Merge remote-tracking branch 'origin' into temp
commit
b1d5e5d263
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@ -36,20 +36,20 @@ bool GameRoot3D::has_singleton() {
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return GameRoot3D::singleton_instance != nullptr;
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}
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void GameRoot3D::_enter_tree() { GDGAMEONLY();
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void GameRoot3D::_enter_tree() {
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// TODO: Replace this with detecting input devices
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this->player_input_connected();
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this->grab_singleton();
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this->rng = godot::Ref<godot::RandomNumberGenerator>(memnew(godot::RandomNumberGenerator));
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}
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void GameRoot3D::_ready() { GDGAMEONLY();
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void GameRoot3D::_ready() {
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this->load_level(this->first_boot_level);
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// TODO: try load save data from file.
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this->game_state = this->game_state_prototype->duplicate(true);
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}
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void GameRoot3D::_exit_tree() { GDGAMEONLY();
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void GameRoot3D::_exit_tree() {
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this->release_singleton();
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}
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@ -77,19 +77,6 @@
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#define GDNODETYPE(Class_) godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_NODE_TYPE, Class_)
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#define GDENUMTYPE(EnumString_) godot::vformat("%s/%s:%s", godot::Variant::INT, godot::PROPERTY_HINT_ENUM, EnumString_)
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/*! \def GDEDITORONLY()
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* \brief Execute the rest of the function only if currently running as editor.
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*
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* Useful for _ready, _enter/_exit, _process, etc. functions.
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*/
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#define GDEDITORONLY() if(!godot::Engine::get_singleton()->is_editor_hint()) return;
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/*! \def GDGAMEONLY()
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* \brief Execute the rest of the function only if currently running as game.
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*
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* Useful for _ready, _enter/_exit, _process, etc. functions.
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*/
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#define GDGAMEONLY() if(godot::Engine::get_singleton()->is_editor_hint()) return;
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/*! \def GDENUM(Name_, ...)
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* \brief Declare a scoped enum struct.
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*
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@ -74,21 +74,21 @@ gd::Vector2 PlayerInput::get_last_mouse_motion() {
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return PlayerInput::lastMouseMotion;
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}
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void PlayerInput::_enter_tree() { GDGAMEONLY();
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void PlayerInput::_enter_tree() {
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if(!PlayerInput::primaryExists) {
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this->isPrimary = true;
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PlayerInput::primaryExists = true;
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}
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}
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void PlayerInput::_exit_tree() { GDGAMEONLY();
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void PlayerInput::_exit_tree() {
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if(this->isPrimary) {
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this->isPrimary = false;
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PlayerInput::primaryExists = false;
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}
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}
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void PlayerInput::_unhandled_input(gd::Ref<gd::InputEvent> const &event) { GDGAMEONLY();
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void PlayerInput::_unhandled_input(gd::Ref<gd::InputEvent> const &event) {
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if(this->isPrimary && event->is_class("InputEventMouseMotion"))
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PlayerInput::lastMouseMotion = gd::Object::cast_to<gd::InputEventMouseMotion>(*event)->get_relative();
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for(Listener& listener: this->listeners) {
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@ -9,11 +9,11 @@
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namespace utils {
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void godot_cpp_utils_register_types() {
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GDREGISTER_CLASS(utils::GameMode);
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GDREGISTER_CLASS(utils::GameRoot3D);
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GDREGISTER_RUNTIME_CLASS(utils::GameMode);
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GDREGISTER_RUNTIME_CLASS(utils::GameRoot3D);
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GDREGISTER_CLASS(utils::GameState);
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GDREGISTER_CLASS(utils::Level3D);
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GDREGISTER_CLASS(utils::PlayerInput);
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GDREGISTER_CLASS(utils::SpawnPoint3D);
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GDREGISTER_RUNTIME_CLASS(utils::Level3D);
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GDREGISTER_RUNTIME_CLASS(utils::PlayerInput);
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GDREGISTER_RUNTIME_CLASS(utils::SpawnPoint3D);
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}
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}
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