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@ -2352,7 +2352,7 @@ ENABLE_PREPROCESSING = YES
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# The default value is: NO.
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# This tag requires that the tag ENABLE_PREPROCESSING is set to YES.
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MACRO_EXPANSION = YES
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MACRO_EXPANSION = NO
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# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES then
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# the macro expansion is limited to the macros specified with the PREDEFINED and
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@ -1,9 +1,5 @@
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#ifndef UTILS_GODOT_MACROS_HPP
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#define UTILS_GODOT_MACROS_HPP
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/*! \file godot_macros.h
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* \brief C-style preprocessor macros to simplify using godot's C++ API.
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*/
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#ifndef UC_GODOT_MACROS_H
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#define UC_GODOT_MACROS_H
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#include "godot_cpp/classes/engine.hpp"
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#include "godot_cpp/core/class_db.hpp"
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@ -13,8 +9,7 @@
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#define MACRO_STRING_INNER(_Arg) #_Arg
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#define MACRO_STRING(_Arg) MACRO_STRING_INNER(_Arg)
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/*! \def GDPROPERTY(PropName_, PropType_)
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* \brief Register property.
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/*! Register property.
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*
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* Register variable CLASSNAME::PropName_ with variant type PropType_.
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* Requires setting CLASSNAME as a #define first. Also requires a CLASSNAME::get_PropName_ and CLASSNAME::set_PropName_ to exist.
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@ -24,8 +19,7 @@
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godot::ClassDB::bind_method(godot::D_METHOD("set_" #PropName_, "value"), &CLASSNAME::set_##PropName_); \
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godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(PropType_, #PropName_), "set_" #PropName_, "get_" #PropName_)
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/*! \def GDPROPERTY_HINTED(PropName_, PropType_, ...)
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* \brief Register a hinted property.
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/*! Register a hinted property.
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*
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* Register variable CLASSNAME::PropName_ with variant type PropType_.
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* Requires setting CLASSNAME as a #define first, and CLASSNAME::get_PropName and CLASSNAME::set_PropName_ to exist.
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@ -35,66 +29,62 @@
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godot::ClassDB::bind_method(godot::D_METHOD("set_" #PropName_, "value"), &CLASSNAME::set_##PropName_); \
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godot::ClassDB::add_property(MACRO_STRING(CLASSNAME), godot::PropertyInfo(PropType_, #PropName_, __VA_ARGS__), "set_" #PropName_, "get_" #PropName_)
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/*! \def GDFUNCTION(FnName_)
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* \brief Register a function CLASSNAME::FnName_() to godot.
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*
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/*! Register a function.
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*
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* Register a function CLASSNAME::_FnName() to godot.
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* Requires setting CLASSNAME as a #define first.
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*/
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#define GDFUNCTION(FnName_) godot::ClassDB::bind_method(godot::D_METHOD(#FnName_), &CLASSNAME::FnName_)
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#define GDFUNCTION(_FnName) godot::ClassDB::bind_method(godot::D_METHOD(#_FnName), &CLASSNAME::_FnName)
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/*! \def GDFUNCTION_ARGS(FnName_, ...)
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* \brief Register a function CLASSNAME::FnName_(...) to godot.
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*
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/*! Register a function with arguments.
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*
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* Register a function CLASSNAME::_FnName(...) to godot.
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* Requires setting CLASSNAME as a #define first.
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*/
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#define GDFUNCTION_ARGS(FnName_, ...) godot::ClassDB::bind_method(godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_)
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#define GDFUNCTION_ARGS(_FnName, ...) godot::ClassDB::bind_method(godot::D_METHOD(#_FnName, __VA_ARGS__), &CLASSNAME::_FnName)
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/*! \def GDFUNCTION_STATIC(FnName_)
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* \brief Register a static member function CLASSNAME::FnName_() to godot.
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*
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/*! Register a static function.
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*
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* Register a static member function CLASSNAME::_FnName() to godot.
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* Requires setting CLASSNAME as a #define first.
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*/
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#define GDFUNCTION_STATIC(FnName_) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_), &CLASSNAME::_FnName)
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#define GDFUNCTION_STATIC(_FnName) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#_FnName), &CLASSNAME::_FnName)
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/*! \def GDFUNCTION_STATIC_ARGS(FnName_, ...)
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* \brief Register a static member function CLASSNAME::FnName_(...) to godot.
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*
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/*! Register a static function with arguments.
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*
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* Register a static member function CLASSNAME::_FnName(...) to godot.
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* Requires setting CLASSNAME as a #define first.
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*/
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#define GDFUNCTION_STATIC_ARGS(FnName_, ...) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#FnName_, __VA_ARGS__), &CLASSNAME::FnName_)
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#define GDFUNCTION_STATIC_ARGS(_FnName, ...) godot::ClassDB::bind_static_method(MACRO_STRING(CLASSNAME), godot::D_METHOD(#_FnName, __VA_ARGS__), &CLASSNAME::_FnName)
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/*! \def GDSIGNAL(...)
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* \brief Declare a godot Observer signal.
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/*! Declare a godot Observer signal.
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*
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* Declare the existence of a Observer signal to godot.
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*/
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#define GDSIGNAL(...) godot::ClassDB::add_signal(MACRO_STRING(CLASSNAME), godot::MethodInfo(__VA_ARGS__))
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/*! \def GDRESOURCETYPE(Class_)
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* \brief Construct godot resource type hint.
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/*! Construct godot resource type hint.
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*
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* Use when registering properties of arrays of resource classes.
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*/
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#define GDRESOURCETYPE(Class_) godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, #Class_)
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#define GDRESOURCETYPE(_Class) godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, #_Class)
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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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/*! 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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/*! 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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/*! Declare a scoped enum struct.
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*
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* Declares a struct Name_ with an enum Value and a single variable and a get_property_hint() function.
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*/
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#define GDENUM(Name_, ...)\
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struct Name_ {\
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#define GDENUM(Name_, ...) struct Name_ {\
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enum Value {__VA_ARGS__};\
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private:\
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Value value{};\
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@ -104,4 +94,4 @@ struct Name_ {\
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inline Name_(Name_ const &value): value{value.value} {}\
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}
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#endif // !UTILS_GODOT_MACROS_HPP
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#endif // !UC_GODOT_MACROS_H
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