouse_motion() {
|
||||
return PlayerInput::lastMouseMotion;
|
||||
}
|
||||
|
||||
|
@ -86,10 +87,10 @@ void PlayerInput::_exit_tree() {
|
|||
}
|
||||
}
|
||||
|
||||
void PlayerInput::_unhandled_input(Ref<InputEvent> const &event) {
|
||||
void PlayerInput::_unhandled_input(gd::Ref<gd::InputEvent> const &event) {
|
||||
GDGAMEONLY();
|
||||
if(this->isPrimary && event->is_class("InputEventMouseMotion"))
|
||||
PlayerInput::lastMouseMotion = Object::cast_to<InputEventMouseMotion>(*event)->get_relative();
|
||||
PlayerInput::lastMouseMotion = gd::Object::cast_to<gd::InputEventMouseMotion>(*event)->get_relative();
|
||||
for(Listener& listener: this->listeners) {
|
||||
if(listener.has_changed(event)) {
|
||||
listener.evaluate(event);
|
||||
|
@ -108,18 +109,16 @@ void PlayerInput::listen_to(Listener const& listener) {
|
|||
|
||||
void PlayerInput::stop_listening(Node *node) {
|
||||
for(size_t i = 0; i < this->listeners.size(); ++i) {
|
||||
Listener& l = this->listeners.at(i);
|
||||
Listener l = this->listeners.get(i);
|
||||
if(l.callable.get_object() == node) {
|
||||
this->listeners.erase(this->listeners.begin() + i);
|
||||
this->listeners.remove_at(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerInput::stop_listening(Listener const& listener) {
|
||||
std::vector<Listener>::iterator itr = std::find(this->listeners.begin(), this->listeners.end(), listener);
|
||||
if(itr != this->listeners.end())
|
||||
this->listeners.erase(itr);
|
||||
this->listeners.erase(listener);
|
||||
}
|
||||
|
||||
void PlayerInput::clear_listeners() {
|
||||
|
|
|
@ -1,55 +1,60 @@
|
|||
#ifndef PLAYER_INPUT_HPP
|
||||
#define PLAYER_INPUT_HPP
|
||||
|
||||
#include <vector>
|
||||
#include <optional>
|
||||
#include "godot_cpp/classes/input.hpp"
|
||||
#include "godot_cpp/classes/input_event.hpp"
|
||||
#include "godot_cpp/classes/node.hpp"
|
||||
#include "godot_cpp/variant/callable.hpp"
|
||||
#include <godot_cpp/classes/input.hpp>
|
||||
#include <godot_cpp/classes/input_event.hpp>
|
||||
#include <godot_cpp/classes/node.hpp>
|
||||
#include <godot_cpp/templates/vector.hpp>
|
||||
#include <godot_cpp/variant/callable.hpp>
|
||||
|
||||
namespace godot {
|
||||
class PlayerInput : public Node {
|
||||
GDCLASS(PlayerInput, Node)
|
||||
namespace gd = godot;
|
||||
|
||||
namespace utils {
|
||||
/*! An event-driven input observer.
|
||||
*
|
||||
* Listen for events with `listen_to`, registering godot input action names to callbacks. It's possible to register an "axis" by registering a listener with a positive and negative action.
|
||||
*/
|
||||
class PlayerInput : public gd::Node {
|
||||
GDCLASS(PlayerInput, gd::Node)
|
||||
static void _bind_methods();
|
||||
public:
|
||||
// a listener is a combination of a positive and negative action and a listener function.
|
||||
// listener functions use godot's Object::call function.
|
||||
// So they require a Node instance and a function name.
|
||||
// The expected signature is void(Ref<InputEvent>, float)
|
||||
// actions can also be "special" actions prefixed with _.
|
||||
// special actions include _mouse_up, _mouse_down, _mouse_left and _mouse_right
|
||||
// which rather than checking action_is_down,
|
||||
// will use PlayerInput::get_last_mouse_motion() to poll the current state.
|
||||
/*! A PlayerInput action listener.
|
||||
* A listener is a combination of a positive and negative action and a callable.
|
||||
* The expected callable signature is `void (godot::Ref<godot::InputEvent> event, float value)`
|
||||
* actions can also be "special" actions prefixed with `_`.
|
||||
* Special actions include `_mouse_up`, `_mouse_down`, `_mouse_left`, and `_mouse_right`.
|
||||
*/
|
||||
struct Listener {
|
||||
friend class PlayerInput;
|
||||
private:
|
||||
// the two actions, evaluated as positive - negative
|
||||
String actionNegative{""};
|
||||
String actionPositive{""};
|
||||
gd::String actionNegative{""};
|
||||
gd::String actionPositive{""};
|
||||
// the last cached action, if the newest result matches this, the event will be considered
|
||||
// duplicate and ignored (not passed to listener)
|
||||
float lastCached{0.f};
|
||||
Callable callable;
|
||||
gd::Callable callable;
|
||||
// if either actionNegative or actionPositive is a _mouse_ event this will be true
|
||||
bool isMouseEvent{false};
|
||||
|
||||
public:
|
||||
Listener(String positive, String negative, Callable callable);
|
||||
Listener(String action, Callable callable);
|
||||
Listener() = default;
|
||||
Listener(gd::String positive, gd::String negative, gd::Callable callable);
|
||||
Listener(gd::String action, gd::Callable callable);
|
||||
// evaluate the current state of an action.
