#ifndef UC_GODOT_MACROS_H #define UC_GODOT_MACROS_H #include "godot_cpp/classes/engine.hpp" #include "godot_cpp/core/class_db.hpp" #include "godot_cpp/variant/string.hpp" #define MACRO_STRING_INNER(_Arg) #_Arg #define MACRO_STRING(_Arg) MACRO_STRING_INNER(_Arg) /*! 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(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_) /*! 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 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_) /*! Register a function. * * Register a function CLASSNAME::_FnName() to godot. * Requires setting CLASSNAME as a #define first. */ #define GDFUNCTION(_FnName) godot::ClassDB::bind_method(godot::D_METHOD(#_FnName), &CLASSNAME::_FnName) /*! Register a function with arguments. * * 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 static function. * * Register a static member 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 with arguments. * * 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) /*! Declare a godot Observer signal. * * Declare the existence of a Observer signal to godot. */ #define GDSIGNAL(...) godot::ClassDB::add_signal(MACRO_STRING(CLASSNAME), godot::MethodInfo(__VA_ARGS__)) /*! Construct godot resource type hint. * * Use when registering properties of arrays of resource classes. */ #define GDRESOURCETYPE(_Class) godot::vformat("%s/%s:%s", godot::Variant::OBJECT, godot::PROPERTY_HINT_RESOURCE_TYPE, #_Class) /*! Execute the rest of the function only if currently running as editor. * * Useful for _ready, _enter/_exit, _process, etc. functions. */ #define GDEDITORONLY() 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 GDGAMEONLY() if(godot::Engine::get_singleton()->is_editor_hint()) return; /*! Declare a scoped enum struct. * * Declares a struct Name_ with an enum Value and a single variable and a get_property_hint() function. */ #define GDENUM(Name_, ...) struct Name_ {\ enum Value {__VA_ARGS__};\ private:\ Value value{};\ public:\ static inline godot::String get_property_hint() { return godot::String(#__VA_ARGS__); }\ inline Name_(Value value): value{value} {}\ inline Name_(Name_ const &value): value{value.value} {}\ } #endif // !UC_GODOT_MACROS_H