|
||||
static std::optional<float> evaluate_action(String const &action);
|
||||
static std::optional<float> evaluate_action(gd::String const &action);
|
||||
// check if this event has any chance to result in a trigger, does not evaluate the event or
|
||||
// poll current input state
|
||||
bool has_changed(Ref<InputEvent> const &event);
|
||||
bool has_changed(gd::Ref<gd::InputEvent> const &event);
|
||||
// evaluate the event for changes to either actionPositive or actionNegative
|
||||
float evaluate(Ref<InputEvent> const &event);
|
||||
float evaluate(gd::Ref<gd::InputEvent> const &event);
|
||||
|
||||
bool operator==(godot::PlayerInput::Listener const& b);
|
||||
bool operator==(PlayerInput::Listener const& b) const;
|
||||
};
|
||||
private:
|
||||
// the last mouse motion, updated by the primary instance
|
||||
static Vector2 lastMouseMotion;
|
||||
static gd::Vector2 lastMouseMotion;
|
||||
// does a primary instance exist
|
||||
static bool primaryExists;
|
||||
// is this the primary instance
|
||||
|
@ -58,18 +63,18 @@ private:
|
|||
bool isPrimary{false};
|
||||
|
||||
// current listeners for this instance
|
||||
std::vector<Listener> listeners{};
|
||||
gd::Vector<Listener> listeners{};
|
||||
public:
|
||||
static Vector2 get_last_mouse_motion();
|
||||
static gd::Vector2 get_last_mouse_motion();
|
||||
|
||||
virtual void _enter_tree() override;
|
||||
virtual void _exit_tree() override;
|
||||
virtual void _unhandled_input(Ref<InputEvent> const &event) override;
|
||||
virtual void _unhandled_input(gd::Ref<gd::InputEvent> const &event) override;
|
||||
virtual void _process(double deltaTime) override;
|
||||
|
||||
void listen_to(Listener const& listener);
|
||||
void listen_to(Listener const &listener);
|
||||
void stop_listening(Node *node);
|
||||
void stop_listening(Listener const& listener);
|
||||
void stop_listening(Listener const &listener);
|
||||
void clear_listeners();
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,17 +1,21 @@
|
|||
#include "register_types.hpp"
|
||||
#include <godot_cpp/core/class_db.hpp>
|
||||
#include "game_root.hpp"
|
||||
#include "game_mode.hpp"
|
||||
#include "game_root.hpp"
|
||||
#include "game_state.hpp"
|
||||
#include "level.hpp"
|
||||
#include "player_input.hpp"
|
||||
#include "spawn_point.hpp"
|
||||
#include <godot_cpp/core/class_db.hpp>
|
||||
|
||||
using namespace godot;
|
||||
namespace gd = godot;
|
||||
|
||||
namespace utils {
|
||||
void godot_cpp_utils_register_types() {
|
||||
ClassDB::register_class<GameRoot3D>();
|
||||
ClassDB::register_class<GameMode>();
|
||||
ClassDB::register_class<GameState>();
|
||||
ClassDB::register_class<Level3D>();
|
||||
ClassDB::register_class<SpawnPoint3D>();
|
||||
ClassDB::register_class<PlayerInput>();
|
||||
gd::ClassDB::register_class<utils::GameMode>();
|
||||
gd::ClassDB::register_class<utils::GameRoot3D>();
|
||||
gd::ClassDB::register_class<utils::GameState>();
|
||||
gd::ClassDB::register_class<utils::Level3D>();
|
||||
gd::ClassDB::register_class<utils::PlayerInput>();
|
||||
gd::ClassDB::register_class<utils::SpawnPoint3D>();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#ifndef UTILS_REGISTER_TYPES_HPP
|
||||
#define UTILS_REGISTER_TYPES_HPP
|
||||
|
||||
namespace utils {
|
||||
void godot_cpp_utils_register_types();
|
||||
}
|
||||
|
||||
#endif // !UTILS_REGISTER_TYPES_HPP
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
#include "spawn_point.hpp"
|
||||
#include "utils/game_root.hpp"
|
||||
|
||||
namespace godot {
|
||||
namespace utils {
|
||||
void SpawnPoint3D::_bind_methods() {
|
||||
}
|
||||
|
||||
void SpawnPoint3D::_enter_tree() {
|
||||
GameRoot3D *root = Object::cast_to<GameRoot3D>(GameRoot3D::get_singleton());
|
||||
GameRoot3D *root = gd::Object::cast_to<GameRoot3D>(GameRoot3D::get_singleton());
|
||||
if(root == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -1,10 +1,13 @@
|
|||
#ifndef UTILS_SPAWN_POINT_HPP
|
||||
#define UTILS_SPAWN_POINT_HPP
|
||||
|
||||
#include "godot_cpp/classes/node3d.hpp"
|
||||
namespace godot {
|
||||
class SpawnPoint3D : public Node3D {
|
||||
GDCLASS(SpawnPoint3D, Node3D);
|
||||
#include <godot_cpp/classes/node3d.hpp>
|
||||
|
||||
namespace gd = godot;
|
||||
|
||||
namespace utils {
|
||||
class SpawnPoint3D : public gd::Node3D {
|
||||
GDCLASS(SpawnPoint3D, gd::Node3D);
|
||||
static void _bind_methods();
|
||||
public:
|
||||
virtual void _enter_tree() override;
|
||||
|
|
Loading…
Reference in New Issue